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SPELLJAMMER ACADEMY

SIMULATION CHAMBER ONE SHOT

T
3 – 7 first or second
his adventure is designed for Most interesting is that there are two distinctively
level player characters. While the plot of the different sets of small footprints. While one set looks to
game has been written as a prelude to the be three towed, clawed, and about the size of a human
official Spelljammer Academy adventure hand, the others appear similar but less than half the
that is freely available on DnDBeyond (and size. The larger set of prints leads off into the dining area
considered the most common way to start while the smaller prints follow a bloody path down the
a 5e Spelljammer campaign) dungeon masters can also hall to the south before disappearing into a trail through
use this adventure in their own home brew Spelljammer the gore that is much like what a sled down a snowy hill
campaigns or even as a standalone one shot. might leave in it’s wake. Survival DC 20 detects gremlins.
https://www.dndbeyond.com/sources/sja If any of the doors in the hall are examined
Perception DC 12 spots a glyph etched in draconic script
During the course of this module the PC's find upon the doors at eye level. Arcana DC 13 recognizes
themselves in the middle of a murder mystery as they the markings as glyphs of warding. If PC Arcana check
board a Spelljammer whose crew has been savagely is 18 or greater they can tell it is a glyph of warding
slaughtered in a beastly manner. As players piece the that unlocks automatically when some form of key is
puzzle together they encounter strange evil creatures presented before it.
and discover questionable experiments done to the The partially open door at the end of the south
malevolent enemies. The goal of the adventure is hallway is flanked by magnificent windows that peer out
to neutralize the enemy threat before these “space into the endless sea of wild space. Beyond the door is the
gremlins” replicate to the point of no return. crew quarters and the remains of more crew members.

#1. START Arcana DC 13 the “arcane window” in the


center of the hall is a twelve foot tall portal that can
You find yourselves stepping out from a large also be described to the PC as a “Star Gate” that has
archway with a swirling vortex within that looks like several malfunctioned do to sabotage for the runes upon it
shades of gray paint mixing together. After the last one of appear scarred and defaced by claw marks.
your group emerges the portal whisps to a close as you If the party is lingering too long in the hallway
witness a horror scene all around you. Fresh blood covers they will attract the attention of one of the gremlins in
the walls and floors of the three hallways that intersect from the dining area.
where you are now standing.
You hear the shattering of glass and look to see a small
Laying before the gate is a dead body in a soup wingless gargoyle like creature upon a table in the middle
made of it's own gutted entrails. You also see exotically of the mess hall. It’s dark beady eyes stare you down. The
designed wooden doors in nearly every direction you goblin then lifts a finger to it’s nose and blows snot out
look, except to the south east where you see a disheveled of it and into your direction before it begins cackling like
room that looks like it was lifted several feet in the air and
dropped. Your heart is beating so fast it could explode from
your chest! You feel a wave of shock wash over you as your The gremlin is aggressive and will fight to kill until
mind catches up to what your eyes are witnessing. You have dropped to 4 hp in which case it will attempt to
just entered a murder scene! What do you do? retreat. During the first round the gremlin throws itself
The corpse is only half dressed so there is not much underneath the keg tap in an attempt to multiply. A
to find other than it's mutilated remains. Investigation second gremlin is hidden away in the pantry in the north
DC 12 discerns that this man must have been trying to east corner of the dining area. Have this second gremlin
escape fast with his life through the portal before he enter the battle in the most dramatic way you see fit. It
was killed. Perception DC 12 spots sets of footprints in might attempt to surprise it's target with an ambush as it
the gore that lead from the door at the end of the creeps up form behind them or maybe it launches itself
south hall and up to the deceased. Even out from behind the pantry doors in surprise and goes
smaller foot prints can be found all around for the throat. It could even stealth it’s way to the top of
the intersection. You find bloody footprints the armoire like pantry and leap off of it to attack the PC’s
leading away in all directions including away like a wrestler off the top rope! The choice is yours. Just
from this area and off into the wreck that is feel out the situation and use your best judgment as the
the nearby mess hall. encounter unfolds.

BY THE HOLLOW SPELLJAMMER


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#2. MESS HALL #4. GREMLIN KENNELS
This area looks like it once served as a mess hall Two rows of dismal medium sized cages line the
but now everything is truly a mess. Tables and chairs look walls of this dark room. The stench here is foul and might
to have been flung around haphazardly and random almost make you hesitate before you proceed further
debris such as eating utensils and food items litter the beyond the door way.
floor. Cupboards and pantries on the back wall look like a
whirlwind has gone through them! The only thing that looks DC 15 Perception check to spot a gremlin
intact is a table in the middle of the room with two water cowering in the corner. If approached it violently attacks
casks upon it.. and attempts to flee if down to 4 hp. Glyphs of warding
can be found upon the cage doors and it takes a crew
If the party has yet to encounter a gremlin they member badge to control the locking mechanisms.
do so now as they enter the room. Read the following: There is nothing of real value to be found here aside from
a med kit fixed upon the wall with bandages and one
You hear the shattering of glass and look to see a potion within labeled “healing”.
small wingless gargoyle like creature upon a table in the
middle of the mess hall. It’s dark beady eyes stare you down.
The goblin then lifts a finger to it’s nose and blows snot out
of it and into your direction before it begins cackling like
#5. LABORATORY
a maniacal mad man. It then raises it’s fist and gives you A ruined alchemical lab lays sprawled out and
the finger. broken before you. Over turned tables and broken
glassware are abound. Towards the back of the room is a
large kennel sized cage with what appears to be the body
The gremlin is aggressive and will fight to kill until of another crew member inside of it by the looks of the
dropped to 4 hp in which case it will attempt to retreat. A yellow fleet uniform. There is not much time to investigate
set of foot prints lead up to a pantry in the north eastern however for among the wreckage are two gremlins in white
corner of the room. DC 12 Perception PC’s hear the lab coats. One of them laughs hysterically as it takes off and
gremlin rattling around inside. Feel free to get creative runs fast towards a mostly intact table in the middle of the
on how this second gremlin enters the battle. room with a cauldron upon it that is bubbling over with
When the area is searched after the gremlins frothy liquid.
are dealt with Perception DC 12 to find another corpse, Roll initiative as one of the gremlins immediately
folded up, and stuffed on a lower shelf. The victim is a makes a move to immerse itself in the cauldron so that
male human wearing some type of purple naval uniform. it may replicate. There is a med kit fixed to the wall
Upon his breast is a blood splattered brass badge with with bandages and a common healing potion labeled
countless stars engraved upon it which can be used to “healing”. DC 12 Investigation check to come to the
access the warded doors that lead to the lab and it’s two conclusion that it is possible some type of experiment in
kennels. It appears the crew mate has been mauled to alchemy went awry here.
death by an animal. There is nothing else of value to be The slaughtered dead body in the cage is the
found in this area aside from a med kit with two potions deceased captain and his captain level access badge can
labeled “healing” stowed away on a pantry shelf. be found on the lab coat of the gremlin who makes a
mad dash for the cauldron. This badge grants access to
all secured rooms on board the Spelljammer including
#3. CRITE KENNELS the captain’s private quarters as well as the bridge.
The captain’s badge will not however activate the gate
This dark room is mysteriously lined with cages
large enough to hold full grown dogs. As you take in your the PC’s arrived through for it has been sabotaged by
surroundings there’s a sudden disturbance as some of the the gremlins.
cages, chillingly, begin rattling around before nasty balls of DC 15 Perception check discovers a large vent
fur throw themselves in your direction from the shadowy underneath a table on the southern wall in which a
crevices of the room. The enemy violently flashes toothy bit of cool air can be felt issuing forth from within. The
maws of sharp teeth as they attack! vent is loose upon it’s hinges and appears to have been
tampered with as it is missing one of four screws keeping
Three crites attack and fight to the death! After it in place and just a little off kilter. There is an odd
the battle the PC’s find a crite locked in a cage with a flicker of wavering light from it depths. A crawl space is
glyph of warding upon it that can be activated to unlock detected behind the vent that is alive with candle light!
via a crew member badge. There is nothing of real value If the passage is further scouted out it is not long until
to be found here aside from a med kit fixed upon the wall a dark make shift alter is found with short red and black
with bandages and one potion labeled “healing”.

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candles casting dim light upon the gremlin and crite Searching the room takes a DC 12 Perception check
skulls that adorn it. There is a small brown and white to find a captains log book in a desk drawer as well as
furred creature upon the alter that is about the size of vials of ink, several quills, a single skeleton key (unlocks
a tankard, hog tied, and barely conscious. The mogwai chests by the bed) and loose pieces of parchment.
is friendly if healed and unbound and prefers to travel Common clothes as well as 5 yellow naval fleet uniforms
with the party for protection as it makes fast friends. can be found within the ward robe. More clothes can
Also resting upon the alter is a golden medallion shaped be found inside the dresser and a bottle of perfume, a
holy symbol resting in a bed of it’s own rosary beads. comb, a hand mirror and other such common items are
Closer inspection reveals a symbol of a flame upon the atop it. The trunks at the foot of the bead are locked DC
medallion and a DC 15 Religion Check identifies it as a 20 to pick lock and find that they are loaded down with
holy symbol of the trickster god Loki. coins totaling 1,000 gp + 1,500 sp. In one of the trunks,
underneath the big bed of coins, is a fine quality black
robe (DC 15 Perception check to notice an old, and rather
#6. CREW QUARTERS large crusty blood stain is on the sleeve of the robe.
If the captain’s log book is investigated it’s title is the
A crew quarters seemingly out of a nightmare
name of the Spelljammer ship itself: “Research Vessel
greets you like the fiend toothed grin of the nine hells!
Puddles of blood and gore cover the entire area as if a
#38u83”. It begins with several pages of time stamps
corpse had exploded in here. Walls, ceiling, floor, beds, are for the Spelljammer in regards to different alchemical
all bathed in red. Upon a far bed, underneath soiled sheets, experiments being conducted on different species of
is a lump in the shape of a body. In the middle of the room aggressive “space gremlins”. The deeper one reads into
are three large treasure chest like trunks, one of which the log book the worse and worse the handwriting as
has the corpse of a woman lounging in it’s confines as if it it gradually turns into illegible ramblings that seem to
were a bath tub. She has a twisted smile frozen on her face be made by a mad man. The last written page of the
upon death that will haunt you years later when you think journal has a single word roughly scrawled sideways
about the unthinkable that you have just stumbled across.
upon it: “LOKI”.
It’s a massacre!
Upon closer investigation, much like the other
corpses on board the spelljammer, it appears the two #8. THE BRIDGE
human female corpses in the room were mauled by
an animal. Nothing else is in the trunk or in or around You approach a hallway that is covered in thick
webbing that must have been made by a massive spider!
beds but soiled linens. DC 13 Investigation check to
From floor to ceiling the entire area is adorned in fresh
decipher the victims were murdered in their sleep. While spider silk. There is a glowing rune etched upon a door that
inspecting the room one of the trunks begins rattling is set upon a blood streaked floor. The door itself seems to
around as if something is bouncing around inside of be the only surface in the hall not covered by the sticky web.
it! Perception DC 12 to act fast and be enabled to roll
initiative into a surprise round. A crite bursts from within The glyph of warding can be bypassed and the
on it’s initiative in the surprise round if the party is unable door unlocked with the captain’s access badge otherwise
to secure the chest in time. The crite fights to kill until anyone who touches the door must make a DC 15
it takes 1 hp of damage then cowardly, it attempts to dexterity save or take 1d8 lightning damage or half as
retreat out into the hall. much on a success.
The door swings open into the hall and you look
inward to see a Spelljammer command center with massive
#7. CAPTAIN’S QUARTERS windows looking out into the beauty that is wildspace.
Thick webbing covers three large helms, one of which
A private chamber full of lush furnishings is now looks cursed as it displays almost fiendish features in it’s
covered in horror. A large bed on the far wall is doused craftsmanship. An eerie feeling shoots down your spine as
in blood and gore as it is plain to see that someone was a beast out of nightmare spider climbs atop the back of the
obviously recently murdered in their sleep here. From the dark Spelljammer helm. The creature appears as a gargoyle
blood trail it appears that the corpse was dragged out into like gremlin with eight creepy spider legs carrying it to a
the hall beyond the room and from there who knows? readied position before it pounces to attack!
Oddly enough it seems that the rest of the bed chamber
appears to have mostly been left untouched. A dresser with When the battle is over the simulation changes.
a few nick knacks upon it rests on the north wall and beside As the enemies ruins fall upon the field of battle
it are a couple of untapped keg barrels. A wardrobe is upon your vision distorts and then reality around you begins
the south wall opposite a tall mirror and a writing desk with blinking in and out of a white void. After a few brief flashing
a few loose pages of parchment upon it is on the east wall. moments you find yourselves standing in a large white
room laced with black grid lines and matrices of runes

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etched all over from vaulted ceiling to the wide open
floor space.
Beginning Session #2: if your party is continuing on to
“Spelljammer Academy : Orientation” (the first official
episode of the 5e Spelljammer campaign) go ahead
TOKENS
and read the first description in Part One: Welcome to
Wildspace “Right into the Action” aloud. You can find this https://drive.google.com/drive/
by clicking the DnDBeyond link I gave you at the very folders/1qQe6nkceH3DVxjESdRsuHScElu3eAcEr
beginning of this module. Allow the PC’s to see the actual
simulation chamber just for a flashing moment before
they are dealing with the Reavers from the “Welcome
to Wildspace” scene that pops things off. When the
scene changes over into the next module PC’s regain all
expended HP and spell slots as if they had completed a
long rest. Also, any items that PC’s have on their person
that they found during the murder mystery disappears
(gold, healing potions, etc).

X
Beyond the window is the awe inspiring brilliance of
wildspace spawled out before you into the infinite void that
is just a pocket of the astral sea. From this perspective the
stars are so much brighter!

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About The Author
Well met! While my real name is “Jestin Lightner”,
as I matured in life people around town would commonly
recognize me from my old 90’s garage band and refer to
me as the group’s name: “Hollow”. Then later in life people
started referring to me as “The Hollow” as a nick name.
My band was a bunch of kids formed from a high school THANK YOU SO MUCH TO EVERYONE WHO HELPED!
D&D game. You see, I’ve been DMing regular games
with great success since 1993 when I started DMing Big Thanks to Inkarnate :: https://inkarnate.com
in my 7th grade at school lunch tables full of friends I
taught how to play. I remember recruiting players out of
The Red Dragon Inn on AOL for impromtu private room Thanks to :
Dragonlance games back in the day. I am 42 years old
now (as of this writing) and I have never really NOT been www.swordfin.com ● dave@swordfin.com
a DM of a D&D group pretty much my entire life now.
I am a forever DM and as of this publication I’ve been for the cover template
doing it for beer and 420 money on Roll20 for 5 years
As a community service I admin some of the Special thank you to my ten play testers who helped
largest dungeon master groups on social media and it’s smooth out the module especially “The Shyster”.
been a blessing that my facebook groups have been
accepted by the D&D community as the standard DM EXTRA SPECIAL THANK YOU TO WIZARDS OF THE
think tanks for the major 5e story lines that have been COAST AND ROLL20
released over the last 5 years (don’t worry I still know
how to use THAC0). I’m ultimately a pretty chill 420 Thanks to DMDave for gremlin stat block ideas
dude. When not doing the D&D thing I’m a rock n roll https://dmdave.com/
union musician who’s done 30 years behind the guitar
helping bands make music in one way or another and Shout out to everyone in the 5e Spelljammer DM’s
I’ve donated 16 years of life to helping out schools fix facebook group!
computer network issues. HMU if you’re down to roll https://www.facebook.com/groups/
some dice and spin some records. :) spelljammeradventuresinspacedms

FACEBOOK PAGE
https://www.facebook.com/TheHollowsDnDStudio

ROLL20 PROFILE
https://app.roll20.net/users/2551917/hollow

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