As always Wizards of the Coast have thought about us, the folks hopelessly addicted to this awesome pastime, and have given us a treasure trove of goodies.
In the box you’ll find, Boo’s Astral Menagerie which is packed to bursting with fun monsters for your DM (Dungeon Master) to pit against your characters. The monsters are a delight to read through if you’re into that. They’re imaginative and fun and should be a blast to come up against.
If you are the DM then you get a nifty, themed screen with all kinds of helpful info on it, including monster stats and a whole lot of information about the ships your players and NPCs will be on. This will come in handy when trying to negotiate actions in space, as gravity and air are things to consider in this adventure.
You also get the Astral Adventurer’s Guide. Now, this is a lovely tool to help you get adventuring. It’s full of all the information you will need to go roll your characters. If you’re a DM it has a nifty map of the Rock of Bral that you can use in your campaign. All the information for both players and DM are in this book and it’s a well-put-together work that takes you through it all step by step.
The Adventurer’s guide gives you the new and old races and works hand in hand with the Player’s Handbook, to make playing in this realm an easy-to-set-up and fun experience.
Lastly, the final book in the set is the actual adventure, The Light of Xaryxis. And what an adventure it is. Packed full of opportunities to work out puzzles, meet new characters, go to strange new worlds and to try out new skills. The combat tactics alone promise to be interesting as things like whether your character is being influenced by any gravity shifts, or if your character has air to breathe, will all become of great concern as the adventure unfolds.