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Tales from the Astral Plane - Standard Edition

Reference: TEB3061

Adventuring in the Astral Plane with new rules, classes, spells, feats, monsters, locations, and epic encounters for 5e.
  • English
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  • Technical sheet

Tales from the Astral Plane - Standard Edition

Description

Adventuring in the Astral Plane with new rules and epic encounters for 5e

Few places in the multiverse are more mysterious and unexplored than the Astral Plane. We are pleased to introduce an action-packed astral adventure, new rules for exploration and combat on the plane, and comprehensive resources for creating your own adventures on the Astral Plane. If any of that sounds intriguing, we're just getting started.

First up is an adventure called “Strangers to the Void”. As a GM, have you ever had a PC about to jump into a portable hole and had to remind them that they can’t take their bag of holding into it? Or more likely, you simply handwaved the consequences and willfully ignored what is supposed to occur?

Well, now you have a book to grab off your shelf with an evil grin as they are sucked into the Astral Plane. This adventure supplies other potential ways to end up on the plane, but the end result is the same—the PCs are now “lost in space” and have to find their way back home.
  • Our trademark is unique and memorable encounters. Every encounter has a new monster, unexpected tactics, an unusual environment/battle map, or some surprise element.
  • The adventure can easily be inserted into an existing campaign as an elaborate and unexpected side quest. We also show how to incorporate it into our Dawn of the Necromancer campaign.
  • Even if you decide not to run the adventure as is, all 15+ major encounters are designed to be easily extracted and repurposed. You can basically treat this book as a giant book of random astral encounters.
  • One of the locations the PCs visit, an astraloid called Elysia, has its locations and NPCs detailed in order to provide a convenient base of operations for future adventures.
  • Strangers to the Void runs from 3rd level to 5th, since this is a window during which PCs have access to spells and items that can accidentally transport them to the Astral Plane, but not the means to get back home. Plus, there just so happens to be an official planar adventure that conveniently begins at 5th level…
  • This adventure is setting agnostic. The Astral Plane is the setting.

Technical sheet

  • Language(s)
  • Book cover
  • System
  • Country of origin
  • Warning(s)
    Warning! Not suitable for children under 3 years of age. Small parts. Choking hazard.
  • EAN 9781737530619
  • Publishers Team Banzai

Description

Adventuring in the Astral Plane with new rules and epic encounters for 5e

Few places in the multiverse are more mysterious and unexplored than the Astral Plane. We are pleased to introduce an action-packed astral adventure, new rules for exploration and combat on the plane, and comprehensive resources for creating your own adventures on the Astral Plane. If any of that sounds intriguing, we're just getting started.

First up is an adventure called “Strangers to the Void”. As a GM, have you ever had a PC about to jump into a portable hole and had to remind them that they can’t take their bag of holding into it? Or more likely, you simply handwaved the consequences and willfully ignored what is supposed to occur?

Well, now you have a book to grab off your shelf with an evil grin as they are sucked into the Astral Plane. This adventure supplies other potential ways to end up on the plane, but the end result is the same—the PCs are now “lost in space” and have to find their way back home.
  • Our trademark is unique and memorable encounters. Every encounter has a new monster, unexpected tactics, an unusual environment/battle map, or some surprise element.
  • The adventure can easily be inserted into an existing campaign as an elaborate and unexpected side quest. We also show how to incorporate it into our Dawn of the Necromancer campaign.
  • Even if you decide not to run the adventure as is, all 15+ major encounters are designed to be easily extracted and repurposed. You can basically treat this book as a giant book of random astral encounters.
  • One of the locations the PCs visit, an astraloid called Elysia, has its locations and NPCs detailed in order to provide a convenient base of operations for future adventures.
  • Strangers to the Void runs from 3rd level to 5th, since this is a window during which PCs have access to spells and items that can accidentally transport them to the Astral Plane, but not the means to get back home. Plus, there just so happens to be an official planar adventure that conveniently begins at 5th level…
  • This adventure is setting agnostic. The Astral Plane is the setting.

Technical sheet

  • Language(s)
  • Book cover
  • System
  • Country of origin
  • Warning(s)
    Warning! Not suitable for children under 3 years of age. Small parts. Choking hazard.
  • EAN 9781737530619
  • Publishers Team Banzai
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