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Wildspace: The TSR campaign setting that never was
Spelljammer: Adventures in Space [BOX SET]
Lots of photos of a nice SJ core set at my game blog!
"Multitudes of worlds wheel through Wildspace. The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.
The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances between planets. Graceful elven flitters, stately illithid galleys, deadly beholder tyrants, and the awesome Spelljammer itself carry trade, emissaries, and heroic action throughout all the worlds of the AD&D game."
Lorebook of the Void (96 pages, 1049XXX1901)
Concordance of Arcane Space (96 pages, 1049XXX1902)
Despite this book being coded 2nd, the reader is instructed in the Foreword to read the Concordance first, as it contains the most basic concepts of the setting.
- Planetary Display Map (1049XXX0701)
- The Spelljammer (1049XXX0702)
- space hex grid (1049XXX0703)
- The Rock of Bral (1049XXX0704)
24 cardsheets (20x ship cards, 4x sheets of cut-outs)
plastic tactical stands
1989 ... Jeff Grubb ... TSR 1049 ... ISBN 0880387629
A later printing dated 2-92 inside top lid, with TSR Gold Badge logo, I see that as well as the original printing with the TSR angular logo. There are no substantial differences between the sets to my knowledge.
The Legend of Spelljammer [BOX SET]
* Legends and More (32 pages, 1065XXX1901)
* The Grand Tour (64 pages, 1065XXX1902)
* Captains and Ships (96 pages, 1065XXX1903)
* 2 maps (1065XXX0701, 1065XXX0702)
* 12 cards (2x DM's Summary of NPCs, 10x ship cards: Battle Dolphin, Cuttle Command, Gnomish Whelk, Great Bombard, Illithid Dreadnought, Octopus, Quentin's Libraria, Smalljammer, Unity Ship, Whaleship)
More photos at our Game Gallery.
"Feared by some, hunted by others, the awesome vessel Spelljammer glides through the vastness of space on manta wings. For the first time ever, the myths surrounding the Great Ship are unveiled, allowing you to expand your SPELLJAMMER game campaign.
Is the Spelljammer a legend from the past of a mystery of the present? Is it truly a ship or a living being? Who commands it? What secrets hide in its massive hull and dark towers? The true story of the Spelljammer is revealed in this box.
This accessory is an epic adventure setting for use with the original SPELLJAMMER Adventures in Space boxed set. Within this box you will discover new monsters and races, exciting new ships and characters, plus the fantastic Spelljammer itself."
1991 ... Jeff Grubb ... TSR 1065 ... ISBN 1560760834
War Captain's Companion [BOX SET]
Many more pics over at my Game Gallery: War Captain’s Companion (1992): Spelljammer Fleet Battles plus Complete Ship Guide
"The worlds of fantasy space are legion. Not all are friendly. The spider-like Neogi slavers, the cold and calculating Mind Flayers, the savage Scro, and others all build great ships of war to catch the magical currents of space.
Now YOU can face the perils of deadly combat in the depths of the void. This game accessory gives you the chance to storm enemy ships or brave a barrage of wizard spells that could tear your ship apart. This latest boxed set, the War Captain's Companion (sequel to the earlier SPELLJAMMER boxed set, Adventures in Space) contains the following:
* Ship-to-Ship game: Tactical ship rules and two 22" x 31" mapsheets with an extra-large hex grid.
* Three complete books: Over 190 pages of vital information designed to expand your SPELLJAMMER campaign setting.
* Additional game cards: 6 full-sized 8½" x 11" cards: player aid cards, game markers, and three new color ship cards (Clipper, Quad of Thay, and Triop -W).
* Colorful playing pieces: 6 sheets of full-color 3-D ship pieces, over 30 ships in all.
WAR CAPTAIN'S GUIDE (96 pages):
* New role-playing rules, including new character skills and magical items.
* New section allows creative players to design their own ships.
* War fleet and shipyard bases for our major campaign worlds!
SHIP RECOGNITION MANUAL (64 pages):
* Updated and expanded information on all existing ship types.
* Each ship in this book is accompanied by a detailed line illustration.
* Introduces over a dozen ship types for the first time anywhere!
COMBAT AMONG THE STARS (32 pages):
* Easy-to-learn ship-to-ship rules that will give hours of enjoyment.
* Includes ramming, boarding actions, magic use, and much more.
* Optional rules feature 3-D movement and advanced weapons and equipment!"
1992 ... Dale "Slade" Henson ... TSR 1072 ... ISBN 1560763434
The Astromundi Cluster [BOX SET]
"Far off the traveled paths of wildspace, a lone crystal sphere bobs in the phlogiston, waiting for unwary visitors greedy for adventure. This is the Astromundi Cluster, a setting easy to find... and nigh-impossible to escape.
Unique among the spheres, Clusterspace holds no planets - only thousands of asteroids that wander in a seemingly endless realm. Here Arcane, neogi, illithids and humans have learned to coexist in a semblance of peace to ensure their survival. But the carefully-wrought balance of power may change at any time, and heroes have to choose their allies and enemies carefully. Within the Cluster, there are no such fine guarantees as honor or trust between friends and foes.
The Astromundi Cluster accessory includes:
* A 32-page player's manual to the factions and features of Clusterspace. The Astrogator's Guide gives players all the information they need about the races and major asteroid clusters of the Shattered Sphere, life and culture in the Cluster, and new ship and weapon types.
* A 64-page DM guide, Adventures in the Shattered Sphere, which reveals to the DUNGEON MASTER the secrets of the Astromundi Cluster, from the magically powerful Antilan Empire to the behind-the-scenes plots of the Arcane.
* A 96-page DM book describing in full detail the most important asteroids and other features of the Cluster, its physical makeup and economy, and new magic and spells.
* Two full-size maps illustrating the planetary orbits of the Cluster's celestial bodies, and schematic layouts of a feared crystal citadel and important trading post.
* Twenty-four cards filled with ship blueprints, important faction illustrations and descriptions, orbital maps, and more."
1993 ... Sam Witt ... TSR 1087 ... ISBN 1560766328
Lost Ships (SJR1)
"Who among you who have dared to enter the starry deeps has not heard of the dark drifting derelicts of earlier spacefarers? The silent, menacing lairs of monsters that may hide great treasures for those bold enough to explore them? And what space-captain plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one?
Lost Ships holds the answers that bold spacefarers have been seeking:
* New spells to better arm intrepid adventurers.
* New Ships! Twenty new ship types.
* Flotsam of Space - mini-menaces that can bring space to exciting life.
* New rules to help DMs run extended space adventures.
* New adventures galore that can make any spacebound AD&D game campaign an exciting (and dangerous!) place for your characters!"
1990 ... Ed Greenwood ... 96 pages ... TSR 9280 ... ISBN 0880388315
Connects to the Forgotten Realms campaign.
"Toril: that blue-green orb on which live Elminster, Lhaeo, and the Harpers, to name but a few. The planet so many adventurers call "home." To many, it seems to be the center of the universe.
Far be that from the truth! There are seven other planets in Toril's system, some closer to the primary star, other farther from its warmth. These pages revel the little-known facts about every planet in Realmspace: the crystal sphere containing the lands known as the Forgotten Realms.
Realmspace is an accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is needed to use this booklet. The material in this accessory will enhance any FORGOTTEN REALMS campign in which the concept of spelljamming has been (or is about to be) introduced.
In addition to the 96-page booklet, this product includes:
• a full-size poster map of the Realmspace crystal sphere, showing all the planets in their relative orbits.
• Statistics on new ship types, including the Batship and the Tsunami.
• Several short adventurers, suitable for introducing characters to the wonders of Realmspace."
1991 ... Dale "Slade" Henson ... 96 pages + map ... TSR 9312 ... ISBN 1560760524
Dungeon Master's Screen (SJR3)
Contents include a folded cover sheet, 3-panel DM screen, and 8 sheets of punch-out ships.
"This all new AD&D Dungeon Master's Screen has been designed for use with the SPELLJAMMER campaign system. From basic combat tables to planetary statistics, the screen provides all the special tables needed to smoothly run an AD&D space campaign, placing them immediately within the DM's reach.
In addition to the useful tables, the screen gives you:
* combat statistics for your favorite ships from Lost Ships and the SPELLJAMMER campaign adventures!
* a 3-panel panoramic painting depicting an epic battle in wildspace
* full color three-dimensional fold-ups of space-faring ships suitable for use in ship-to-ship combat"
1991 ... Diesel ... TSR 9313 ... ISBN 1560760532
Practical Planetology (SJR4)
"Groundlings have no idea, but any spelljamming adventurer worth his salt knows the universe is huge! Let Practical Planetology open new possibilites for your AD&D SPELLJAMMER campaign.
Herein find fifteen unique planets, exotic and mysterious, ripe for plunder or other less profitable adventures. Weigh anchor at the air world Alabeth, and float with marooned elves atop their massive holbags. Visit the mithril dragons of Radole who ride the hot thermals over lakes of molten tin. Endure the searing flames of the efreeti city on Ignia, or swim among the island necrocracies - nations of undead from a destroyed planet - on Charon.
These and other bizarre worlds of adventure await you in Practical Planetology, along with beasts native to them, eleven new monsters in all. All you'll need is a ship, a helm, and a star to steer them by!
Practical Planetology contains material suitable for characters of any level."
1991 ... Nigel Findley ... 64 pages + map ... TSR 9328 ... ISBN 1560761342
Rock of Bral (SJR5)
"Welcome to the city of twilight, the city of thieves, the city among the stars. Founded by pirates, Bral is now a prosperous city of rogues and merchants, adrift in the vast realms of Wildspace. Its docks are crowded with graceful ships, its streets are teeming with intrigue and adventure, and its population includes shining heroes and dark villains. The Rock of Bral is a haven for any adventurer with a quick wit and a dash of greed - oppurtunity only awaits the hand bold enough to seize it!
Rock of Bral is an accessory to the SPELLJAMMER campaign setting and is intended to provide a ready guide to this most fascinating of cities. Your character will find the Rock to be the perfect base from which to explore the magical reaches of Wildspace."
1992 ... L. Richard Baker III ... 96 pages + map ... TSR 9361 ... ISBN 1560763450
Unlike Realmspace and Krynnspace, Greyspace was not issued with a poster map.
Connects to the world of Greyhawk.
"Although Oerth is the dominant world in Greyspace, it is definitely not the only cradle of life in this system. Worlds such as Kule, Borka, and Edill have their own civilizations. Each has its own secrets to entice and threaten explorers courageous enough to brave the perils of Wildspace.
This book details the dragons of Edill, the undead of Gnibile, the humanoids of Borka, and many others. It describes their societies, their views of the universe around them, and their relationships to the other inhabitants of the Greyspace system.
But the planetary denizens of Greyspace are not the only challenges awaiting brave adventurers! There are also spacefaring companies and starborn peddlers, adventuring groups, explorers' societies, and interplanetary pirates. In addition, the crystal sphere is home to monsters totally unlike those encountered anywhere else: the porton, the skykine, and the dreaded horg.
Greyspace is a 96-page accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is needed to use this product. The material in this accessory will enhance any GREYHAWK campaign in which the concept of spelljamming has been (or is about to be!) introduced. Your players are in for new excitement!"
1992 ... Nigel Findley ... 96 pages ... TSR 9374 ... ISBN 1560763485
Connects to the world of Dragonlance.
"For centuries, the intelligent races of Krynn have looked upward, toward the moons, planets, stars, and the very crystal sphere of Krynnspace. They have looked up and wondered, and gone back to their planetbound lives.
Meanwhile, on other worlds in other spheres, spelljamming ships have begun to venture into the Void; they have encountered vast evil - and vast wealth - in the trackless reaches of wildspace. Their ships have explored their own spheres and are even now moving toward Krynnspace.
And on Krynn, the art of spelljamming is stirring. Unbeknowst to most of the inhabitants, spelljamming ports are opening. Spelljammers from other spheres are exploring the planet, and explorers from Krynn are rising into the sky and into space. Soon the mysteries of Reorx, Chislev, the Black Clouds, and the dark planet Nehzmyth will be yielded up - or will destroy those seeking to investigate.
Now you can add spelljamming to your Krynn-based campaign with Krynnspace, an accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is needed to use this booklet.
This 96-page booklet includes:
* Details on the planets, moons, and special mysteries of Krynnspace.
* Statistics for all the major NPCs who inhabit the planets, or who roam wildspace as privateers or pirates.
* Statistics and descriptions for new monsters, magical items, and encounters.
* Short adventure hooks to make designing Krynnspace scenarios a snap.
SPECIAL BONUS: A full-sized map of the Krynnspace crystal sphere, showing all the planets and their orbits."
1993 ... Jean Rabe ... 96 pages + map ... TSR 9409 ... ISBN 1560765607
Space Lairs (SJR8)
""Avast, me hearties, and listen to me tales o' monsters that lair in the vastness of wildspace and the fiery streams o' the phlogiston. Great and terrible beasties they be, just waitin' for a daring band o' adventurers to stumble upon 'em - or seek 'em out! Here's a toast to those brave enough to face the challenge!"
Wildspace and the phlogiston are vast. Even when ships travel at spelljamming speed, a journey can take months to complete. Now a DUNGEON MASTER can inject the unexpected into those days when "nothing happens" with the exciting encounters found in Space Lairs.
Like the original ADVANCED DUNGEONS & DRAGONS Book of Lairs, this collection contains 14 intriguing and innovative mini-adventures that can be inserted into any SPELLJAMMER campaign with little or no prepartion by the DUNGEON MASTER. Featuring SPELLJAMMER monsters from the MONSTROUS COMPENDIUM, these adventures provide challenges suitable for players of all levels.
From puzzle-solving to action and from humor to high adventure, it's all here in this 64-page accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER Adventures in Space boxed set is needed to use this book. So, come aboard, take the helm, and prepare to meet Blackleg Bart and lots of other fantastic adversaries!"
1993 ... Nicky Rea & Wes Nicholson ... 64 pages ... TSR 9411 ... ISBN 1560766093
"On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do?
Pull your AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characers' entire homeworld!
Wildspace is the first adventure for the AD&D SPELLJAMMER Campaign Set. The SPELLJAMMER boxed set is required to play. This 64-page adventure fits easily into your exisiting campaign, as either a change of pace from groundling adventures or the beginning of a new career in space.
This adventure is designed for four to six player characters of levels 6 to 8."
1990 ... Allen Varney ... 64 pages + map (side 1: "The Hive" - side 2: The Skyrunner) ... TSR 9273 ... ISBN 0880388196
Skull & Crossbows (SJA2)
"Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates.
It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known (and unknown) spheres.
Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, "Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so, they all have their personal agendas, and it's often hard to tell enemies from friends.
Skull & Crossbows is an anthology of adventures for the SPELLJAMMER campaign setting. This 64-page anthology easily follows Wildspace, but can be used in any existing AD&D SPELLJAMMER campaign.
This adventure is designed for a party of four to six characters, levels 6 to 10."
1990 ... Nigel Findley ... 64 pages + 3-panel cover + map ... TSR 9286 ... ISBN 0880388455
Crystal Spheres (SJA3)
The third panel of the cover is a ship card: A Hummingbird ship.
"Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space...
Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants.
Crystal Spheres is an adventure for the AD&D SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is required to play. This 64-page adventure will easily adapt to any campaign world.
This adventure is designed for four to eight characters of levels 5 to 7."
1990 ... J. Paul LaFountain ... 64 pages + 3-panel cover + folded map ... TSR 9299 ... ISBN 0880388781
Under The Dark Fist (SJA4)
The third panel of the cover shows 3 "Principal Vodoni Ships": Night Wolf (Vodoni Scout); Hunter-Killer (Vodoni Assassin); Werewolf (Vodoni Butcher). -W
"Few creatures inhabiting the realms of Greyspace, Krynnspace, and Realmspace know (or even dream) of each others' existence. Fewer still understand the celestial bonds they secretly share.
As the worlds of men and elves, dwarves and dragons are about to discover, no less than TWELVE unknown spheres stand poised for war...a war as unexpected as it will be devastating!
Twelve spheres against three - hardly fair odds. But then again, Emperor Vulkaran the Dark, Master of the Twelve Spheres and Ruler of All Known Space, doesn't like a fair fight. He's never fought one yet!
Under the Dark Fist, a 64-page aventure for the SPELLJAMMER setting, provides enough material to wage an intergalactic war across 15 spheres! It can be used as an epic stand-alone adventure or easily incorporated into an existing campaign. This challenging adventure is recommended for experienced players and referees.
This adventure is designed for a party of four to eight characters, levels 10 to 14."
1991 ... Grant Boucher ... 64 pages + 3-panel cover + map (Imperial City) ... TSR 9325 ... ISBN 1560761318
All Vodoni roads lead to the Imperial Palace in Vulkaran.
Goblins' Return (SJS1)
The third panel of the cover is a ship card: A Scro Mantis ship. -W
"Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds and plot revenge for another day.
That day has come.
After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets.
The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes - or die trying.
Goblins' Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure.
Goblins' Return is designed for four to six characters of levels 7-10."
1991 ... Bruce Nesmith ... 64 pages + 3-panel cover ... TSR 9343 ... ISBN 1560761490
Heart of the Enemy (SJQ1)
"A little information is a very frightening thing.
Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to gain information on their enemies' numbers and plans.
The news they found was far worse.
The scro have discovered a weapon of awesome destruction, one that can lay waste to entire worlds. But the key to unlock its power lies lost and forgotten.
Even now the scro are searching for it. When they find it, they will wreak destruction and revenge on the inhabited planets.
The elves are looking for an adventuring team who can win this desperate race, and find the key first. Your PCs may be the only thing that stands between known space and doom.
Heart of the Enemy is a 96-page adventure set in the Second Unhuman War. The second of a two-part series, it can either be linked with the previous Goblins' Return or it can be played as a stand-alone adventure.
Heart of the Enemy is designed for four to six characters of levels 8-11."
1992 ... Rick Swan ... 96 pages + fold-out map (Shadowspace) ... TSR 9347 ... ISBN 1560763426
The Complete Spacefarer's Handbook (CGR1)
"Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip you characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the Void!"
1992 ... Curtis M. Scott ... 128 pages ... TSR 2130 ... ISBN 1560763477
Monstrous Compendium Appendix (MC7)
CREATURES: Aartuk; Albari; Ancient Mariner; Argos; Astereater; Beholder-Kin (Director, Examiner, Lensman, Overseer, Watcher); Blazozoid; Chattur; Clockwork Horror; Colossus; Delphinid; Dizantar; Esthetic; Focoid; Fractine; Giant, Spacesea; Golem, Furnace; Golem, Radiant; Gravislayer; Grommam; Hadozee; Hamster, Giant Space; Jammer Leech; Lakshu; Lumineaux; Lutum (Mud-Woman); Mimic, Space; Misi; Moon, Rogue; Mortiss; Murderoid; Nay-Churr; Phlog-Crawler; Pirate of Gith; Plasman; Plasmoid (DeGleash, DelNoric, Ontalak); Puffer; Q'nidar; Rastipede; Reigar; Rock Hopper; Slinker; Spider, Asteroid; Spiritjam; Survivor; Syllix; Symbiont; Vine, Infinity; Wiggle (Hurwaet); Wizshade; Wryback; Zard; Zodar.
"Thought you'd seen it all when you met the neogi? Threw up your hands in horror at the sight of space barnacles? Well...get ready for the giant space hamsters, the symbionts, and lots of other wild and weird SPELLJAMMER campaign monsters!
In this product are some of the most fantastic creatures ever seen (or not seen, as the case may be), in wildspace or out of it. Yes, Virginia, there really are giant space hamsters lurking in these pages, as well as whole new races ready for the DM to launch into a SPELLJAMMER campaign. Once again, there are 64 pages of new beasties for your playing enjoyment, 5-hole punched and ready for insertion in your Monstrous Compendium binder. Plus, the great (4) full-color divider pages with identification tabs make it easier to organize your critters.
SPELJAMMER campaigns will never be the same again..."
1990 ... TSR 2109 ... ISBN 0880388714
Monstrous Compendium Appendix (MC9)
CREATURES: Alchemy Plant; Allura; Aperusa; Autognome; Bionoid; Bloodsac; Buzzjewel; Constellate; Contemplator; Dohwar; Dragon, Moon; Dragon, Sun; Dragon, Stellar; Dreamslayer; Dweomerborn; Fal; Feesu; Firebird; Firelich; Flowfiend; Gadabout; Gammaroid; Gonn; Gossamer; Grav; Great Dreamer; Greatswan; Grell, Colonial; Gullion; Insectare; Lhee; Mercurial Slime; Meteorspawn; Monitor; Owl, Space; Pristatic; Scro; Selkie, Star; Silatic; Skullbird; Sleek; Sluk; Space Swine; Spirit Warrior; Sphinx, Astro; Starfly Plant; Stargazer; Undead, Stellar; Witchlight Marauders; Xixchil; Yitsan; Zurchin.
"Prepare to be boarded! Here are still more new, inventive, dangerous, and entertaining creatures and races for your SPELLJAMMER campaign setting! There are giant undead insects, star gypsies, space plants, and much, much more awaiting your stellar travelers in these pages. Elven war-beasts, giant space turtles, orcish death-creatures, and other beings of the phlogiston, crystal spheres, and wildspace roam this volume. Some look nasty, and are; some look nasty, and aren't. Which are which? Read the entries and find out for yourself! And of course, they are organized into five-hole-punched pages that fit right into your Monstrous Compenium binders."
1991 ... 32 pages + 4 dividers ... TSR 2119 ... ISBN 1560760710
Cloakmaster CycleThe Cloakmaster Cycle
The Spelljammer adventures of Teldin Moore.
6 Volumes: Beyond The Moons, Into The Void, Maelstroms Eye, Radiant Dragon, Broken Sphere, Ultimate Helm
Authors: Cook, David & Nigel Findley & Roger E. Moore & Elaine Cunningham & Russ T. Howard
Wizards of the Coast owns (and holds trademark to) the AD&D game and Spelljammer in all forms.
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