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SPELLJAMMER

ACADEMY
EXPANDED

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Spelljammer Academy Expanded
Spelljammer Academy is a four-part adventure The second half of this supplement provides
that introduces players to the world of advice and optional content for incorporating the
spelljamming, takes player characters through 1st Light of Xaryxis adventure following Spelljammer
through 4th levels, and serves as an intro Academy. This additional content includes a
adventure to the Light of Xaryxis adventure. It is a completely re-written 1st chapter and suggestions
fast-paced adventure, designed to be played to make the player characters the actual stars and
through in four, 2-hour sessions. focus of the campaign.
The first half of this supplement provides As always, this supplement is intended to give
additional optional content for DMs to enhance DMs ideas, helps, and inspirations; use it to the
and expand the adventures at Spelljammer extent and in the way that provides the most
Academy. This additional content includes rival benefit to you.
NPCs for the player characters to interact with
and compete against, additional events to flesh
out the character’s experience at the Academy,
and some miscellaneous suggested changes and
tweaks.

1
RIVALS AT SPELLJAMMER ACADEMY
Rivals are a natural and dramatic part of any Level Rival Encounter
school or training setting. Harry Potter’s 1 Cadet Initiation. Veena leads the senior
adventures at Hogwarts would have been far cadets as they perform their own, unofficial
duller without Malfoy and his posse. We will initiation of the new cadets. Miken
leverage NPCs already presented in Spelljammer Haverstance is one of the new cadets
Academy adventure (and maybe some of our own subjected to the initiation event.
creation) to create our rivals that the player
characters will be able to interact and compete See below for details of this event.
with during their time at the Spelljammer 2 Test of Mettle. The characters compete
Academy. Ideally, the number of rivals used will against the rival squadron in the
equal the number of player characters. spelljamming mission simulation. Miken
Haverstance has been assigned to the
Traitors Among Us squadron of Veena and the other selected
In the Spelljammer Academy adventure, Miken rivals.
Haverstance is revealed as the intruder being
used by Vocath to target Mirt and the Academy. The rival squadron scores 2 points higher
However, you may select any of the rivals than the required passing score for success
presented here to be the traitor instead, (8 points as written in the Spelljammer
depending on your campaign and the suspicions Academy adventure. They will boast about
of your players. Each rival NPC presented below their high score unless the player characters
includes an additional “traitor” feature that only managed to score higher.
applies if they are selected as the traitor in your 2 Combat Training. The characters face off
adventure. If selecting another traitor, replace all against their rivals head-to-head in a
mentions and actions of Miken with that of your training simulation with bragging rights on
selected traitor beginning in third adventure, the line.
Realmspace Sortie!
See below for details of this event.
Encountering Rivals 3 Tyrant Ship. At least three of the selected
The characters will have an opportunity to rivals, including the selected traitor, have
encounter or interact with the rival squadron at been assigned to this mission as personal
the following times: supports of Petty Officer Winston Ryeback.
The events play out the same and these
Rival Encounters Table rivals are eventually sent back to the
Level Rival Encounter Academy aboard the Flighty Foundling.
1 Welcome to Wildspace. Miken Haverstance 4 Homecoming. Rivals that are not the
is also a brand-new cadet involved in the selected traitor may also be involved in the
starting combat simulation. When starting, efforts of defending the Academy and
he is already injured and falls unconscious preventing the extraction of the prisoner.
shortly thereafter.
1 Cadet Quarters. The rivalry begins during
their Academy Orientation tasks as the
characters meet Veena Nightguard who
attempts to claim their assigned bunk.
Veena is accompanied by the additional
selected rivals such as Krik’Lit the Thri-
kreen and Pffred the Plasmoid.

2
Rival NPCs Veena Nightguard
The following rivals are based on NPC’s Veena is a Moon Elf who seeks to become a
presented in the Spelljammer Academy renown and high stationed spelljammer, not only
adventure. to live up to her family name, but to make a name
for herself as well. Veena self-assured and thinks
Miken Haverstance herself superior to others and often speaks in a
Miken is a young Human who is eager to make condescending tone.
his career and fortune as a spelljammer so he can Traitor. If selected as the traitor, Veena
provide a good life for his young fiancé. However, willingly entered into a partnership with the
he is shy and timid and lacks self-confidence. He mercane, Vocath, to further her political interests
speaks like a British orphan. within the Academy. Vocath promises that his
Traitor. If selected as the traitor, Miken was missions and tasks that he assigns to Veena will
promised by the mercane, Vocath, enough wealth create change within the Academy that will allow
to set him and his fiancé up for life if he carried her to quickly secure a position of high influence.
out his attacks. Miken naively believes that the
attacks are only meant to damage the Academy or Veena Nightguard
harm some officers, rather than actually kill
anyone. Medium humanoid, lawful evil

Armor Class 15 (mage armor)


Miken Haverstance Hit Points 53 (10d8 + 8)
Medium humanoid, neutral good Speed 30 ft.

Armor Class 12 (ring of protection) STR DEX CON INT WIS CHA
Hit Points 44 (8d8 + 8) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 10 (+0) 12 (+1)
Speed 30 ft. Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA
Languages Common, Elvish
10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 8 (−1)
Challenge 1 (200 XP)
Senses passive Perception 11
Languages Common Fey Ancestry. Veena has advantage on saving throws
Challenge 1/2 (100 XP) against being charmed, and magic can’t put Veena
to sleep.
Ring of Protection. Miken is equip0ped with a Ring of
Spellcasting. Veena can cast the following spells:
Protection, granting him +1 to AC (included in stats
Cantrips (at will): fire bolt
above) and +1 to all saving throws.
1st level (1/day each): shield, mage armor
Spellcasting. Miken can cast the following spells:
Cantrips (at will): fire bolt Actions
1st level (1/day each): magic missile, sleep Longsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Actions
Shortsword . Melee Weapon Attack: +3 to hit, reach 5 Longbow. Ranged Weapon Attack: +4 to hit, range
ft., one target. Hit: 4 (1d6 + 1) slashing damage. 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Bonus Actions
Motivate (2/day). As a bonus action, Veena chooses
one friendly creature that she can see. That creature
can immediately move up to its speed or make one
melee, ranged, or spell attack.

3
Krik’Lit Pffred
Krik’Lit is a Thri-kreen who is quiet and brooding Pffred is a happy-go-lucky Plasmoid with grand
and speaks very little using as few words as aspirations of becoming a legendary adventurer of
possible. Unless speaking to another Thri-kreen, interstellar renown. He has a squeaky voice and is
she uses her telepathy to communicate in a dry constantly whistling.
voice. Her glossy black chitin is mottled with Traitor. If selected as the traitor, Pffred agreed
patches of white, and her eyes are a bright, vivid to carry out the tasks given to him by the
green. mercane, Vocath, in exchange for a promised
Traitor. If selected as the traitor, Krik’Lit seeks legendary magic item that would ensure his
to free herself and her family from a owed debt to renown as a grand adventurer.
the mercane, Vocath. Krik’Lit sees the evil deeds
requested by Vocath for what they are, but is Pffred
determined to repay her family’s debt through her
dutiful service. Medium ooze, chaotic good

Armor Class 12 (leather armor)


Krik’Lit Hit Points 44 (8d8 + 8)
Medium monstrosity, lawful neutral Speed 30 ft.

Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 78 (12d8 + 24) 14 (+2) 12 (+1) 12 (+1) 8 (−1) 10 (+0) 15 (+2)
Speed 30 ft.
Damage Resistances acid, poison
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 10
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0) Languages Common
Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Common Amorphous. Pffred has advantage on ability checks
Challenge 1 (200 XP) he makes to initiate or escape a grapple, and climb
difficult surfaces, including upside down on ceilings,
Chameleon Carapace. As an action, Krik’Lit can without needing to make an ability check.
change the color of her carapace to match the color
and texture of her surroundings, giving her Spellcasting. Pffred can cast the following spells:
advantage on Dexterity (Stealth) checks made to Cantrips (at will): vicious mockery
hide in those surroundings. 1st level (1/day each): cure wounds

Thri-kreen Telepathy. Krik’Lit has the magical ability to Actions


communicate mentally with any number of willing Pseudopod. +4 to hit, reach 10 ft., one target. Hit: 5
creatures she can see within 120 feet of her. A (1d6 + 2) bludgeoning damage.
contacted creature doesn’t need to share a language
with her, but it must be able to understand at least Bardic Inspiration (2/day). As a bonus action, Pffred
one language. can choose one creature within 60 feet who can hear
him. That creature gains one Bardic Inspiration die,
Actions a d6. Once within the next 10 minutes, the creature
Multiattack. Krik’Lit makes four attacks, two with her can roll the die and add the number rolled to one
shortsword and two with her daggers. ability check, attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 before deciding to use the Bardic Inspiration die, but
ft., one target. Hit: 6 (1d6 + 3) slashing damage. must decide before the DM says whether the roll
succeeds or fails. Once the Bardic Inspiration die is
Dagger. Melee Weapon Attack: +5 to hit, range 20/40, rolled, it is lost. A creature can have only one Bardic
one target. Hit: 5 (1d4 + 3) piercing damage. Inspiration die at a time.

4
The following additional rivals can be used if TPK-99
additional rivals are needed. It is suggested that TPK-99 is an autonomous droid programmed to
the number of rivals be equal to the number of serve Veena Nightguard. Its primary directive is to
player characters. As always, you are encouraged protect Veena. It does not have a will of its own
to create your own rivals for your campaign. and communicates mainly with beeps and
Adrexx, the Blue whistles.
Traitor. If selected as the traitor, TPK-99 was
Adrexx is a Blue Dragonborn with a noble actually a gift to the Nightguard family form the
bearing, treating friend and foe fairly and mercane, Vocath, which has been secretly
honorably. He views every challenge as an programed to carry out Vocath’s orders. When
opportunity to prove his might, holding no actual discovered, Vocath wishes to retrieve the droid
ill will towards his foes. Adrexx seeks to become a before any of its data and be traced back to him.
hero of legend through persevering through all
challenges before him.
Traitor. If selected as the traitor, Adrexx has TPK-99
been duped by the mercane, Vocath, to believe Medium construct, unaligned
that he has been sent to the Academy on a top-
secret mission to thwart a sinister plan to Armor Class 13 (natural armor)
surrender the planet to mind flayers. Adrexx has Hit Points 65 (10d8 + 20)
sworn an oath to do all he can to stop this evil Speed 30 ft.
plan, even if he doesn’t understand how his
actions actual contribute to this higher goal. STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (−1) 8 (−1)

Adrexx, the Blue Damage Resistances poison, psychic


Medium humanoid, lawful good Senses passive Perception 9
Languages Common
Armor Class 14 (chain mail) Challenge 1 (200 XP)
Hit Points 90 (12d8 + 36)
Speed 30 ft. Actions
STR DEX CON INT WIS CHA Pistol. Ranged Weapon Attack: +4 to hit, range 30/90
16 (+3) 12 (+1) 16 (+3) 8 (−1) 12 (+1) 14 (+2) ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Damage Resistances lightning Blade Spin. Blades extend from TPK-99 as it spins
Senses passive Perception 11 around. All creatures within 5 feet of it must make a
Languages Common, Draconic DC 13 Dexterity saving throw. A target takes 2d8
slashing damage on a failed save, or half as much
Challenge 1 (200 XP)
damage on a successful one.

Actions Bonus Action


Multiattack. Adrexx makes two attacks with his great Injection (2/day). As a bonus action, TPK-99 can
morningstar. inject a creature within 5 feet of it with a healing
potion. The target regains 7 (2d4 + 2) hit points.
Great Morningstar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing Reactions
damage. Interception. When a creature TPK-99 can see hits a
target, other than itself, within 5 feet of it with an
Lightning Breath (2/day). Adrexx exhales lightning in attack, it can use its reaction to reduce the damage
a 30-foot line that is 5 feet wide. Each creature in the target takes by 1d10 + 2 (to a minimum of 0
that line must make a DC 13 Dexterity saving throw, damage).
taking 5 (1d10) lightning damage on a failed save, or
half as much damage on a successful one.

5
Additional Events at Spelljammer
Academy
The following events can be used to help flesh out The crowd responds back with a repeated chant to
the character’s experiences at Spelljammer “Jump! Jump! Jump!”
Academy as well as provide additional
introductory training to the mechanics of Veena now addresses you directly with a slight
spelljamming. These are presented in the order in sneer, “As have all of us and those that have come
which they are intended to occur throughout the before you, you must prove yourselves to be of
Spelljammer Academy adventure. strength and valor. Now prove yourselves and
jump!”
Orientation (1st Level)
Part 4: Cadet Initiation In addition to the player characters, Miken is also
This event takes place during the character’s first part of the new cadets that is being forced to jump
night at the Spelljammer Academy, and after the into the water below. After a minute of
events of Intruder Alert! section. If using this deliberation, he jumps off the flying vessel after
additional event, you may also consider running saying timidly, “Well, if I must.” The sounds of his
the events of Part 1: Preflight Meal from the Trial screams are eventually swallowed up by the roar
by Fire adventure as a lunch or dinner on the first of the churning sea below. Miken is injured but
day to give the characters a chance to meet Miken survives the fall.
prior to the initiation. The surface of the water is hard to distinguish
Read or paraphrase the following: in the darkness making the distance below hard
to determine. The other cadets may exaggerate
You are rudely awakened by many hands that grab the height of the fall, a lie that a DC 12 Wisdom
you and cover your head with a sack. The voices of (Insight) check would reveal. A character can
make a DC 12 Intelligence (Investigation) or
other academy cadets surround you with a mixture
Wisdom (Survival) check to determine the actual
of cheers, sneers, and warnings to be quiet. They
height of the fall and that landing in the water
carry you through the halls of the academy and would likely result in significantly less damage
onto what feels like a floating ship. Pushing you than a normal fall.
against a railing, the hands release you and take
MAKING THE PLUNGE
the sack from your head. You find yourselves,
A 50-foot drop would result in 17 (5d6)
along with several other new cadets, lined up on bludgeoning damage, which should be perceived
the side of a small spelljamming vessel, floating as potentially lethal to a first level character.
high above the ocean just outside of the academy. When jumping, each character attempts a DC
15 Strength (Athletics) or Dexterity (Acrobatics)
A mass of more senior cadets encircles you, giving
check to reduce the damage of the fall as
you no quarter for escape.
determined on the following table.
The moon elf Veena stands on a raised platform
and call out to the entire group. “My fellow Check
Result Results
brothers and sisters of the Academy, these
0-7 The damage taken from the fall is not
groundlings seek to join our esteemed ranks of
reduced.
spelljammers. Tell me, my good friends, do we
8-14 The damage taken from the fall is
allow just anyone to join us?” The crowd of cadets reduced by 5.
reply with a resounding, “No!” “What shall they do 15+ The damage taken from the fall is
to prove their bravery and worthiness to join us?” halved.

6
Any character reduced to 0 hit points fall After the characters get lunch and have a chance
unconscious. Either another player character or to interact with their rivals over the results of the
senior cadet can rescue them and take them to morning training, the characters report back to
the infirmary. the simulation deck where they are paired against
If a character refuses to jump, the other cadets a squadron of other cadets. This time, the training
will not forcefully throw them overboard, but the exercise will be a straightforward combat training
character will be branded a coward by everyone in where squadrons of cadets face off against each
the academy. other. Naturally, the characters are paired with a
The characters who made the jump are pulled squadron of their rivals with bragging rights at
from the sea by the spelljamming vessel and stake.
taken back to the Cadet Quarters where their Encounter: Spelljammer. The opposing
successful initiation is briefly celebrated before Spelljammer ship start about 200 feet away from
retiring back to bed. each other and combat begins immediately.
Trial by Fire (2nd Level) Use the hammerhead and squid ships for use
in this simulated battle. Alternatively, use any
Part 2.5: Combat Training other spelljammer ship of your choice to
This event takes place in the afternoon after the introduce the characters with a greater variety
events of Part 2: Test of Mettle but before the of spelljammer vessels.
events in Part 3: Sabotage! Instead, the events of Use the rival stat blocks found above. Ideally,
Part 3: Sabotage! will play out at the end of this use a number of rivals equal to then number of
second training exercise. player characters, and include the eventual
traitor.
The regular parameters and circumstances of
simulations apply.
When the outcome of the battle is determined,
but before is officially concluded, continue with
the events of Part 3: Sabotage!, and see additional
suggestions for that section further below.

7
Other Changes & Useful Tips
This section is comprised of miscellaneous tips Part 2: Academy Orientation
and suggested changes and is organized in order Stores
of appearance in the Spelljammer Academy As mentioned above under Starting Equipment,
adventure. an additional weapon for corps cadets is
unnecessary if characters are already beginning
Orientation (1st Level) with their normal starting equipment at character
Starting Equipment creation. Instead, each corps cadet is given an
The adventure is not clear what it intends for energy weapon of their choice and an energy cell
player characters to do in regard to starting to charge it.
equipment. During their Academy Orientation on Energy Weapon (generic)
their first day as cadets, they are given a voucher
worth 50 gp to purchase whatever equipment they Melee or ranged weapon (any)
An energy weapon works the same as a normal
want. This seems to be intended for new cadets to weapon but gains the following trait:
procure their starting equipment, but the Energize. This weapon can be charged by
adventure does not mention anything about player equipping an energy cell. When you make an
characters not taking their starting equipment at attack with this weapon, you can choose to
character creation. And if the player characters activate the energy cell as part of the attack. On a
are not intended to have starting equipment, then hit, the attack deals 1 radiant damage in addition
it’s unclear what the characters are fighting with to its normal damage. Up to 30 attacks can be
during the initial simulation prior to the Academy made with this property before the energy cell is
Orientation section. depleted. You can swap out the used energy cell
If the player characters already have their with a new one as an action.
starting equipment, an additional 50 gp of
standard equipment items is unlikely to offer
them any meaningful benefit at this time (with the Trial by Fire (2nd Level)
exception that some characters may be able to Timeline
increase their AC with an armor purchase, The Spelljammer Academy adventure states that
something I’d not generally recommend for 1st the beginning of the Trial by Fire adventure is the
level characters right off the bat). “official start of your academy training” and that
To not complicate the character creation the characters are “fresh from orientation”
process, I recommend having players choose the implying that the adventure picks up the very next
starting equipment for their characters as normal day. However, a single day of orientation and a
and simply removing the 50 gp voucher from the fighting a couple of space bugs hardly seems
Welcome Pack received in Administration. enough to realistically merit a character level
Visiting the Stores becomes an orientation task increase.
applicable only to corps cadets to receive Instead, I suggest that a week has gone passed
specialized equipment. since the events of the last adventure during
Part 1: Welcome to Wildspace which the characters have been able to train,
The adventure recommends ending the combat study, and advance to level 2. Read or paraphrase
simulation after two rounds. If your players enjoy the following:
the combat aspect of D&D, I’d recommend
extending the battle to at least three rounds, or A week has now passed since your first eventful
until a dramatically appropriate time to end the day at the Spelljammer Academy. Your days have
simulation. been filled with training in the art of Spelljamming
or in the Spelljamming Corps. Today your days of
study and training will be put on display and
evaluated by the academy officers.

8
Part 3: Sabotage! Picking Up the Pieces
The immediate events following the explosions in Roll initiative and have the characters describe
the simulation chambers offers a good setting to what their character does in the situation. The
run a skill challenge. DM then calls for an appropriate skill check and
narrates the results. The table below provides
Shattering Illusions suggested actions and associated skill checks that
When the outcome of the previous combat the character may attempt, although they are not
simulation is determined, but before is officially limited to just the actions listed. Feel free to share
concluded, read the following: this list with the players to help provide them with
options and ideas.
Suddenly, the illusion around you violently ends in
Sabotage Skill Challenge Table
a wave of silvery blue light, and you stand within
Task Skill Check (DC 13)
the simulation chamber where your training
Treat injury (x3) Wisdom (Medicine)
exercise began. Magical energy ripples like a
Rescue trapped Strength (Athletics)
turbulent cloud around you, reaching out to touch cadet (x2)
the rune-scribed walls, then exploding outward as Open the exit Strength (Athletics) or
bolts of lightning, sending Saerthe, Tarto, and door Intelligence (Investigation)
others flying to the ground. Extinguish fire Wisdom (Survival)
Deactivate Intelligence (Arcana)
Each character must make a DC 13 Dexterity runes
saving throw, taking 13 (3d8) lightning damage Calm panicked Charisma (Persuasion) or
on a failed save, or half as much damage on a cadet Wisdom (Insight)
successful one. Investigate the Intelligence (Investigation) or
cause Wisdom (Perception)
Other TBD by DM

Failed attempts may result in actual


consequences, such as failing to treat an injured
cadet could result in their death.
Continue for 2 or 3 rounds (depending on the
number of player characters), at which point help
arrives.

9
Realmspace Sortie! (3rd Docking with the Tyrant Ship
Level) The adventure states that the characters are
“dropped unceremoniously into the tyrant ship’s
Timeline Cargo Deck” and then tasked with taking the
While the exact passage of time is not specified, spelljammer helm up to the Command Deck to
the Spelljammer Academy adventure states that install. However, according to the maps and
the beginning of the Realmspace Sortie! diagrams of the Tyrant Ship, the Cargo Deck is
adventure “follows directly” after the events of the not accessible unless you first go through the
Trial by Fire adventure, which may imply that the Command Deck first, making it impossible for the
adventure picks up the very next day. However, a characters to actually start in the Cargo Deck.
single day of simulation trainings hardly seems To easily bypass this issue, just make one of the
enough to realistically merit a character level vertical Access Shafts of your choosing extend all
increase. the way down and out of the ship, creating an
Instead, I suggest that a week has gone passed opening for the characters to dock and unload at
since the events of the last adventure during the Cargo Deck level first.
which the characters have been able to train,
study, and advance to level 3. Boatswain Tarto Combat Encounter Helps
and Saerthe Abizjn have also had time to heal This adventure features several combat
from any injuries sustained from the recent encounters that have the potential to quickly
sabotage of the simulation deck. Read or become more deadly than intended. Monitor how
paraphrase the following: the characters are faring throughout the
encounters and consider implementing some
Another week has passed at the Academy. The safeguards if you consider it appropriate.
simulation chambers continue to be repaired. Clockwork Horrors
Amidst your on-going training, studying, and The clockwork horrors have a high AC and make
duties, the hallways are filled with whispered multiple attacks each turn. If needed, consider the
following tactics to make the encounter less
rumors of potential spies and traitors within the
academy. Everyone eyes each other with distrust
deadly:
as they pass. Only two clockwork horrors attack the party
while the third continues to assemble the
fourth horror.
Mission Equipment One of the clockwork horrors flanks the party
The Spelljammer Academy states that Boatswain and goes to attune with the ship’s
Tarto provides the characters with a bag of spelljamming helm. If successful, it begins
holding to transport the adamantine meteorite piloting the ship off course.
during the fourth adventure, only after the The third clockwork horror will retreat if the
characters initial mission was delayed. This other two horrors are destroyed.
leaves to question how the characters were
expected to transport the meteorite had their Magma Mephits
While three magma mephits are not a serious
retrieval mission not been setback by the actions threat by themselves, the heavy smoke can be.
of Miken (or the traitor of your choice). While the DC of the Constitution saving throw is
Instead, include a bag of holding in the initial very low, levels of exhaustion gained through
listing of equipment and indicate that it has been smoke inhalation can quickly become a death
provided to help transport the meteorite. spiral with a couple of unlucky rolls. If needed,
have Miken provide each character with a damp
cloth after 2 or 3 rounds which will provide
advantage on subsequent saving throws.

10
Solving the Mystery Academy and reasonably beneficial to the
Depending on who the traitor is, you may characters, such as those suggested below. As
consider changing some of the details reasonably practical, customize these gifts for
surrounding the attack on Petty Officer Ryeback each unique character (or replace them entirely
to better lead the characters to the right with something more fitting to your characters).
conclusion. Consider making the following For All Characters
changes as appropriate: Medal of Service. For their exception service and
Changing Spell Scrolls. Change the spell role in uncovering Vocath’s plot against the
scrolls from Vocath to metallic plates inscribed Academy, all of the characters are awarded
with sigils, much like those found in after the special medals crafted from the adamantine
sabotage in the simulation chamber. These meteorite that they helped recover. While worn,
plates were given to the traitor by Vocath pre- the medal provides a +1 bonus to all Charisma
inscribed with their magic such that a saving throws and a +1 bonus to Charisma skill
spellcaster would not be required to plant and checks when interacting with cadets and officers
activate them. These metallic plates can be of the Spelljammer Academy.
recovered in the aftermath of the fire.
Joint Alibi. Give the other two NPC cadets
For Corps Cadets
assisting the mission a joint alibi that they +1 Weapon. Each corps cadet character also
were together when the blast went off. receives a +1 weapon of their choice. Each
Additionally, they both agree that the traitor weapon is engraved with the emblem of the
was put in charge of the galley equipment. Spelljammer Academy and is the identification of
an official Spelljammer Academy Officer.
If the players fail to determine who the traitor
is, don’t panic or force a discovery at this point. For Spelljammers
Each spelljammer character
The mission can still continue as planned, Spelljammer Cloak.
also receives an official Spelljammer Academy
although everyone onboard is likely to be more cloak which identifies them as official
suspicious and paranoid than before. In part 4, Spelljammers of the Spelljammer Academy. This
Vocath’s henchmen will arrive to collect the cloak provides a +1 bonus to AC when worn.
traitor at which point the truth will be revealed.
Continuing the Campaign
Behold H’Catha (4th If you are continuing the campaign past the
Level) Spelljammer Academy adventure, consider where
Graduation Gifts the characters will be stationed or assigned
A magic item as a graduation gift is a great idea, following their graduation.
especially considering that the player characters If you are planning to follow the adventure into
will be level 5 after this adventure and there are the Light of Xaryxis adventure, consider following
essentially no other magic items throughout the the guidance and outline below, in which the
entire Spelljammer Academy adventure. The characters continue to serve at the Academy as
characters are long overdue for some magic officers until the next adventure kicks off.
items, particularly martial characters.
However, the provided listing of magic items is
not great (unless you happen to be a warlock, in
which case the rod of the pact keeper is great). A
+1 shield or weapon is a welcomed benefit for any
martial character, and a bag of holding and
goggles of night are nice utility items, but none of
these are particularly exciting as a 5th level
character’s only magic item.
It would be better to provide graduation gifts
that were both unique to the Spelljammer
11
Light of Xaryxis
Despite its premise of leading into the Light of
Xaryxis adventure, as written Spelljammer
Academy does a poor job of that. The beginning of
Light of Xaryxis is based on the assumption that
the player characters have no previous knowledge
or experience with spelljamming, which is entirely
contrary to the premise of the player characters
progressing through the Spelljammer Academy.
This opening also creates a disappointing premise
of the player characters being relegated as tag-
along supporting characters which continues
through the entire adventure.
This section aims to incorporate the
Spelljammer Academy adventure into the
beginning of the Light of Xaryxis adventure by
completely rewriting the first chapter and then
following those changes throughout the rest of the
adventure. While we’re at it, we’ll use this
opportunity to our advantage to make the player
characters the actual center and stars of the
adventure by giving the player characters their
own spelljammer ship and reducing the roles and
numbers of the NPCs
I’ve limited the content below to just those
aspects of the adventure that would require some
adjusting to incorporate the Spelljammer
Academy adventure. Things not mentioned below
either do not require any changes, or the
adjustments needed are too insignificant to merit
specific mention. In any such cases, it’s your call; I
believe in you.
Reducing NPCs
Many of the NPCs introduced in the Light of
Xaryxis adventure either have a specific purpose
that is negated by the changes below or are not
integral to the overall adventure plot. During
much of the adventure, it’s possible for the player
characters to be outnumbered by the additional
NPCs traveling they are traveling with. This can
create a lot of burden on the DM and take the
spotlight away from the player characters.
With that said, NPCs can be a great and fun
part of the game even if they are not essential to
the main plot. There is no upheld virtue that fewer
NPCs is objectively better. While the advice below
is to help minimize the NPCs, you are encouraged
to leave in, or add, the NPCs you like the most.

12
A New Beginning - Tremors. During the battle, the Academy
continues to tremble as it is torn apart by the
Chapter 1: Astral Rain crystalline vines. At the end of each round,
This section replaces Chapter 1: Astral Rain of each creature must succeed on a DC 12
the Light of Xaryxis adventure. If continuing from Dexterity saving throw or fall prone. The Astral
the Spelljammer Academy adventure, between 1 Blights have advantage on this saving throw.
and 12 months have passed by since the
characters graduated from the Academy. During Crystalline Vine
The vine here is one of several growing near the
that time, they have continued to serve at the base of the Spelljammer Academy. These vines
Academy as officers and have completed any sprouted after astral seeds fell from the sky and
number of assignments and missions as crashed into the sea and base of the Academy.
determined by the DM. The vines weave around and through the stone
Morning Routine pillar that is the Spelljammer Academy and are
Growing crystalline vines interrupt the characters’ still growing.
morning training exercise and destroy the The vines are warm to the touch and pulses
Spelljammer Academy. It’s a race to make it with light. They are made of an iridescent mineral
aboard a spelljammer ship to escape the that is impervious to the characters’ spells and
catastrophe. weapons. A character who makes a successful DC
10 Intelligence (Nature) check determines that
the substance is a type of living crystal. The vine is
A sudden trembling interrupts your routine
warm to the touch and pulses with light. Any
morning training session in the Academy character who succeeds on a DC 15 Intelligence
gymnasium. Cries of earthquakes begin to echo (Arcana) check realizes that the vine’s roots
from the stone hallways, a particularly frightful extend deep into the earth and are feeding on the
planet’s thermal energy. There appears to be no
disaster considering that the Academy is
constructed entirely in a free-standing rock tower
way to stop this process.
off the coast of Nimbral. Finding an Exit
But before you can even exit the room, it After the encounter with the astral blights, it
should be made obvious to the characters that the
becomes clear that the cause of the trembling is
Academy is being torn apart as the vine grows
no ordinary seismological event. A crystalline vine larger and the shanking intensifies. Making a
bursts out of the ground and punched a hole quick escape is their only chance to not go down
through the roof as it explodes upwards. The with the rest of the Academy. The characters
sinuous vine of iridescent crystal grows larger as it know the Academy well and know that their
quickest route of escape is to take the outside
violently tears its way upward through the
path that leads from the gymnasium up to the
Academy. Spelljammer Nexus level, and then take in
The ground churns again, and more eruptions interior stairs up to the Sky Dock where they
burst through the floor and walls all around you. could escape on a seplljammer ship.
From these sites sprout smaller crystalline vines
Taking the Scenic Route
that uproot themselves and begin lurching
Taking the outside route to the Spelljammer
forward surrounding you. Nexus level, the characters get their first glimpse
of the magnitude of the crisis facing them.
The tremors begin during a training session so
the characters are assumed to be equipped with
all of their adventuring gear.
Encounter: Astral Blights. Six astral blights
appear and quickly attack the characters.

13
Spelljammer Nexus
Once outside you get your first glimpse of what is
As the characters enter the Spelljammer Nexus
happening. Surrounding the Academy are dozens level of the Academy, read the following.
of gigantic crystalline vines sprouting across the
island and the sea. The tremors become full-blown Any semblance of the Academy’s former structural
earthquakes as the crystalline vines plunge their integrity is now gone. Crystalline vines grow up
roots into the earth and reach hundreds of feet towards the sky, rocks and debris falls down to the
into the air. Several of these vines are growing sea below, and everything in between shakes and
directly through the stone pillar of the Academy as moves, creating a chaotic and disorientating
they twist and weave around each other. The scene. As you quickly navigate the interior
section of rock you’re on begins to break away. corridors of the Academy, you can’t even be sure
You’re only option now is forwards and upwards. you’re heading upwards anymore.
As you pass through the central nexus room,
The characters must travers about 90 feet of open the Academy completely splits in half. Now an
stairs running along the cliff side to reach the unmistakable feeling fills your gut, the half you are
Spelljammer Nexus level. This normally easy task
is complicated by a group of astral blights and the on is falling. A quickly growing chasm, now 15 feet

increasing tremors that threaten to knock the wide, separates you from the other side. To your
characters off the edge. left, a 5-foot-wide moving crystal vine spans the
Encounter: Cliffside Astral Blights. A total of chasm. Either way you go, you know you only have
six astral blights threaten to block the character’s one chance at this.
escape route; four are located on the stair path,
one is located on the cliff side just below the path, Jumping across the chasm requires a successful
and one is located on the cliff side about 20 feet DC 15 Strength (Athletics) check (a character
above the path. automatically succeeds if their Strength score is
Lying in Wait. The astral blight located below 15 or greater). Running across the crystalline vine
the path is ready to attack any creature that requires a successful DC 15 Dexterity
comes within range. Once grappled, the astral (Acrobatics) check.
blight will use its next turn trying to knock the On a failure, the character falls but is able to
creature off the cliff. grab hold of smaller crystalline vines extending
Violent Tremors. At the end of each round, out of the far cliff side, 10 feet below the edge.
each character must make a DC 12 Dexterity Climbing up the cliff without aid requires a DC 12
saving throw. On a failure, the character loses Strength (Athletics) check.
their footing and falls from the path. That
character can attempt a DC 12 Strength Sky Dock
(Athletics) check to grab a hold of the path’s When the characters arrive at the Sky Dock, read
edge. On a failure, the character falls 60 feet the following.
before landing on a crystalline vine that bursts
out of the cliff side, taking 21 (6d6) As you arrive at the Sky Dock, or what’s left of it,
bludgeoning damage. Over the course of two
more rounds, the vine grows tall enough for you find it nearly deserted with only a small group

the character to climb back up to the path. of cadets who have also managed to make their
Opening a Path. At the end of the first round, way here. Above, you see several spelljamming
two astral blights are knocked off the cliff. At vessels have already taken off and are fleeing the
the end of the second round, one more astral world ahead of the crystalline vines that are now
blight is knocked of the cliff. reaching towards the sky. A few spelljamming
vessels remain at the dock.

14
The players can take the ship of their choice, without attracting undue attention. Like an
selecting from those listed below, or from a listing ordinary galleon, a space galleon isn’t built to land
of the DM’s choosing. As Spelljammer Academy on the ground (its keel would cause it to roll on its
officers, the characters would be well familiar side). The ship’s standard weaponry includes two
with all these ships and their basic stats. If forward-mounted ballistae and an aft-mounted
needed, provide the players with the basic stats of mangonel.
each ship and the following information so they
can make an informed decision. Squid Ship
The Transfer Attunement property of a Among the oldest types of spelljamming vessels,
spelljamming helm on Academy ships function squid ships are popular with privateers and are
universally between Spelljammer Academy often used as patrol ships. Standard weapons on
Officers without the need for touch, so long as no a squid ship include a forward-mounted
one else is currently attuned to it. mangonel, two aft-mounted ballistae, and a
The additional cadets in the Sky Dock will reinforced bow for ramming. The tentacles that
follow the player characters and function as the extend from the bow account for nearly half the
ship’s crew. ship’s keel length.
After choosing a ship, encourage the players to Squid ships can float and sail on water, and
give it a new name of their own choosing. they can land on the ground.
Choice of Spelljammer Ships Urgent Communication
Once onboard their chosen spelljammer ship, the
Damselfly
party quickly finds a sending stone which puts
This swift but cramped ship is made mostly of them in communication with Commodore Krux.
metal. It can’t float on water, but its legs enable it Krux is relieved to have finally get a hole of
to land safely on the ground. A sliding hatch just anyone from the Academy and quickly demands
behind the wings allows access to the ship’s to know what is going on down on the surface.
mangonel turret. The ship’s cargo hold can easily After hearing what the characters have to say,
be turned into crew cabins or another weapon Krux suggests that they better meet and regroup
deck. before attempting anything else. He instructs
Damselfly ships are often used as courier them to meet him at the Laughing Beholder on
vessels and armored transports. Explorers and the Rock of Bral, a location that Spelljammer
pirates like them because they’re fast and sturdy. Academy officers would be familiar with enough
Military leaders use them as command ships for to find.
the same reasons.
Leaving it All Behind
Hammerhead
As they characters lift off and head for wildspace,
Hammerhead ships are popular craft, especially read the following.
among pirates and merchants carrying heavy As you look back on your shrinking world, the
cargo. They can float on water and sail across it, vast extent of the catastrophe laid before you.
but they aren’t built to land on the ground (their Scores of crystalline vines erupt from the surface
keels would cause them to tip to one side). of your world. Climbing upwards, many of the
Standard weapons on a hammerhead ship vines reach high enough to break through the
include fore and aft mangonels, a ballista, and a clouds. You set your course as the terrible roar of
reinforced bow for ramming. destruction is soon swallowed up by the void
Space Galleon between you.
The space galleon is a mainstay among the host
of vessels that ply Wildspace and the Astral Sea.
Space galleons can easily pass for ordinary
seafaring galleons. Because they can land on
water and move across it like their namesakes,
they can sail into ports on terrestrial worlds
15
Adjusting Other (likely caused by an attack from the Star Moth),
creating a situation that the characters will need
Chapters to address as soon as their business with the elves
This section outlines the additional adjustments is concluded.
that will need to be made to subsequent chapters Depending on the size and layout of the
to flow with our new adventure start outlined character’s spelljammer ship, select one of the
above. As we move further through the adventure, following options to run.
fewer and fewer adjustments will be needed. Option 1: Space Eels & Swine
Chapter 2: Attack of the Star Unbeknownst to the characters at the time, their
Moth selected spelljammer ship had live cargo onboard
that was intended to be transported for
Notable NPC Adjustments commercial purposes. During the battle with the
Consider the following NPC changes: astral elves, four space eels and eight space swine
Captain Sartell. Captain Sartell’s purpose in have escaped their cages. They are now running
the adventure is to introduce the concept of around in a state of panic ready to attack any
spelljamming and ferry the characters to the Rock target that presents itself.
of Bral. By changing the opening premise, she
does not serve any remaining purpose to the Option 2: Gaj
adventure and can be omitted. Unbeknownst to the characters at the time, their
Flapjack. Perhaps my favorite NPC, Flapjack’s selected spelljammer ship had live cargo onboard
purpose in the adventure is to provide some crash that was intended to be transported off planet for
course training in running a spelljammer to any research purposes. During the battle with the
spellcasters in the party, although the party is astral elves, a gaj has escaped its cage and is now
never tasked with piloting their own ship. By on the loose.
changing the opening premise and providing the
characters with their own ship, Flapjack can be Chapter 3: Treacherous Salvage
utilized as a spelljammer for the party is no player No particular changes are necessary to this
character wishes to fill that role (or as a backup chapter.
spelljammer even). In this case, Flapjack can be
encounted in the Sky Dock when the characters Chapter 4: A Friend Indeed
were fleeing the Academy. Otherwise, he does not
serve any remaining purpose to the adventure and Notable NPC Adjustments
Consider the following NPC changes:
can be omitted. Commodore Krux. In this version, Commodore
Traevus. Although he doesn’t serve any real
purpose in the overall adventure, he does provide Krux is a retired spelljammer officer of some
an opportunity for an attempted mutiny during renown, though his best days are admittedly
this chapter. However, the players will have other behind him. Krux is willing to share that he once
opportunities to feel betrayed and play through a battled against the Xarysian Empire, which led to
mutiny later in the adventure. For this chapter, his greatest defeat. This is still a sore source of
we’ll replace this encounter with the “Cargo shame for him, so he is unlikely to share more
Leak” encounter below. than this. Krux recognizes the star moths as being
from the Xaryxian Empire. Their appearance and
Urgent Communication attack on the planet have renewed his vigor for
If the characters didn’t get in touch with one more escapade against the astral elves.
Commodore Krux prior to leaving the planet, they The Commodore’s past experience with the
should do so now (see chapter 1 above). Xaryxian Empire and multiple wildspace systems
make him a good source of helpful exposition
Cargo Leak when needed.
During the battle with the astral elves, the
characters hear the sound of breaking crates and
movement coming from the ship’s cargo hold

16
first have to obtain a navigational map of
Flinch. Flinch doesn’t serve any essential Doomspace from his friend, Topolah, who lives on
purpose in the adventure and can be omitted a stay asteroid at the edge of Wildspace.
completely.
Fel Ardra. Fel’s main purpose in the adventure Change of Ship
is to fill in as a spelljammer pilot if needed. By If the character’s spelljammer ship is badly
changing the opening premise and providing the damaged, or you would like to provide them an
characters with their own ship, Fel Ardra can be opportunity to change vessels, Commodore Krux
utilized as a spelljammer for the party is no player offers up the use of his living ship, the Second
character wishes to fill that role (or as a backup Breath. Unfortunately, the Second Breath is
spelljammer even). Otherwise, Fel can still be currently leased out to Fel Ardra, who demands
used if you are incorporating the Change of Ship some kind of recompense. Run the “Fel Ardra”
encounter below, although there won’t be a need section of chapter 4 as it appears in the
for Fel to continue traveling with the party after adventure.
that. Chapter 5: Living on the Edge
Starbough. If the characters are not traveling
on the Second Wind, then Starbough will serve
no role in the adventure and can be omitted. Jolly Boats
Whatever spelljammer ship the characters arrive
Adventures on the Rock of Bral in, assume that it is equipped with at least one
This is a good place to incorporate additional jolly boat that can be used to ferry the party to
locations or adventures on the Rock of Bral into Topolah’s tower and back again during the Oh,
your campaign. The Astral Adventurer’s Guide Mama! encounter.
offers an overview of key locations in the Rock of Chapter 6: Grave Alliance
Bral and there are many more resources available
online, both old and new, that flesh out details,
encounters, and adventures that can be had in Notable NPC Adjustments
Consider the following NPC changes:
this fantastic location. Flinch. At the start of the “Mutiny” section,
If you do want to incorporate more of the Rock Flinch is possessed by Agony the ghost. If Flinch
of Bral in your campaign, consider delaying the is not with the party, Agony can possess any other
character’s rendezvous with Commodore Krux. available NPC (such as Krux or Topolah) or a
Either the Commodore is also traveling to the player character if you don’t think the player
Rock of Bral and hasn’t arrived yet or has left would mind the temporary encroachment on their
word at the Laughing Beholder that he will meet character.
the party there at a later date. This message could Topolah. After providing the characters with the
also plant the seed of a side quest anywhere on Wildspace orrery and connecting them with
the Rock of Bral. Grimzod, Topolah does not have any further
Meeting Commodore Krux essential purpose in the adventure. Leaving
Krux is disheartened by the news that the Topolah behind as the party gives chase of the
Spelljammer Academy has been lost and resolves Last Breath during the “Mutiny” section of this
to get revenge on the Xaryxian Empire. This is chapter is a natural place to leave her behind.
also a chance for personal redemption for Krux’s
past defeat against the astral elves. The Change of Ships
If the player’s current ship is in bad condition, or
commodore is quick to point out that they’ll have you would like to provide them an opportunity to
no chance facing off the Xaryxian Empire alone, change vessels, Grimzod can offer the characters
but that he knows where to find help. use of the Last Breath instead. Otherwise, the
Whether now or later in a more private setting, Last Breath is not considered to be in good
Krux shares that his associate, Warwyck enough shape to undertake an astral voyage after
Blastimoff, is currently forming a coalition against its recent battles.
the Xaryxian Empire in another Wildspace
system, Doomspace. But to find Warwyck, they’ll

17
Dumping Dead Weight Chapter 9: Discord and
After Xedalli has joined the party, there is no Diplomacy
further plot requirement for Grimzod to remain No particular changes are necessary to this
with the party. If you decide to not involve the chapter.
vampirate further, he reluctantly stays behind
citing the state of his crew or ship as a plausible Chapter 10: Space Invaders
reason but gives the party the bottle of No particular changes are necessary to this
Champagne du le Stomp he promised as good chapter.
luck.
Chapter 11: Crowning Moment
Chapter 7: Trust Issues
No particular changes are necessary to this No particular changes are necessary to this
chapter. chapter.
Chapter 12: Light of Xaryxis
Chapter 8: Arena of Blood
Notable NPC Adjustments
Dealing with Vocath
Because of the sabotage and attacks that took Consider the following NPC changes:
Grimzod Gargenhale. If Grimzod is no longer
place in the Spelljammer Academy adventure, the present with the party, Commodore Krux
player characters may immediately assume that resolutely volunteers himself to deliver the ring to
Vocath is their enemy and refuse to negotiate with Xaryxis to, in his words, “make up for my past
him, assuming they don’t just attack him outright. failures.”
You can counter this by providing information
that is contrary to the character’s current
knowledge and assumptions. Adding moral
ambiguity creates dramatic tension and tests the
characters to see if they can put behind their
preconceived notions to work with someone they
might not like too well for the greater good of
taking on the Xaryxian Empire and saving their
world.
The information in the More than Just Business
sidebar can be shared by either Warwyck
Blastimoff or by Vocath himself. Seeing that the
characters are members of the Spelljammer
Academy, Warwyck shares the story of Mirt’s and
Vocath’s prior history with each other. Otherwise,
upon meeting Vocath for the first time, he asks
the characters if the Academy has sent them to
return his stolen helms before providing his side
of the story.
More than Just Business
When the sun in Doomspace collapsed, Vocath
used the mercane’s fleet to evacuate people from
the doomed world of Fyreen and provided free
spelljammer helms to them. Mirt got himself
involved in this process and ended up making off
with several spelljammer helms for the Academy’s
use. Although the helms were very valuable,
Vocath is more concerned with the personal slight
of being stolen from than recovering the helms.

18

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