Spelljammer Spelljammer Academy: Get Free Spelljammer Adventures From D&D Beyond

If you have a D&D Beyond account you can access a promotional Spelljammer supplement for free. Spelljammer Academy is a series of four adventures -- the first, available now, is called Orientation, and will be followed later by Trial by Fire, Realmspace Sortie!, and Behold....H'Catha.

Fall in cadets! It's time for your introduction to Wildspace! Spelljammer Academy is a series of four adventures that will prepare you for your journeys into space, and it's available to you at no cost with your D&D Beyond account. In the first adventure, you’ll undergo your orientation at the Spelljammer Academy, where you'll learn whether you have what it takes to traverse the deadly expanse of the cosmos. Over time, subsequent adventures in Spelljammer Academy will drop. Unlock one adventure in the series and you'll automatically receive the others upon their release.


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Dannyalcatraz

Schmoderator
Staff member
Mod Note:

Referring to past discussions where you butted heads with another poster- or witnessed others doing so- adds NOTHING to the current discussion besides acrimony and volatility. Several posters in here have done this.

STOP THAT.
 

Zarithar

Adventurer
Oh! This adventure takes place in the future?!
No - just in "Realmspace" or "Wildspace" I think they are calling it now. It is part of the current timeline of the Realms though. Most people who live in the Realms (or Krynn, Greyhawk, etc) will not ever be aware of Spelljammers, Wildspace, etc. It's kind of like the Marvel Universe where you have your street level heroes such as Daredevil and then cosmic heroes like Captain Marvel. Two totally different (but concurrent) aspects of the same universe if that makes sense.
 


No - just in "Realmspace" or "Wildspace" I think they are calling it now. It is part of the current timeline of the Realms though. Most people who live in the Realms (or Krynn, Greyhawk, etc) will not ever be aware of Spelljammers, Wildspace, etc. It's kind of like the Marvel Universe where you have your street level heroes such as Daredevil and then cosmic heroes like Captain Marvel. Two totally different (but concurrent) aspects of the same universe if that makes sense.
Realmspace is just the Realms-adjacent section of Wildspace. Both terms are used in the adventure.
 


now THIS is pod racing...

Okay this looks awesome (still upset about PDF, but work around seems to be working... but view printab;e handout is nice) part 2 is got an update on skill challanges (strix haven had some of this too) and I love it...

and more danger room/ holodeck D&D play.

nothing as cool as the disentigrate sword yet that I saw but I only skimmed
 




M_Natas

Adventurer
I find the adventure a little light on the rules part of spelljamming and battle in wildspace.

I hope the boxed set gives us more on
"how does spelljamming actually work"
"can there be ships without spelljamming devices to fly trough wildspace?"
"Do they really fly with 4mph trough space?"

I would love to DM a homebrew spelljammer-adventure, but I hope there are some more clarifications on the rules of the setting, and not what was shown in the Intro-Adventures. In those you could replace spelljammers with normal ships without needing to change anything else.
 

Bolares

Hero
I find the adventure a little light on the rules part of spelljamming and battle in wildspace.

I hope the boxed set gives us more on
"how does spelljamming actually work"
"can there be ships without spelljamming devices to fly trough wildspace?"
"Do they really fly with 4mph trough space?"

I would love to DM a homebrew spelljammer-adventure, but I hope there are some more clarifications on the rules of the setting, and not what was shown in the Intro-Adventures. In those you could replace spelljammers with normal ships without needing to change anything else.
The adventure mentions that some rules will be present in the boxed set. 'The ship’s spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see “Crashing” in chapter 2 of Astral Adventurer’s Guide)." So I assume there will be some ship combat rules there. I would think they will be similar to those presented in Saltmarsh
 

overgeeked

B/X Known World
I missed skill challenges so much...
They're sort of skill challenges. More like expanded group checks...not that different than what's presented in Ghosts of Saltmarsh. Kinda boring though. Three rounds of the characters picking one of two skills and making the exact same rolls.
 


Bolares

Hero
They're sort of skill challenges. More like expanded group checks...not that different than what's presented in Ghosts of Saltmarsh. Kinda boring though. Three rounds of the characters picking one of two skills and making the exact same rolls.
That's..... exactly why I miss skill challenges :p
 




overgeeked

B/X Known World
That's the take you got from my post? Maybe I wasn't clear. I was saying (or trying to say) that the adventure made me miss skill challenges.
The skill challenges here are rigid and boring. The skill challenges in 4E were also rigid and boring. But you miss 4E skill challenges...

So what exactly did you miss about 4E skill challenges?
 

They're sort of skill challenges. More like expanded group checks...not that different than what's presented in Ghosts of Saltmarsh. Kinda boring though. Three rounds of the characters picking one of two skills and making the exact same rolls.
So, they are skill challenges 😉
Streamlined skill challenges I'd say
That's the take you got from my post? Maybe I wasn't clear. I was saying (or trying to say) that the adventure made me miss skill challenges.
I miss them too Strixhaven has a sports game that uses a skill challenge like mechanic. These are far from perfect, but I love the idea WotC is trying to make them work again. I need set ups for prolonged non combat challanges... up next special class features to interact with them.
 

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