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Buy Spelljammer: Adventures in Space (Dungeons & Dragons Campaign Collection - Adventure, Setting, Monster Book, Map, and DM Screen): 1 by Dungeons & Dragons, Wizards Of The Coast (ISBN: 9780786968169) from desertcart's Book Store. Everyday low prices and free delivery on eligible orders. Review: Great for unique adventures - This was a great buy and led to a 15 month campaign. The books made it very easy to develop a long homebrew campaign beyond the included adventure module, but this still served as a good example to develop my own, and I borrowed bits from it for future use. The players book adds fun and flavourful races, and useful maps of ships. The only slight let down is that ship to ship combat, while simple, is generally uneventful and unimpactful, and boarding actions was where most of our action came in. This can be particularly fun given the odd physics of gravity planes, and I recommend leaning into this for creative fights, especially in theatre-of-the-mind style combats, where things can get crazy. The bestiary is also good and I used many of the entries throughout the campaign. There is a slightly tongue in cheek vibe to some of it, but I found it relatively easy to flavour these elements into interesting themes in a more serious campaign (Star Wars meets D&D). Review: Its great! - Dungeons and Dragons is amazing so I am very excited to send my players into space with this. 3 books included as well as a DM screen that features information specific to the spelljammer setting. The monsters are great and can be used in other games and the fact that Boo the miniature giant space hamster is part of the book makes me deeply happy.









| Best Sellers Rank | 117,978 in Books ( See Top 100 in Books ) 4,768 in Hobbies & Games 19,636 in Fantasy (Books) |
| Customer reviews | 4.5 4.5 out of 5 stars (4,279) |
| Dimensions | 22.1 x 5.08 x 29.46 cm |
| ISBN-10 | 0786968168 |
| ISBN-13 | 978-0786968169 |
| Item weight | 1.8 kg |
| Language | English |
| Print length | 145 pages |
| Publication date | 13 Sept. 2022 |
| Publisher | Dungeons & Dragons |
A**R
Great for unique adventures
This was a great buy and led to a 15 month campaign. The books made it very easy to develop a long homebrew campaign beyond the included adventure module, but this still served as a good example to develop my own, and I borrowed bits from it for future use. The players book adds fun and flavourful races, and useful maps of ships. The only slight let down is that ship to ship combat, while simple, is generally uneventful and unimpactful, and boarding actions was where most of our action came in. This can be particularly fun given the odd physics of gravity planes, and I recommend leaning into this for creative fights, especially in theatre-of-the-mind style combats, where things can get crazy. The bestiary is also good and I used many of the entries throughout the campaign. There is a slightly tongue in cheek vibe to some of it, but I found it relatively easy to flavour these elements into interesting themes in a more serious campaign (Star Wars meets D&D).
H**D
Its great!
Dungeons and Dragons is amazing so I am very excited to send my players into space with this. 3 books included as well as a DM screen that features information specific to the spelljammer setting. The monsters are great and can be used in other games and the fact that Boo the miniature giant space hamster is part of the book makes me deeply happy.
J**S
More then I expected
Reading the other reviews I was sad to see its a half job and was put off getting them but in the end I caved I got more then expected as a dm I don't normally follow all the rules because I don't like, agree or find them fun so a few missing ones I can handle I use gun rules from other d20 systems I have and use ship combat as I see fit. In the end I am happy with the books and what I got for the price of they was bigger I would expect to pay alot more then I did
B**Y
Sure its not as big as other collections but imo worth the punt
Like i said, sure the books arnt as thicccccck as other dnd books but there not your normal core books. there nice additions to someone getting into it, somehting more imo easy to follow with extra funky deep space stuff to incoporate into your dnd world or if you just looking for a little sci-fi type of short i think this is a great way to help you out and see if you (and your party) even like it. I waited for this to be on a lightning deal which made it dirt cheap and i love it, I encorporate the monsters into my sessions all the time through rips in the universe and the party loves it, so I'm looking forward to holding a short sci-fi deep space pirate adventure with them. Also looks banging on the shelf next to the otehr books and again imo the dm's screen board that comes with this is stunning.
W**A
Excellent gift for D&D fan
Bought as a gift, it was well received!
R**H
Spelljammer review
This edition of spelljammer has been a long time coming it's an update of the first edition but does not go into detail like the first edition. If you wanted to do a version of Disney's treser planet then give this a go. In the set you have three books (pictured above) and a DM screen. You'll need Dungeon master guide,player guide and monster guide to start running a campaign
H**A
All show, no substance.
Bought a number of 5e books in the past, but Spelljammer is a disappointingly poor product from Wizards of the Coast. The presentation is superb (and that is the only thing that redeems it and gains it the three stars). However, the contents is shockingly bad; a rehashed and weakly updated version of the second edition. I was hoping that it would have been given the same uplift as Strahd and Saltmarsh, but alas no.
M**Y
The nerdy child loves
This was top of his gifting list. He is just starting his d&d obsession and this is Apparently essential purchasing for the mastery to develop correctly(or so he tells me....)
E**N
Manuale top
H**O
Boa aventura no espaço, com temática mística e fantástica de D&D.
J**O
Si bien mucha gente piensa que este sets de libros es inferior a otros (y con mucha razon en algunos aspectos) sigue siendo un set muy completo para cualquier cosa que quieras hacer con spelljammer, el bestiario esta muy bien ya que añade mucho a lo que ya habia, el manual del jugador esta algo flojo en algunas partes pero cumple y la aventura es bastante buena asique eso no lo juzgare malamente, en definitiva es un conjunto que aporta un poco de todo pero no profundiza demasiado en ninguno de los tres libros.
U**R
Excellente qualité et contenu consistant pour le prix . L'Astral aventurer guide est un peu léger, mais avec un peu d'imagination cela fait une bonne base de départ pour des cadres d'aventures pour Spelljammer . Le bestiaire est super , très belles illustrations, très bonne qualité du papier . Le scénario tient la route , peut être modifier assez facilement pour faire à votre convenance. L'écran est magnifique, rien à redire. Seul bémol, c'est en anglais mais avec un niveau même moyen , avec un dico à côté ça roule . Bonne pioche , foncez !
R**N
What you get: A 3 book set(64 pages each) the Astral Adventurers Guide, Boo's Astral Menagerie, and the adventure Light of Xaryxis, plus a 4 panel DM screen, and a large, double sided map of The Rock of Bral, a city built on the top and bottom of a huge asteroid. All in a slipcase, and all of it illustrated with some beautifully rendered artwork inside and out. At first I was leery of this new edition of Spelljammer, but I find this to be a nice addition to the 5E library. I will warn anyone looking for a carbon copy of the 2E Spelljammer rules, this IS NOT that! It's 5E's rules keeping things fast so you the DM, and your group, can get to the fun and action, not Fantasy Starfleet Battles. Consider yourself warned! This Spelljammer keeps with 5E's theory of 'keep it simple" and gives you 6 new playable Races, a couple new Backgrounds, Boo's Astral Menagerie gives you 39 new critters to add to the fun, and many with multiple stat blocks showing off certain variants, like Giff Shipmate, Shock Trooper, etc. An easy to understand definition of "Wildspace" aka Space as we know it, that area that surrounds the planets of our solar system, just a bit weirder(never you mind that gigantic space whale floating off the starboard bow!). The Astral Sea and its affect on those who live & travel through it, and how Wildspace and the Astral Sea are connected. Plus, how DMs can create their own unique "setting-space" by using the two mentioned in the adventure Light of Xaryxis, as guides. Couple it with the info from Chapter #2 of the DMG on Creating a Multiverse, and you've got all you need to create new worlds for your Player Characters to explore, plunder, and survive, the skies are not the limit any longer. The included adventure, Light of Xaryxis, is meant for characters of 5th level. You can use the Starter Kit or Essentials Kit to build your PCs up to 5th level, or your own homebrew adventures. If you want to jump in right away, they give guidelines for making 5th level PCs to begin quickly. The world setting you start from doesn't really matter, the PCs just need to be in a port town when you begin the first session. Then things get interesting fast! The adventure is broken into 4 Sections, with 3 chapters each, getting you off world, and hopefully on your way to saving your homeworld. If you're truly looking for a naval combat game in Space, as I said before, that's not what this is, but there's nothing stopping you from using the original 2E rules for any specific, large scale tactical combat, if that's what you want, or I would highly suggest you pick up a copy of 5E's Ghosts of Saltmarsh, which is a nautically themed series of 7 adventures, but more importantly, it has a section on ship combat, upgrading ships, etc. I preferably, would simply keep to 5E's idea as I see it, treating each ship like a PC, just on a grander scale. You determine encounter distance, initiative, and then assign your crew to weapons or whatever tasks need doing before things get too dicey. Once your ships are close enough to start slinging spells or character-size weapons at each other, then you're playing as normal, person to person. As it is, you're given 16 ships with deck plans, from the generic Space Galleon to the dreaded MindFlayer's Nautiloid, more than enough to keep your players hopping from ship to ship, looking for that special one to call their own. All in all I like it, as I have little time these days to mess around with a ton of minutiae, that if handed out, gets skipped over for some random sparkly nugget of info a PC finds odd. This new Spelljammer gives me what I need to whip up something quick, keep it fun and as detailed, dramatic or over the top as I want, and any game item that can do that, I consider money well spent. Yes, you'll have to do some work as far as planning wildspace systems, but that's the fun of DMing, and just think of the weirdness you can throw at your players, and they'll love you for it. So I say go for it and grab a copy! It's my opinion you'll love it once you're group's survived its first encounter with a Space Clown raiding party, Solar Dragon, or even a Cosmic Horror.....Wildspace is aptly named. But, they'll have a grand tale worth a few free meals back on Bral.... if they make it back!
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