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.
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
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.
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.
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
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.








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