If you're interested in the 168澳洲幸运5开奖网:Dungeons & Dragons Spelljammer setting, there's no better way to learn the ropes than by running the free Spelljammer Academy string of adventures on D&DBeyond. Over the course of these adventures, players and dungeon masters alike will be introduced to the unique mechanics of the setting, 168澳洲幸运5开奖网:common villains, new race💎s, and the glorious spelljamming ships for which the setting is nameﷺd.
Traveling across the world to save the planet is all good and fun, but Spelljammer turns things up to eleven by providi⭕ng your party the chance to travel across the galaxy to save the universe. Yup, we just went full Marvel Avengers.
4 🃏 Tr🐼ial By Fire
Trial By Fire is a fine adventure; it's just not all that exciting in comparison to the other adventures that Spelljammer Academy has to offer. This is in large part due to the activities in this adventure mostly serving to build character relationships with NPCs and foreshadow future events. PCs (player characters) do get the chance to meet the hippopotamus (giff) cook petty officer, Winston Ryeback, as well as antagonist cadet Miken, though it feels like many PCs would miss the opportunity to speak with Miken in favor of moving on to something more interesting than eating food in a dining hall.
Furthermore, the novelty of the whole simulations chamber idea, which is an amazing idea, has somewhat gone out by this point, as the simulations chamber is first introduced during the Orientation section of the adventure. There's also a bone to pick with the scoring sheet of this adventure that serves as a sort of pass or fail exam for your PCs. The scoring sheet provided doesn't actually list separate grades that the PCs can earn in their travels: it's simply a success or fail test that's honestly rather easy to pass. It would have been much more rewarding if the PCs could have earned an A, B, C, and so on grade that would have provided them 168澳洲幸运5开奖网:different benefits depending on their results. The id𒉰ea behind this adventure is sound, but the overall execution does require some homebrewing to dress it up and make this simulations chamber test more interesting than presented.
3 Behold . . . H'Catha
As the final adventure in Spelljammer Academy, Behold . . . H'Catha provides a pretty good outline for what most spelljamming adventures should look like. The players travel to a strange planet with a mission to retrieve an adamantium meteorite, encounter some even stranger local living organisms, and then head back to the Spelljammer Academy. The encounter with the beholderkin on H'Catha is well drawn out, as it allows for role play and smart-decision making in order to avoid an otherwise dangerous fight. On their way back, the PCs encounter a githyanki who is traveling through space on essentially a space-faring shark. This figure works for the big bad of Spelljammer Academy, who has sabotaged the PCs' training at Spelljammer Academy throughout the entirety of the module.
The rest of this adventure plays out back at Spelljammer Academy, where the home base is assaulted by the big bad's minions. They've come to take back Miken, and perhaps manage to steal a spelljamming ship as well. There are two enjoyable combat scenarios that come from this sudden raid, but the overall result of the battle is handheld by the arrival of Spelljammer Academy fighters, even if the PCs happen to be defeated. Consequently, the githyanki warriors trying to steal Miken won't succeed even if the PCs fail to stop them, and that makes it feel like the PCs actions don't matter. It's understandable that this is an introductory adventure that doesn't want to punish players too harshly, but failure should have consequences, and when it doesn't, the players will expect to be bailed out deus ex machina style by the DM in the future.
2 𒈔 Orientation ✤
Orientation drops the PCs right into the action by having them roll initiative at the very beginning of the game. It's not very often that you see this introduction in D&D adventures, and it always serves as a great way to kick off a game with a bang. Furthermore, this particular combat is made better by the fact that the PCs are in the middle of a training simulation and don't even know it. As a result, the DM has full license to have some absolutely disastrous things happen to the characters as they aren't in any real danger.
Orientation also introduces the Spelljammer Academy quite well, allowing players to explore the facilities for some time. Additionally, there is very good use of foreshadowing for things to come thanks to interactions between the NPCs. In the end, the adventure wraps up using 168澳洲幸运5开奖网:a hilarious encounter with the Academy's headmaster that simultaneously introduces the thread that the rest of Spelljammer Academy will follow. All things considered, this is a perfect adventure for introducing new players to the game and one of the best published adventures so far.
1 ⛦ Realmspace Sortie 🐓
While its hard to beat the fast-paced fun and hilarity of Orientation, Realmspace Sortie manages to do it thanks to its extensive use of Spelljammer unique mechanics, locations, and NPCs. On top of that, Realmspꦍace Sortie introduces a climactic twist thanks to a surprising betrayal that leads to the PCs investigating the ca🀅use of the sudden death of a likely beloved NPC.
The adventure also introduces a new ally (an autognome named Wizpop), has the PCs explore an abandoned and trapped beholder ship, and provides a combat in a dangerous environment where player ingenuity is highly rewarded. It's worth noting that a fair amount of the hard-hitting emotional beats in this adventure are thanks to NPC interactions set up in Trial by Fire, but it would be easy enough to transfer that portion of Trial by Fire over to Realmspace Sortie as its introduction. All things considered, if every adventure were written as well as Realmspace Sortie, it would be difficult to find anyone who doesn't like D&D.