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SJA1 Orientation

Spelljammer Academy (DNDBeyond pre-order bonus) Chapter 1

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Tim J Leader
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0% found this document useful (0 votes)
69 views28 pages

SJA1 Orientation

Spelljammer Academy (DNDBeyond pre-order bonus) Chapter 1

Uploaded by

Tim J Leader
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Spelljammer Academy: Orientation

Introduction
This adventure, designed for three to seven 1st-level characters, is the first in a series of four
adventures. It is set in Spelljammer Academy on the island of Nimbral, many miles southwest of the
Chultan peninsula in the Forgotten Realms campaign setting.

Background
Welcome to Spelljammer Academy! Promising recruits are trained here under the tutelage of
experienced spelljammers, who prepare fledgling spacefarers for the perils of Wildspace and the
Astral Sea. Cadets learn the finer points of ship-to-ship combat, space exploration, and (in some
cases) clandestine operations. The newest batch of recruits has just arrived after a long, arduous sea
voyage, but there’s still much to do! Although it’s business as usual at Spelljammer Academy, the
new cadets soon learn that strange things are afoot.
The purpose of this adventure is to introduce the characters to Spelljammer Academy and
foreshadow an unknown threat.

Overview
This adventure takes approximately two hours to play and is split into three parts:
Part 1: Welcome to Wildspace! The recruits undertake a quick combat trial on the Simulations Deck,
so that academy personnel can assess their skills.
Part 2: Academy Orientation. After the simulation, the new cadets receive a crash course on the
academy’s purpose and general layout, as they complete a laundry list of tasks to acclimate to their
new home.
Part 3: Intruder Alert! The cadets deliver a crate of supplies to Mirt the Merciless, the head of the
academy, but discover that their cargo contains a deadly surprise.

Adventure Hooks
All the characters have volunteered, for whatever reason, to join Spelljammer Academy: a shadowy
enclave of spellcasters and swords-for-hire situated on the remote and mysterious island of Nimbral.
While the characters are still encouraged to develop backstories, they should be looking for
adventure with few long-term bonds to tie them to their homelands. The campaign takes the
characters to the stars and beyond, and there might be no coming back afterward!
Orientation throws the characters right into the action. To maximize the impact of part 1 of the
adventure, you might choose to downplay initial introductions and discussion of the characters’
backstories, bringing up any connections between the characters only after the adventure’s initial
encounter has been resolved.
PLAYING IN THE ADVENTURERS LEAGUE
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten
Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play
and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for
character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure
is SJA-01.
Part 1: Welcome to Wildspace
Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial
so that academy personnel can assess their skills and readiness. The magic of the Simulations Deck
puts a unique spin on the training session, dropping player characters straight into the action.

Right into the Action


When everyone is ready to begin, roll for initiative. Then read or paraphrase the following aloud:
You stand on the deck of your spelljamming ship, Moonraider, even as explosions obliterate two of its masts
and hurl a dozen of your fellow sailors into Wildspace! Distant stars and wheeling clouds of multicolored gas
spin around you as the first pirate galleon slams into Moonraider’s starboard side, and a gust of foul wind
washes over you as the galleon’s air envelope merges with your own. Seconds later, your vessel is boarded by
astral reavers—humanoids possessed of strange features, waving cruel weapons, and unleashing blasts of
magic.
Captain Sardax lies on the deck nearby, her body ruined by shrapnel. “Hold the top deck!” she snarls with her
dying breath. “Grant them no quarter!”
This encounter starts in the thick of the action. The characters are in the midst of a magical illusion
used to train Spelljammer Academy cadets. The shock of being plunged into the illusory simulation
has left them disoriented and unable to sense that what they see is only in their minds. Both the
characters and the players should believe that the simulation is real. When your players ask the
inevitable questions about how they got here, use the following to guide your answers:

 The characters know that they are crew members on Moonraider, but they have no recollection of
events prior to the reavers’ attack.
 The characters are new members of the crew, making their first journey into Wildspace.
 At a guess, it seems likely that the reavers have used some kind of magic to disorient Moonraider’s
crew, hoping to make it easier to seize the ship.
 The characters know Captain Sardax and understand that her death leaves it up to them and the
other surviving crew members to repel the reavers.
 The characters know and trust each other. Moonraider is their ship, and they are bound to defend it!

“Forecastle Map” shows the layout of the area that the characters are defending. They are the only
sailors still alive in this section of the ship.
FORECASTLE MAP

Fighting the Reavers


At the start of combat, place two astral reavers (bandits) at the edge of the forecastle area. Don’t roll
initiative for these enemies. Instead, all reavers act at the end of the initiative order, after the
characters have taken their turns. More reavers then appear during the round (see below).
At the start of each character’s turn, roll on the Battle Events table to determine a random event,
which can include the appearance of new reavers. As each new enemy appears, roll on the Astral
Reavers table to determine a special quality for them, and use these descriptions to help identify
specific reavers in combat.
When you’ve played two full rounds of combat, proceed to the “End Simulation” section below.
Battle Events

d20 Event

1–
A new astral reaver (bandit) jumps into an unoccupied space within 30 feet of the character.
12

An explosion rocks the ship. Each creature on the deck must succeed on a DC 10 Dexterity saving throw or
13
fall prone.

A second spelljamming ship soars overhead, raining arrows down on the defenders. Each character must roll a d20.
14
On a roll of 1–9, they are targeted by an arrow (+3 to hit, 3 piercing damage on a hit).

An untended coil of rope slams into the character, unfurling and reducing their speed by half until the end of their
15
turn.

Loose rigging careens across the deck. Choose a character. That character must succeed on a DC 10 Dexterity
16 (Acrobatics) check to grab the rigging and be safely flung to an unoccupied space within 40 feet of their current
position. On a failure, they stay where they are and fall prone.
Battle Events

d20 Event

The ship’s dog, Bruno, rushes to the aid of a character of the player’s choosing. The character can use a reaction to
17
sip once from the healing keg around Bruno’s neck (no action required), regaining 1d6 hit points.

18–
An allied sailor on the main deck fires an arrow at a reaver (+3 to hit, 5 piercing damage on a hit).
20

Astral Reavers
The reavers are coal-hearted miscreants united only by the urge to raid and pillage. Each reaver has
the statistics of a bandit but has a unique appearance determined by the Astral Reavers table.

Astral Reavers

d12 Appearance

1 Serrated iron jaw and mechanical arm ending in oversized pincer

2 Giant goldfish-bowl head containing a floating brain

3 Four arms, two of which are used solely to perform threatening or insulting gestures
Astral Reavers

d12 Appearance

4 Iridescent scales and glowing pink eyes

5 Enormous nose and ears

6 Helicopter blades mounted on head (flying speed of 10 feet, with a maximum hovering altitude of 3 feet)

7 Infantile second head that continually spits curses

8 Burning beard, and breath that reeks of booze

9 Wears a torn wedding dress stained in blood

10 Blue-skinned, with a single large horn on forehead

11 Fishlike features and needlelike teeth

12 Reflective skin

End Simulation
After two full rounds of combat have been resolved, end the combat by reading or paraphrasing the
following:
A thunderous explosion shakes the ship, filling the air with splinters of wood. Bodies are hurled into
Wildspace—and then everything stops. Wreckage hangs motionless. Reavers freeze in the middle of their
attacks. Even the stars stop twinkling.
The illusion of Wildspace melts away, and you find yourselves in one of the magical chambers of the
Simulations Deck, your memories slowly fitting back into place. You recall being warned that your first
experience of a Wildspace simulation would be disorienting—to test your ability to function under pressure.
A hulking figure emerges from the center of the explosion: a hadozee with a missing wing flap wearing a
military uniform bristling with medals. The air around her smells like cigar smoke. “As you can see,”
Boatswain Tarto growls, “the battle of H’Catha didn’t go so well for Captain Sardax and her crew. But her last
battle makes a good testing ground for new recruits. End simulation!”
The characters remember meeting the hadozee training officer Boatswain Tarto (see the sidebar),
and that the battle has been an illusory exercise conducted in one of the academy’s simulation
chambers—large circular spaces whose rune-scribed walls channel potent magical power, and which
contain training versions of spelljamming helms (akin to those used to propel real spelljamming
ships). As the simulation ends, all characters regain any lost hit points, spell slots, or limited-use
powers. Characters who died during the encounter discover that they were merely unconscious, and
each gains one level of exhaustion from lingering psychic shock.
With the training exercise complete, the new recruits are ready for debriefing and orientation. Proceed
to “Part 2: Academy Orientation.”

BOATSWAIN TARTO
(SPELLJAMMER CORPS
TRAINING OFFICER)
Hadozee Seasoned Boatswain
The scars that Boatswain Tarto
(pronounced BOE-sun TAR-toe) bears
are testament to her status as a battle-
hardened veteran. Despite having one of
her wing flaps torn away long ago, she
remains as capable as ever while on
board a ship. Spelljammer Academy has
no better person to spearhead the
training of raw recruits—and Tarto
knows it. Never one to mince words
(even when those words are directed
toward those who outrank her), this old,
grizzled hadozee has light-tan skin and
ebon-black fur graying at the temples.
She’s perpetually shrouded in a thick
haze of cigar smoke, the smell of which
often signals her imminent arrival.
Quote: “Listen to what I tell you; it
might just save your life.”

Part 2: Academy
Orientation
Spelljammer Academy’s newest cadets are given an extensive orientation. With an assigned list of
orientation tasks at hand, the characters have a chance to visit various areas of the academy, noting
which areas are off-limits to stripling cadets—and the dire punishments that can be meted out on
those who stray into unauthorized territory.

Debriefing
When you’re ready to start, read or paraphrase the following:
You arrived this morning on Belligerence, a chartered galley out of Waterdeep, which picked up passengers and
crew in the Moonshae Isles, Baldur’s Gate, Candlekeep, and Port Nyanzaru. You’ve come to seek fortune and
glory at Spelljammer Academy: a secret enclave of spellcasters and swords-for-hire on the mysterious isle of
Nimbral. Graduates from the academy join the Spelljammer Fleet, a magical navy sworn to protect Toril and
explore worlds far beyond.
The academy is carved into a two-thousand-foot-high column of rock that juts up from the cliffs of the island’s
west coast, its multiple levels connected by stairs, ramps, and magical lifts. After docking in a sea cave at the
base of the column, you marched to the Simulations Deck midway up the academy spire. Your mettle has been
tested, and now it’s time to settle in!
Give the players a copy of handout 1, “Spelljammer Academy Map.”
During the characters’ debriefing, Boatswain Tarto gives each of them a pitiless assessment of their
performance during the trial. As training officer, it’s her job to whip new recruits into shape and show
that everybody has room for improvement. Be appropriate and mindful of your players, however. A
truly good leader isn’t needlessly rude or cruel in their criticisms.
After the debriefing, Boatswain Tarto explains the history and mission of Spelljammer Academy (see
the accompanying sidebar). Any character with spellcasting talent qualifies to join the Spelljammers,
the contingent of those able to pilot a spelljamming ship. Everyone else must join the ranks of the
Spelljammer Corps.
Tarto informs the cadets that they must complete several orientation tasks before the day is out (see
“Orientation Tasks” below). The tasks can be completed in any order.
SPELLJAMMER ACADEMY
While adventurers of all stripes explore Faerûn and deal with the perils of ancient ruins, malevolent cults, and
long-forgotten tombs, those who come through Spelljammer Academy on Nimbral strive to protect the world
from far greater threats. Spelljammer Academy trains cadets for service as Spelljammers and members of the
Spelljammer Corps: both branches of a magical navy sworn to protect Toril and to explore other worlds beyond.
Few people know of the academy’s existence, and its leaders try to keep it that way.
Mirt the Merciless—also known as “the Old Wolf”—is Spelljammer Academy’s founder and chief financial
officer. He manages the institution’s operations alongside a small group of powerful high-ranking officers,
known collectively as “the Bridge.” While most of its candidates are from Toril, the academy occasionally
recruits from outside Realmspace (the Wildspace system that is home to the planet Toril) to bring individuals
with unique talents into their ranks. Giff, githyanki, hadozee, plasmoids, and myriad other peoples can join the
cadets alongside folk native to Toril.
The academy was founded by Mirt as part of a joint investment with the retired elf adventurer Elmandar, who
operates a shop on the Rock of Bral—a city built on an asteroid. Prince Andru, the monarch of Bral, has
invested heavily in the academy, though his support has waned of late over questions regarding security within
the institution.

Orientation Tasks
The characters’ orientation tasks appear on handout 2 for the players:
HANDOUT 2.1
Orientation Tasks
ALL CADETS: COLLECT WELCOME PACK FROM ADMINISTRATION
ALL CADETS: REPORT TO QUARTERS FOR BUNK ASSIGNMENT
ALL CADETS: REPORT TO SKY DOCK FOR SPELLJAMMING SHIP INSPECTION
CORP CADETS ONLY: COLLECT SERVICE WEAPONRY FROM MISTER BLIP IN STORES
SPELLJAMMER CADETS ONLY: REPORT TO SPELLJAMMER NEXUS FOR BASIC TRAINING
ALL CADETS: COMPLETE GYMNASIUM ASSAULT COURSE
The task list also features a note regarding security, which the characters see posted throughout the
academy:

HANDOUT 2.2
WARNING!
Due to recent thefts, security checkpoints are in operation throughout campus. Failure to stop when challenged
will result in disintegration!
If asked about the thefts, Tarto reveals that several navigational charts depicting Realmspace were
stolen recently from the Spelljammer Nexus, the training area for Spelljammer cadets. The thefts
have shaken the confidence of the academy’s investors and caused them to reduce their monthly
funding. Mirt is not happy!
Boatswain Tarto tells the characters to get on with their tasks, then report back to her once all those
tasks are complete. Tarto remains on the Simulations Deck.

Exploring the Academy


The characters are now free to explore the campus. See “Academy Locations” below for information
on each area noted in the orientation tasks.

Security Levels
Spelljammer Academy has a five-tier security system. Each tier is represented by a different color, as
shown below on the Security Levels table. Security levels increase from green to gold, and each
higher level has access to all areas accessible to lower security levels.
Academy personnel wear uniforms in the color of their security access level. The characters are
inducted as cadets (level 2) and must visit administration to collect their uniforms. To access higher
security levels, academy cadets and personnel must request a security helmet: a rigid leather cap
dyed in the appropriate color.
Security checkpoints are set up throughout the academy, each guarded by three veterans. Each
guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by
one of these blades is instantly turned to dust, as if affected by a disintegrate spell. Such a sword
loses its magical properties if removed from Spelljammer Academy.
Security guards refuse access to anyone not wearing the appropriate attire.
Security Levels

Security
Rank Locations
Level

Administration (except Record Room), Sea Dock (except Cargo area), Simulations
1: Green Visitor
Deck (except Officers’ Mess)

2: Red Cadet Cadet Quarters, Gymnasium, Spelljammer Nexus, Stores

3: Blue Sailor Sea Dock (Cargo area), Sky Dock

4: Purple Officer Administration (Record Room), Simulations Deck (Officers’ Mess)

5: Gold Bridge Bridge Quarters

Academy Events
As the characters explore the academy, you can roll on the Academy Events table at any point to
help you bring the campus to life.

Academy Events

d8 Event

A halfling cadet dashes past, clearly late for training. Turning a corner, they bump into a pair of plasmoid cadets—and
1 become partially stuck in one of them! After pulling themself out and helping the plasmoid correct their uniform, the
halfling runs on, shouting an apology.

2 Two cadets face off in a game that magically projects illusory spelljamming ships above the game board.

A visiting giff dignitary is inspecting the campus, escorted by academy officers. When the giff loudly breaks wind, the
3
officers politely carry on as though nobody heard it.
Academy Events

d8 Event

4 A magical voice announces: “All purple rank security officers report to the Sky Dock for docking inspection.”

A manacled mind flayer passes by on a gurney pushed by fleet officers. The mind flayer wears an iron mask with
5
bands restraining its facial tentacles.

6 Strange glowing fish swim through the air, phasing through walls as they go. Nobody appears bothered by them.

A magical voice announces: “Ectoplasmic breach on Spelljammer Nexus level. All personnel, be prepared for
7
supernatural anomalies.”

Two sailors walk past, discussing how even in spite of recent improvements, three out of ten exploratory fleet
8
missions still result in all hands lost.

Academy Locations
The following descriptions are keyed to locations noted on the Spelljammer Academy map.

Administration
Security Level: Green (Visitor Rank) or Above, Purple (Officer Rank) or Above for the Record Room
Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest
rooms for visiting off-world dignitaries, and the academy reception. A record room requires purple-
level security to enter and contains paperwork on all academy personnel.
Orientation Task: Welcome Pack. Characters can visit reception to collect their cadet-issue
welcome packs from a thri-kreen named Sor’kur. Each pack includes the following gear:

 A red-level cadet uniform (plus spare), and a toiletry bag


 A 50 gp requisition voucher to spend at the academy stores
 A blue-level security helmet for visiting the Sky Dock during orientation

As the equipment is issued, staff members at reception give the new cadets a rundown on the
academy’s security protocols (see “Exploring the Academy” above).
SOR’KUR
Thri-kreen Receptionist
The thri-kreen receptionist Sor’kur (pronounced SOAR-ker) is always busy, and there’s no one better suited for
the job. Whether she’s sorting mail, passing messages, asking requests for assistance via several sending stones,
or handing out welcome packs to new recruits, her multiple arms make it all look easy. Sor’kur has white chitin
mottled with patches of brilliant blue, and matching blue eyes.
Quote: “Academy accounts payable, Sor’kur speaking, please hold.”

Bridge Quarters
Security Level: Gold (Bridge Rank) Only
These opulent chambers are home to the Bridge—the high-ranking officers who run Spelljammer
Academy. In addition to the officers’ quarters, this level contains a private banqueting chamber, a
library of spellbooks, and a magical communication chamber known as an oracularium. Characters
visit the Bridge Quarters in part 3 of this adventure.

Cadet Quarters
Security Level: Red (Cadet Rank) or Above
This area contains a dormitory for cadets and a smaller dorm for academy graduates, the Weeping
Goddess tavern (a raucous bar that serves cadets), a refectory where cadets take their meals
(complete with patio dining), washrooms, the academy kitchens, and the laundry.
Orientation Task: Bunk Assignment. On the characters’ arrival, a giff duty officer assigns a bunk to
each cadet and tells them to store their gear in their footlocker. As the characters claim their bunks,
one character of your choice discovers that they’ve been assigned an airy bunk next to a window,
near the laundry. As that character walks over to drop off their gear, four cadets march toward them.
One of those cadets—a confident-looking moon elf—hurls her kit bag onto the bunk before the
character can get there.
“Change of plan, greenie. This bunk’s mine now. Go tell the duty officer it wasn’t to your liking, and we’ll get
ourselves swapped over. Tell him you’ve traded bunks with Veena.”
The elf points to an unkempt bunk in the noisiest section of the dorm, just outside the washrooms.
Veena is testing the new cadets. A character who succeeds on a DC 15 Charisma (Intimidation)
check can scare her and her friends away. Otherwise, the arrogant cadets are more than willing to
use force to teach the upstart characters who’s boss. Give inspiration to any character who
overcomes the situation without resorting to violence.
Veena and the other cadets use the bandit stat block but carry no weapons. Instead, they make
unarmed attacks (+3 to hit, 2 bludgeoning damage on a hit). Anyone reduced to 0 hit points by such
attacks is knocked unconscious for 5 minutes but doesn’t make death saving throws. Veena and her
friends flee if they take 2 or more damage in total.

Gymnasium
Security Level: Red (Cadet Rank) or Above
The Gymnasium features a magically powered arena that can be reconfigured for a variety of training
exercises. For the induction of new recruits, it is set up for a standard cadet training course.
Orientation Task: Obstacle Course. Each cadet must complete the obstacle course by making
ability checks or saving throws to overcome the following obstacles in order:

 Make a straight dash while targeted by loud illusory explosions, requiring a successful DC 10
Constitution saving throw.
 Leap across levitating platforms over pools of electrified water, requiring a successful DC 10 Strength
(Athletics) or Dexterity (Acrobatics) check.
 Swing from ropes through a spinning wheel of maces, requiring a successful DC 12 Dexterity saving
throw.
 Climb a slippery pole and ring a gong at the top, requiring a successful DC 12 Strength (Athletics)
check.

Roll initiative to determine the order of play. In each stage in the course, a character must succeed on
the indicated ability check or saving throw to overcome the obstacle and move on. A character who
fails remains where they are and can try again next turn. If they fail by 5 or more, they also take 2
damage of a type you choose, consistent with the test—lightning damage for the water pools, thunder
damage for the explosions, and so forth.
Any character reduced to 0 hit points during the obstacle course falls unconscious and must sit out
the remainder of the event. Give inspiration to any character who successfully completes the course.

Sea Dock
Security Level: Green (Visitor Rank) or Above, Blue (Sailor Rank) or Above for the Cargo Area
This expansive sea cave contains berths for oceangoing vessels, animal pens for livestock, a dry
dock for ship repairs, and a blue-level restricted area for cargo storage. New recruits arriving at the
Sea Dock are guided to reception on the Administration level.

Simulations Deck
Security Level: Green (Visitor Rank) or Above, Purple (Officer Rank) or Above for the Officers’ Mess
The Simulations Deck features a circular main hall leading to three magical simulation chambers.
Each simulation chamber is a large circular space with a domed ceiling and arcane runes carved into
its stonework. Using preset command words, an officer in uniform can create a variety of simulations
within any one of these chambers, filling it with an illusory scene that affects the five senses.
Boatswain Tarto is present here throughout the day as the characters attempt to complete their
orientation tasks, running other cadets through a variety of training programs. Characters can report
back to her after completing their orientation tasks (see “Reporting to Tarto” below).
An officer’s mess on this level requires purple-level security or higher to enter. The mess is where
instructors and other officers of the academy have their meals.

Sky Dock
Security Level: Blue (Sailor Rank) and Above
Spelljamming ships frequently dock at the summit of the academy. Most vessels are assigned to the
Spelljammer Academy, but some are independent merchant vessels delivering supplies.
Security guards at the stairs leading to the Sky Dock challenge anyone trying to enter this area
without proper authorization (see “Exploring the Academy”). The characters must be wearing the blue
security helmets included in their welcome packs (see “Administration”) to access this area.
Orientation Task: Ship Inspection. Twin gnome officers named Kip and Pik show the characters
around a spelljamming ship, teaching them the basic operations of the vessel and explaining how
equipment should be handled.
One Good Turn. At some point during the inspection, have each character make a Wisdom
(Perception) check. Whoever rolls the highest notices a suspicious event. On a nearby dock, a
hobgoblin academy officer supervising the unloading of a merchant ship surreptitiously slips the
merchant a platinum piece. In return, the merchant hands the hobgoblin a small bottle, which the
officer conceals in his pocket. It is up to the characters to act on this information or ignore it.
If the characters report the officer (who you can name as you wish), the hobgoblin is challenged and
gives up the bottle, which holds fine Yggdrasil Garden Rum. The officer is consigned to the brig for
violation of customs charges—but the characters later learn that he is beloved among the graduate
sailors. A sniff of rum is the officer’s off-the-books reward for each sailor who returns alive from a
mission into Wildspace. In bringing the officer into disrepute, the characters have surely earned some
enemies! Have the players note this outcome for future adventures.
KIP AND PIK WHISTLESLAP
Gnome Inspectors
When nit-picking inane details, four eyes are better than two—something that Kip and Pik Whistleslap make
abundantly clear. The two gnome ship inspectors wear meticulously maintained uniforms and the most-feared
white gloves in the academy. Both have walnut-colored skin and carefully groomed long black hair, kept in tidy
buns. Kip is well known for his no-nonsense attitude, which is complemented by his sister Pik’s quick-witted
jovialness. Pik has a red scar down one cheek—a stern reminder of an inspection gone wrong.
Quirk. Kip and Pik often finish one another’s sentences, a trait that others sometimes find unnerving.
Spelljammer Nexus
Security Level: Red (Cadet Rank) and Above
The Spelljammer Nexus is the exclusive training area for Spelljammer cadets. It contains a
laboratory, a library of navigational and astronautical references, a chart room, and the nexus itself,
which is a large chamber containing eight training spelljamming helms—ornate, high-backed chairs
mounted onto mechanical gimbals that encircle a thirty-foot-high orrery depicting Realmspace.
Those who train here are overseen by Saerthe Abizjn, a training officer (see the accompanying
sidebar). Only Spelljammer cadets are permitted entry to the nexus, though Spelljammer Corps
cadets can observe their training from the viewing gallery.

SAERTHE ABIZJN (SPELLJAMMER


TRAINING OFFICER)
Human Spelljammer
Despite their extravagant showboating,
Saerthe Abizjn (pronounced SAIR-th ah-
bih-ZEEN) remains as mysterious as the
isle of Nimbral from which they hail.
Although relatively inexperienced in
comparison to some of the other
instructors at the academy, Saerthe is an
experienced spelljammer. Their eyes
shimmer like pools of quicksilver,
allowing them to see magical auras.
Saerthe’s quick wit and sharp tongue
provide them with an inexhaustible supply
of jabs and quips (though never mean-
spirited), accompanied to great effect by
their natural talent with illusory magic.
Saerthe’s white skin is so pale as to be
almost translucent, and their blonde hair is
worn in a fashionable, immaculately
manicured pompadour.
Quote: “I make talent look good.”
Orientation Task: Basic
Training. Saerthe teaches
Spelljammer cadets how to operate the training helms and guide the movement of miniature test
ships, which move mechanically through the orrery as it spins. To complete their training, each
Spelljammer cadet must use their helm to complete a Realmspace journey with their test vessel.
Issuing commands through a spelljamming helm is a strange sensation: more akin to thinking about
moving a limb than operating controls. No ability checks are required here, but Saerthe asks each
character involved in a training session one of the following questions:

 “What life event in your past drove you to live in this moment, right now?”
 “Tell me where you wish to be one year hence. What shall the cosmos make of you?”
 “Something inside your mind holds you back. What is it? Speak, or it may just poison your ability to
fly.”
 “Tell me honestly—who among your friends and fellow cadets do you most respect?”
 “Where did you come from? I sense a great destiny inside you, yearning for release.”
 “Tell me a tale of your past. What should I know of you?”
Award each character inspiration once they’ve all answered the questions.

Stores
Security Level: Red (Cadet Rank) and Above
The academy’s storerooms contain basic equipment, rations, and an extensive armory. Most
academy personnel aren’t allowed past the storefront, where quartermaster Mister Blip allocates
supplies through a barred window.
Orientation Task: Collect Service Weaponry. Upon arrival, each corps cadet is assigned a simple
or martial weapon of their choice. Cadets can also spend their 50 gp requisition voucher to purchase
additional equipment from any of the following sources:

 The Armor, Weapons, Adventuring Gear, or Tools tables in chapter 5 of the Player’s Handbook
 The Equipment Packs sidebar in chapter 5 of the Player’s Handbook

No change is given for purchases, so that if a character doesn’t spend the full 50 gp, any gold left on
their voucher is lost.

MISTER BLIP (ACADEMY


QUARTERMASTER)
Autognome Quartermaster
Mister Blip is an odd but well-loved
member of Spelljammer Academy. During
a ship attack some years ago, the
autognome’s creator was slain and his
memories were lost. With no purpose to
speak of, Mister Blip wandered aimlessly,
and eventually encountered Boatswain
Tarto in her travels. The hadozee invited the
autognome to Spelljammer Academy, and
he’s been there ever since.
Mister Blip is a walking encyclopedia of
knowledge on all subjects related to
spelljamming. Chances are if you have a
question, he’s got a dozen different answers
for it—and usually doesn’t stop opining
until asked to be quiet. His quarters are an
absolute mess, featuring half a dozen tables
piled high with tomes, curiosities, and
devices of unknown purpose.
Mister Blip wears a smart-looking leather
apron with a score of tools of various
purpose tucked into tiny leather loops. The
only other article of clothing he wears is a black felt bowler cap. The color of his eyes changes depending on his
mood: green if he’s feeling inquisitive, blue when determined, red for angry, yellow when excited, and pink if
he’s proud, among others. A long, smartly crafted bronze mustache completes his ensemble.
Quote: “If you’re looking for a quick answer, I’m probably not the best place to find it.”
Reporting to Tarto
Once all orientation tasks are complete, the characters can report back to Boatswain Tarto. One
character of the players’ choosing must deliver a spoken report of their orientation. If they perform
well, give this character inspiration.

The Last Task


After hearing the report, Tarto informs the group that there’s one last task they must perform before
they’re dismissed for lunch. A spelljamming trader has delivered a fresh shipment of supplies to the
academy, including a crate addressed to the academy head, Mirt the Merciless—also known as the
Old Wolf.
Tarto gives each character a gold security helmet, then orders the characters to deliver the crate to
Mirt’s room in the Bridge Quarters. She explains that the Old Wolf was up late entertaining visiting
dignitaries from the Rock of Bral and is feeling more than a little worse for wear. As such, the
characters should keep the noise to a respectable level.
The characters’ mission has two directives:

 Avoid damaging or tampering with the crate in any way.


 Obey Mirt’s orders to the letter.

If the characters carry the crate to Mirt’s room, proceed to part 3. The guards at the Bridge quarters
nonchalantly wave them past as long as they’re wearing the gold security helmets. Once the delivery
has been made, the characters can retire for lunch.
Shipping Crate. The wooden shipping crate is about two feet on a side and bears a large label that
reads “For Mirt.” It weighs roughly 100 pounds. One strong character can carry it awkwardly, or two
characters can carry it easily.
Unknown to anyone at the academy, the crate secretly contains a number of hungry neogi hatchlings.
If the characters open the crate or otherwise find a way to divine its contents before visiting Mirt’s
quarters, you’ll need to refer to part 3 for guidance. At your determination, the hatchlings can also
gnaw their way out of the crate at any time that feels dramatically appropriate.

Part 3: Intruder Alert!


While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless
and discover that someone has sent the head of Spelljammer Academy a most deadly gift.

Mirt’s Quarters
On arrival at the door to Mirt’s quarters, the characters hear loud snoring within. (Feel free to give the
players your best snoring impression.) Knocking or pushing on the door reveals that it’s partly ajar
and causes it to creak open. Read or paraphrase the following if the characters peer inside:
Mirt’s quarters are sumptuously decorated with velvet curtains, gold fittings, and oak panels. A cauldron-sized
fishbowl stands along one wall, filled with squirming octopuses. On the opposite wall, a table bears a
topographic map of the Sword Coast. Nearer the door, a walk-in wardrobe stands partly open, golden light
spilling out from within.
Peering in, you see the Old Wolf himself, sprawled over a giant, leathery bed—and snoring loudly.
MIRT'S QUARTERS

Fishbowl
The fishbowl contains a number of tiny harmless octopuses. If the bowl is broken (it has AC 5, 2 hit
points, and immunity to poison and psychic damage), each creature within 5 feet of the tank is
knocked prone and soaked through by the sudden outflow of water.

Topographic Map
Close inspection of the map on the table reveals that it is set with tiny figurines representing troops.
The figurines magically animate whenever a creature moves within 5 feet of the table, playing out a
mock battle between giants and dragons. Disturbing the battle is dangerous, though. Anyone who
touches the table or a figurine is targeted by tiny catapults (+4 to hit; 3 bludgeoning damage on a hit).
After making three such attacks, the catapults run out of ammunition.

Walk-In Wardrobe
This magical wardrobe ensures that Mirt always looks resplendent for his duties. Any creature that
enters the wardrobe is sucked into an extradimensional space and removed from play until start of its
next turn, when it emerges from the wardrobe having been treated to a full makeover, featuring fresh
makeup and perfume, coiffured hair, and pressed clothes. The process is invigorating, and any
creature that undertakes it while injured is restored to full hit points.

Waterbed
Mirt’s leathery bed shifts and rocks, and close inspection reveals that it’s filled with water. If the
waterbed is damaged (it has AC 5, 3 hit points, and immunity to poison and psychic damage), each
creature within 5 feet of it is knocked prone and soaked through by the sudden outflow of water.

Opening the Crate


When Mirt gets any sense of the characters’ presence, he opens a single bloodshot eye and speaks:
“Uuuurgh… by Ilmater’s buttocks, mah head is explodin’! If ye’ve come to drop off that thing, just put it on the
rug there, open it as quietly as ye can, and let me die in peace.”
At that point, the characters hear a strange thump from within the crate.
If Mirt is asked about the crate, he has no idea who it’s from or what’s inside. He impatiently demands
that the cadets open it up before he regurgitates last night’s dinner, which he has no memory of
eating.
When the characters open the crate, read or paraphrase the following:
As you open the crate’s lid, a cacophony of high-pitched squeals emanates from within. Grotesque creatures
scuttle into the light: ugly cat-sized monsters with hairy, spiderlike bodies and eel-like heads. Mirt yelps in
shock, tumbles from his bed, and lands heavily on the floor, dragging his bedcovers with him.

Dealing with the Hatchlings


Eight neogi hatchlings emerge from hiding inside the crate, positioning themselves around it before
combat begins. Each round, the hatchlings attack any characters they can reach. As Tiny creatures,
two hatchlings can occupy a single 5-foot space if needed.
Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening”
below). He is a high-level character and won’t be at risk here, so no stats are required for him.
Mirt’s Rude Awakening
Even on the best of days, Mirt requires a remarkable amount of time to rise from his bed. Though
energized by the imminent threat of death, it takes the Old Wolf a full 30 seconds (5 rounds) to
mobilize his hungover body. Each turn on initiative count 20 (losing initiative ties), update the players
on Mirt’s situation using the relevant entry from the table below. If any hatchlings remain alive after 6
rounds, Mirt swiftly skewers them with his rapier and brings the combat to an end.

Round Behavior

1 Mirt rolls about on the floor, trying to unravel himself from the bedcovers.

2 Mirt hops around in his underwear, trying to pull on his breeches.


Round Behavior

3 Mirt rushes for his belt and rapier, but his breeches slip down on route and send him sprawling.

4 Breeches around his ankles, Mirt crawls on all fours for his belt and rapier.

5 Mirt pulls on his belt and breeches, with much huffing and puffing.

Mirt pulls his blade from its scabbard and shouts “Ha!”—then accidentally yanks his belt off in the process,
6
causing his breeches to slip down again.

Aftermath
The sound of battle in Mirt’s quarters alerts the guards just as the fight is winding down. As the last
hatchlings expire, the characters hear alarms sounding throughout the Bridge Quarters, followed by
the thunder of booted feet as security forces converge on Mirt’s room.
Mirt is furious! Who dares to try to have him killed? His day is ruined! He swears that heads will roll
once he’s found out who’s behind this outrage. As Mirt is blowing off steam, Mister Blip appears at the
door:
It’s difficult to tell, but the autognome looks worried. His bronze mustache hangs lower than usual, and his
mechanical eyes have sunken in their sockets.
“With regret, Master Mirt, this attack was merely a diversion. While our forces were being drawn here, more
burglaries were reported across the academy. Our thief has struck again!”

Treasure
Once all the excitement has subsided, Mirt breathlessly fishes around in a nearby backpack and
draws forth a pouch, from which he digs out a handful of golden ingots. He tosses an ingot (worth 50
gp) to each of the characters with slightly winded thanks, and a murmured plea for their discretion
regarding his state before and during the fight.
MIRT THE MERCILESS (ACADEMY HEAD)
Human Adventurer (Retired) and Head of Spelljammer Academy
Mirt was a loudmouthed rogue with a reputation as an adventurer and philanderer. The Old Wolf rose to serve
as one of the Masked Lords of Waterdeep and became a close advisor to Laeral Silverhand, the Open Lord of
Waterdeep. The extensive wealth he squirreled away as a politician ultimately forced him to flee the city and
seek refuge far to the south. Mirt enjoys the finer things in life but remains stout of heart and quick with a
sword.
Quote: “Toril is an island adrift in a sea of chaos. It must be protected at all costs… ooh, is that cake?”

Ending the Adventure


With the news that the thief has struck again, this adventure comes to an end. Wrap up by informing
the players that their characters are dismissed to their quarters. Any security helmets in their
possession must be returned to the guards before the characters leave.
The characters can rest and recuperate before the next stage of their training, as the story continues
in the next adventure, Trial by Fire.

Character Advancement
The characters advance to 2nd level upon completing this adventure.

Creature Statistics
Bandit
BANDIT
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP) Proficiency Bonus +2

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
piercing damage.

Neogi Hatchling
NEOGI HATCHLING
Tiny Aberration, Typically Lawful Evil
Armor Class 11
Hit Points 7 (3d4)
Speed 20 ft., climb 20 ft.
STR
3 (−4)
DEX
13 (+1)
CON
10 (+0)
INT
6 (−2)
WIS
10 (+0)
CHA
9 (−1)
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened,
and magic can’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3
(1d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or
become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Veteran
VETERAN
Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2

Actions
Multiattack. The veteran makes two Longsword attacks and one Shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1)
piercing damage.

Handouts
Handout 1: Spelljammer Academy Map
SPELLJAMMER ACADEMY

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