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Spelljammer Shipyard: Build and Customize Your Own Spelljammers

Publisher: Dungeon Masters Guild

The engineer wiped her forehead and slid out from beneath the engine, sliding her miniature welding torch back into her belt. The last journey had a helluva toll on the ship, and each part of the engine needed a careful examination. If she did her job well, the ship would be flying better than ever; if not, they would probably get halfway out of the atmosphere before the entire ship collapsed in an explosive ball of plasma. That was always the coin she flipped, and damn if she wasn’t good at flipping it.


While most of the general public knows very little about how a Spelljammer operates, crew members don’t have that luxury: they need to know their ship as well as their own body if they want to arrive at the next port in one piece. An adventurer that can build, modify, and repair their spelljammer as the situation demands is much more likely to survive the rigors of Wildspace.

This book is a guide to building and customizing spelljammers, whether you’re piecing one together from scratch or modifying an existing model to suit your characters’ unique style. It also includes a small repertoire of new spelljammer models to encounter (or pilot) on your interstellar journeys.

Features

—Lightweight rules for building and customizing spelljammers

—23 room-like modules, like the Arcaneum, the Automaton Bay, and the Ward Generator

—Improvements for each module that improve and modify their functions

—Five new spelljammer ships, each with a simple side-view map



This post first appeared on D&D Tomb, please read the originial post: here

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