D&D: Spelljammer Academy ‘Trial By Fire’ Adds Elaborate Meals and Spelljamming Into the Mix
Part two of the Spelljammer Academy series, Trial by Fire brings actual spelljamming to the table. How will you fare?
Space beckons in the latest adventure in the Spelljammer Academy series, Trial by Fire. If you haven’t been following along, Spelljammer Academy is a new, free introductory adventure to the wider world of Spelljammer.
You can claim yours on D&D Beyond, all you need is a free account. That gets you access to the four-part adventure, of which the first two are ready to play. Curious about the first part of the adventure? Check out Spelljammer Academy: Orientation. As for the latest, read on.
Spelljammer Academy – Trial By Fire
Following in the wake of the first adventure, Orientation, the party of spelljamming cadets gets a lesson in a test of real, actual spelljamming. But this is all against a backdrop of tension. Someone has targeted the Spelljammer Academy.
Tensions are running high at Spelljammer Academy on the island of Nimbral, thanks to a recent rash of thefts and an attack against the academy’s founder, Mirt the Merciless. The academy’s instructors have made it clear that it’s business as usual for new cadets, though. The characters will be put to the test as they participate in a competitive series of illusory training exercises against another squad of cadets. The characters are to take charge of their own spelljamming ship, plying a magical simulation of Wildspace on a mission to seek out the wreckage of a ship lost in an asteroid cluster. Are they up to the challenge?
It has all the makings of an excellent adventure. And like any good D&D adventure, it starts with a hearty breakfast.
In the section titled Preflight Meal, characters meet a giff chef who serves up the meal of choice: ‘Gunpowder Chowder’ which has all four of the basic food groups, beans, bacon, whiskey, and lard.
Not only do you get that most essential staple of any fantasy adventure: languid descriptions of questionable food, but you also get the opportunity to gossip with cadets.
It’s a great way to lead new players into roleplaying concepts. This section is especially fantastic for new DMs as well, since it gives them guidelines on what the cadets might talk about. As well as some colorful and most importantly, actionable, tips on what NPCs will do.
There’s even an opportunity to make a social choice – players might help a promising cadet or ignore him, and those actions have consequences.
What About Spelljamming, Though?
Of course, the star setpiece of this adventure is the Spelljamming section. Players engage in a simulated journey through Wild Space. It’s a fantastic way to introduce the rules for sailing through Wild Space.
The rules aren’t necessarily new. But they give us a look at how WotC intends Spelljamming challenges to go. Much like the naval rules, it’s entirely officer-based.
Everyone has a role on the ship. When confronting a challenge like plotting a course or an electrical storm, the officers make skill checks to deal with consequences. Once you’ve done that, it’s time for a fight against space pirates, because that is one hundred percent why all of us are here.
Without spoiling too much more, it’s a great intro that sets the tone of things to come. We’re excited for more Spelljammer Academy here at BoLS.
Happy Adventuring