Unfortunately, Wizards of the Coast didn’t show much love to Dungeons and Dragons’ varied settings in their initial publication run, choosing instead to focus on building the core Third Edition experience and streamlining the d20 rule set. By the time that TSR sold the Dungeons and Dragons line to Wizards of the Coast, the setting was basically defunct. Spelljammer was one of the more unfortunate examples of this, as it still had a very strong player base and was considered one of the more imaginative settings. In the run-up to Third Edition, a number of the classic D&D settings started to be ignored. This, in combination with a number of supplements, really fleshed out the entire Spelljammer universe into something special. This book largely covered how spelljamming travel worked, giving DMs a chance to better craft campaigns. When TSR started moving towards handbooks instead of boxed sets, Spelljammer got its own set. These sets started by providing basic rules, but then branched out to cover role playing campaigns and even ship-to-ship combat. Like most of the Second Edition settings, Spelljammer’s release was mostly confined to box sets. These settings – Realmspace, Krynnspace, and Greyspace – allowed for Spelljammer to work with Forgotten Realms, Dragonlance, and Greyhawk. It was released in a boxed set that not only provided the information for Spelljammer, but that also provided information for the realms of several other settings. AD&D was definitely a system that wasn’t afraid to experiment with how D&D could work and the vast number of settings released under the auspices of that title provided a great deal with which Spelljammer could work.įirst released in 1989, Spelljammer was D&D’s nod towards space fantasy. It’s quite easy to take even a generic threat in another setting and give it a twist in Spelljammer.Īdvanced Dungeons & Dragons (2nd edition)Īs you might be able to tell from the strange setting and interconnected world, Spelljammer got its start in Advanced Dungeons and Dragons. Of special note here are Beholders, who make up the bulk of the more memorable antagonists of the game. Due to the nature of the setting, virtually anything that has ever appeared in another D&D setting can end up in the background of one of these games. In addition to the playable races, there are a fair number of creatures that inhabit the world of Spelljammer. Xixchil: Praying Mantis-like craftsmen.Note that the name is just “Orcs” spelled backwards. Rastipede: Weird kind of insect-centaur.Lizard Man: Exactly what it says on the tin.Hadozee: Mercenary apes who are close with the elves.Giff: Military-minded humanoids with hippo heads.
![2ed spelljammer ship construction 2ed spelljammer ship construction](https://static.wikia.nocookie.net/spelljammer/images/0/0f/Smalljammer_Data_Card_2e.jpg)
![2ed spelljammer ship construction 2ed spelljammer ship construction](https://slothjemia.files.wordpress.com/2020/03/wyrm-class.jpg)
They just don’t work in a traditional setting, yet it’d be hard to imagine Spelljammer without them. What really separates out Spelljammer is that its unique races are incredibly weird. No matter what, though, the ship will be an important part of the game.Īs is traditional with the earlier Dungeons and Dragons settings, Spelljammer features both a handful of traditional D&D races and a number of its own unique denizens. Players might have to gather materials to repair the ship, deal with the possibility of having their ships stolen, or even have to take on contracts to afford spelljamming ships of their own. In many campaigns, they serve as the plot impetus. These ships can be far more than just a way to get around.
#2ED SPELLJAMMER SHIP CONSTRUCTION SERIES#
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#2ED SPELLJAMMER SHIP CONSTRUCTION FULL#
If you play Dungeon & Dragons, Pathfinder, or other fantasy tabletop role-playing games, this RPG random tables book is full of encounters, NPCs, and more.