Welcome to the Support Thread for SPELLJAMMER ACADEMY
If you find any issues with the content, please search the thread (Search form) before posting in this thread.
RELEASE NOTES
Introducing Spelljammer Academy, an unlockable promotional supplement containing a series of four adventures that will prepare you for your journeys into space!
From July 11th, all D&D Beyond users can claim Spelljammer Academy at no cost! Simply head to the redemption page (as shown below). From there, you can immediately unlock its contents on D&D Beyond!
Claiming will grant you access to all four Adventures as they are released, no need to claim it multiple times!
The second part of the Spelljammer Academy introduces a Spelljammer to the players. We are working hard on upgrading our vehicle system to support these new ships for Spelljammer: Adventures in Space. They will be presented in the compendium, and in handout form in this release.
The Adventure talks about "Spelljammer Cadets" and "Spelljammer Corps Cadets" as if they are two different things but doesn't actually explain what the differences are.
"Any character with spellcasting talent qualifies to join the Spelljammers, the contingent of those able to pilot a spelljamming ship. Everyone else must join the ranks of the Spelljammer Corps"
Is there a way to navigate to this content once claimed? It does not seem to appear in the header menu anywhere.
It doesn't appear on the navbar, but if you go to sources and click view all (sourcebooks or adventures because they both go to the same page) and you'll find it at the very bottom of the page.
Is there a way to navigate to this content once claimed? It does not seem to appear in the header menu anywhere.
It doesn't appear on the navbar, but if you go to sources and click view all (sourcebooks or adventures because they both go to the same page) and you'll find it at the very bottom of the page.
Is there a way to navigate to this content once claimed? It does not seem to appear in the header menu anywhere.
It doesn't appear on the navbar, but if you go to sources and click view all (sourcebooks or adventures because they both go to the same page) and you'll find it at the very bottom of the page.
I notice in the Wildspace Battle section that the ship has several weapons, but each weapon requires several crew to operate it. I also see that the crew listed for the player ship is 15. However, there is no mention of any other crew other than the players to operate the ship.
If there is a small party, even as small as four people, how is this combat supposed to be run if there aren’t any NPC crew members?
It seems like a really problematic battle if three characters with one action each are needed to fire the ballista and five characters are needed to operate a mangonel (or spend several rounds just getting things ready to fire).
If there are meant to be NPC crew, either I missed it or it should be added to the description of the adventure section.
The adventure seems like it will be fun. I’d like some clarification on this section though. Thanks!
There's ship combat without any rules for it... did this not get playtested at all?
- First off, there are 3 roles on the ship... though it's really only 2: captain and spelljammer. Everyone else is just a "shipmate". So if you've got a party of 4 or more then it becomes immediately obvious who gets relegated into the "everyone else" position on the ship. Not fun. - It says "Actions available to each crew member are dependent upon their assigned roles" but there is no listing of what those actions are. - Ships have a "Damage Threshold" but there is no explanation of what that mechanic is. - Ships movement speed is the same as a PCs walking speed? Really? 30 feet per round?? - Can ships turn on a dime? There are no rules for maneuverability.
The chapter doesn't provide enough of a ship's stat block to run these vehicles by the rules we have in Appendix A of Ghosts of Saltmarsh.
How many actions do these ships have?
Which ship actions are available?
How many actions are required for movement?
How does turning work?
What is any ship's dexterity modifier for initiative?
How many crew are provided with the PC's hammerhead ship?
Are they real, or illusions?
If a boarding action can occur, why don't we have a layout of the hammerhead ship?
As presented here, this provides a very unsatisfactory introduction to spelljammer ship to ship combat. Without the clearly absent appendix about spelljammer ships and how they work in combat, you're just relying on the DM to make up all of the mechanics on the fly.
The map in chapter 2 of the Squid ship has multiple decks of the ship on a single map, but the grids of the decks do not align, making it a nightmare to use for online services like roll20 and foundry.
How many crew are provided with the PC's hammerhead ship?
Are they real, or illusions?
Well, the stat block states a total crew of 15, so 15 minus the No. of players will be NPCs. Based off the fact that there is a 2nd ship crewed by cadets, I am going to assume (I know) that the rest of the play's crew are fellow cadets.
In Realmspace Sortie, Wizpop has no stats yet could end up in situations where the autognome might need to make a skill check, ability save, or savings throw if he continues to follow the players around. It says he starts injured at 6hp and until fully healed he can't speak... but how many hit points does he actually have? 12? 60? (I hope people don't jokingly say it's over 9000.) If the players order Wizpop to do a task that requires a skill check, how do we know if the autognome is proficient or not? What are Wizpop's stats to find modifiers for the check, or save... It seems like an oversight but it should be an easy fix by saying something like treat him as a standard humanoid NPC type like a scout, thug, priest, bandit, etc... with the Autognome racial abilities applied.
Welcome to the Support Thread for SPELLJAMMER ACADEMY
If you find any issues with the content, please search the thread (Search form) before posting in this thread.
RELEASE NOTES
Introducing Spelljammer Academy, an unlockable promotional supplement containing a series of four adventures that will prepare you for your journeys into space!
From July 11th, all D&D Beyond users can claim Spelljammer Academy at no cost! Simply head to the redemption page (as shown below). From there, you can immediately unlock its contents on D&D Beyond!
Claiming will grant you access to all four Adventures as they are released, no need to claim it multiple times!
Spelljammer Academy: Trial By Fire -
The second part of the Spelljammer Academy introduces a Spelljammer to the players. We are working hard on upgrading our vehicle system to support these new ships for Spelljammer: Adventures in Space. They will be presented in the compendium, and in handout form in this release.
Spelljammer Academy: Realmspace Sortie!-
IS LIVE
Spelljammer Academy: Behold H'Catha-
IS LIVE
How to Claim Spelljammer Academy
You can claim Spelljammer Academy by following this link:
https://www.dndbeyond.com/claim/source/spelljammer-academy
From there, all you have to do is press the "Claim Now" button.
* Please note that you must claim Spelljammer Academy on the web before it will appear on the Mobile App.
Take your campaign to the Stars With Spelljammer: Adventures in Space and preorder to unlock on August 16th by visiting this link: https://www.dndbeyond.com/marketplace/sourcebooks/spelljammer-adventures-in-space
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
This is now Live
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Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
The Adventure talks about "Spelljammer Cadets" and "Spelljammer Corps Cadets" as if they are two different things but doesn't actually explain what the differences are.
From Part 2: Academy Orientation Debriefing:
"Any character with spellcasting talent qualifies to join the Spelljammers, the contingent of those able to pilot a spelljamming ship. Everyone else must join the ranks of the Spelljammer Corps"
Is there a way to navigate to this content once claimed? It does not seem to appear in the header menu anywhere.
It doesn't appear on the navbar, but if you go to sources and click view all (sourcebooks or adventures because they both go to the same page) and you'll find it at the very bottom of the page.
Ah! Thanks!
This adventure isn't listed as one of the adventures under the "sources" drop down.
See the post two above yours. I'll quote it for you here:
Spelljammer Academy: Trial By Fire is LIVE
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
I notice in the Wildspace Battle section that the ship has several weapons, but each weapon requires several crew to operate it. I also see that the crew listed for the player ship is 15. However, there is no mention of any other crew other than the players to operate the ship.
If there are meant to be NPC crew, either I missed it or it should be added to the description of the adventure section.
The adventure seems like it will be fun. I’d like some clarification on this section though. Thanks!
There's ship combat without any rules for it... did this not get playtested at all?
- First off, there are 3 roles on the ship... though it's really only 2: captain and spelljammer. Everyone else is just a "shipmate". So if you've got a party of 4 or more then it becomes immediately obvious who gets relegated into the "everyone else" position on the ship. Not fun.
- It says "Actions available to each crew member are dependent upon their assigned roles" but there is no listing of what those actions are.
- Ships have a "Damage Threshold" but there is no explanation of what that mechanic is.
- Ships movement speed is the same as a PCs walking speed? Really? 30 feet per round??
- Can ships turn on a dime? There are no rules for maneuverability.
Seriously... this is very shoddy work.
The chapter doesn't provide enough of a ship's stat block to run these vehicles by the rules we have in Appendix A of Ghosts of Saltmarsh.
As presented here, this provides a very unsatisfactory introduction to spelljammer ship to ship combat. Without the clearly absent appendix about spelljammer ships and how they work in combat, you're just relying on the DM to make up all of the mechanics on the fly.
The map in chapter 2 of the Squid ship has multiple decks of the ship on a single map, but the grids of the decks do not align, making it a nightmare to use for online services like roll20 and foundry.
Enigmagtic, Entertaining, Informative, Lobsterly.
Spelljammer Academy: Realmspace Sortie!- IS LIVE
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Well, the stat block states a total crew of 15, so 15 minus the No. of players will be NPCs. Based off the fact that there is a 2nd ship crewed by cadets, I am going to assume (I know) that the rest of the play's crew are fellow cadets.
In Realmspace Sortie, Wizpop has no stats yet could end up in situations where the autognome might need to make a skill check, ability save, or savings throw if he continues to follow the players around. It says he starts injured at 6hp and until fully healed he can't speak... but how many hit points does he actually have? 12? 60? (I hope people don't jokingly say it's over 9000.) If the players order Wizpop to do a task that requires a skill check, how do we know if the autognome is proficient or not? What are Wizpop's stats to find modifiers for the check, or save... It seems like an oversight but it should be an easy fix by saying something like treat him as a standard humanoid NPC type like a scout, thug, priest, bandit, etc... with the Autognome racial abilities applied.
So on the tyrant ship, how does the passage from a the Hollow Deck and the Command Deck work?
Spelljammer Academy: Behold H'Catha is now live!
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Chapter 4 has a bad tooltip.
"If the githyanki defeat or drive off the characters, one of them begins the process of attuning to the [Tooltip Not Found]."