Attention σ cadets: The game
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Captain Sardax lies on the deck nearby, her body ruined by shrapnel. "Hold the top deck!" she snarls with her dying breath. "Grant them no quarter!"
You know that as a new member of this crew, this is the first voyage into Wildspace.
You assume that the reavers have used some kind of magic to disorient Moonraider’s crew, hoping to make it easier to seize the ship.
You know Captain Sardax and understand that her death leaves it up to you and the other surviving crew members to repel the reavers.
Your group know and trust each other. Moonraider is their ship, and they are bound to defend it!




The other crew see a person of indeterminate gender that stands about 6 feet tall, but rarely feels like an imposing presence. They are not lanky, but not brawny, but somewhere in the middle with an athletic build that has both angles and curves. Torch has warm toned skin, shoulder length Charcoal hair pulled half up, eyes lit orange from within like fire, several facial and ear piercings, and druidic clothing with bone accents on the hide armor, also of a charcoal color.
I move up to stand shoulder to shoulder... well... probably their elbow to my head?... with the minotaur. (to spot J10)
At an opening I take a deep calm breath, and cast Produce Flame to generate fire in my palm, then hurl the fire at reaver 2 with a yell.
Rolls
Initiative? - (1d20+2)
(20) + 2 = 22
To Hit with Flame - (1dd20+4)
(5) + 5 = 10
Fire Damage on Hit - (1d8)
(7) = 7
Reroll to Hit (typo) - (1d20+4)
(11) + 4 = 15
Well over seven foot tall the Minotaur towers over his crew mates and the longsword in his left hand looks like a toothpick in it. The scared muscles in his massive arms flex as he looks up from the body of the Captain and he hefts a large plain shield into place.
The wind blows his rich flame red mane around twin pointed horns, which are at least two feet long, that adorn the crown of his head.
"Well me buckos ye hear the Cap’n, it’s time to fight." He says with a toothy grin. He pauses only to admire Touch’s canny accuracy before charging the other Reaver.
Action: Dash towards Reaver 1
Bonus Action: Goring Rush
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Horns vs Reaver 1 - (1d20+6)
(6) + 6 = 12
Damage - (1d6+6)
(4) + 6 = 10
Rolls
Longbow attack - (1d20+6)
(6) + 6 = 12
Longbow damage - (1d8+4)
(6) + 4 = 10
Johnnys horn sinks deep into the soft flesh of the reaver before him but it still stands
Urrir's arrow also finds a home between the armor plates of this armoured reaver
Bruno, the ships dog, rushes to the side of the druid of offer its keg. But an explotion in the mast causes splinters to fall and Bruno runs away again. From the mast another reaver descends.


Rolls
random battle events - (3d20)
(111717) = 45
He will fire an arrow at the guy that his Minotaur friend has gored with its horn.
Rolls
Shortbow vs gored reaver (w/ sneak attack) - (1d20+5, 1d6+3, 1d6)
1d20+5 : (9) + 5 = 14
1d6+3 : (6) + 3 = 9
1d6 : (2) = 2
Always making sure she looked tip top and tweaking her outfit as far as academy regulation allowed it.
A young woman, her dark hair tidied up.
She looked in shock as she watched the captain get injured and call her last commands. She froze in place and did what her first instict called her to do. With a few words and waves of her hands a turquise colored armor of pulsating light appeared around her.
Sets AC to 15 total.
Action: Cast mage armor. No move. No bonus action.
v 1: Mage Armor (A)
Casting Time: | 1 action |
Range/Area: | Touch Self |
Components: | V, S ,M (piece of cured leather) |
Duration: | 8 hours |
Source: | PHB, pg. 256 |
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Special: Eldritch Adept feat. Can cast this spell at will without using spell slots and without material components. Self only.
https://www.dndbeyond.com/spells/Mage-Armor
Astral Reaver 3

Rolls
Astral Reaver Ranged - To hit - (1d20+3)
(3) + 3 = 6
Astral Reaver Ranged - Damage - (1d8+1)
(1) + 1 = 2
I swing my quarterstaff at Reaver 2.
Rolls
To Hit - (1d20+4)
(2) + 4 = 6
Advantage to Hit - (1d20+4)
(19) + 4 = 23
Damage - (1d8+2)
(4) + 2 = 6
Rolls
Shortsword slash - (1d20+6)
(8) + 6 = 14
Shortsword damage - (1d6+4)
(5) + 4 = 9
I swing my quarterstaff at Reaver 2.
A flame bursts from her hand and shoots at the reaver.
# v 0: Fire Bolt
Casting Time: | 1 action |
Range/Area: | 120ft. |
Components: | V, S |
Duration: | Instantaneous |
Attack: Ranged | |
Source: | PHB, pg. 242 |
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
https://www.dndbeyond.com/spells/Fire-Bolt
Rolls
Fire bolt - (1d20+5)
(11) + 5 = 16
Damage if hit - (1d10)
(9) = 9
His back muscles flex and his chainmail strains as he strikes out, "Only lily-livered cod fight at a distance."
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Longsword vs Reaver 3 - (1d20+6)
(13) + 6 = 19
Damage - (1d8+6)
(5) + 6 = 11
He will run up and say, "Pick on someone else!"
Move: to cell M4.
Rolls
Shortbow attack vs reaver - (1d20+5, 1d6+3, 1d6)
1d20+5 : (12) + 5 = 17
1d6+3 : (4) + 3 = 7
1d6 : (4) = 4
The illusion of Wildspace melts away, and you find yourselves in one of the magical chambers of the Simulations Deck, your memories slowly fitting back into place. You recall being warned that your first experience of a Wildspace simulation would be disorienting—to test your ability to function under pressure.

End simulation!
The academy is carved into a two-thousand-foot-high column of rock that juts up from the cliffs of the island’s west coast, its multiple levels connected by stairs, ramps, and magical lifts. After docking in a sea cave at the base of the column, you marched to the Simulations Deck midway up the academy spire. Your mettle has been tested, and now it’s time to settle in!


Listen to what I tell you; it might just save your life.
Torch: If you are to fling fire around on a wooden ship, then you have to work on your aim. You can't trust that your comrade will put our your fires and solve your problems.
Johnny Kidd. Solid fighting, but you isolated yourself.
Urrir: You have the power of flight and a strong bow. What in the bleeding cosmos were you doing on the ground?! The atmospheric bubble extends well over the masts. Make that bubble yours!
Frug: Good work
Now lady Acaelia Talmost, the reavers will not wait for you to put up your hair and hang your spells. They will rape you to death, eat your flesh and sow your skin into their clothing. And if you are very very lucky, they'll do it in that order. You better be battle ready when battle starts!
Questions?! She asks in a stern voice.
He can’t contain the rush he felt while in that situation, and he knows that he came to the right place. This is the place where he will find adventure in the high seas.
The simple praise from the boatswain makes him swell with pride. He stands at attention, listening for any follow-up orders from his superior officers.
His mind starts to wander, and I imagines and mentally visualizes a new move he wants to try against a real enemy: he wants to slide between an enemy’s legs and slice them from underneath, and then run off without getting assaulted by that same enemy.
She shook her head. No... She wouldn't let any of that happen.
"I don't plan on getting eaten any time soon, ma'am!" she said, trying to sound determined.
She understood the lesson well. Best have her spells at the ready. Best have her magical armor up every possible second. Seeing the captain die, even if it was just an illusion, was a terrible sight. If she hadn't been busy protecting herself with magic, she might have been able to do something.
"Yes Boatswain." He says meekly
Boatswain Tarto

Over the next hour, Boatswain Tarto gives you a lecture about the Spelljammer academy itself.
While adventurers of all stripes explore Faerûn and deal with the perils of ancient ruins, malevolent cults, and long-forgotten tombs, those who come through Spelljammer Academy on Nimbral strive to protect the world from far greater threats. Spelljammer Academy trains cadets for service as Spelljammers and members of the Spelljammer Corps: both branches of a magical navy sworn to protect Toril and to explore other worlds beyond. Few people know of the academy’s existence, and its leaders try to keep it that way.
Mirt the Merciless—also known as "the Old Wolf"—is Spelljammer Academy’s founder and chief financial officer. He manages the institution’s operations alongside a small group of powerful high-ranking officers, known collectively as "the Bridge." While most of its candidates are from Toril, the academy occasionally recruits from outside Realmspace (the Wildspace system that is home to the planet Toril) to bring individuals with unique talents into their ranks. Giff, githyanki, hadozee, plasmoids, and myriad other peoples can join the cadets alongside folk native to Toril.
The academy was founded by Mirt as part of a joint investment with the retired elf adventurer Elmandar, who operates a shop on the Rock of Bral—a city built on an asteroid. Prince Andru, the monarch of Bral, has invested heavily in the academy, though his support has waned of late over questions regarding security within the institution.
Orientation Tasks
All cadets: Collect welcome pack from administration
All cadets: Report to quarters for bunk assignment
All cadets: Report to sky dock for spelljamming ship inspection
All cadets: Collect service weaponry and equipment from Mister Blip in stores
All cadets: Complete gymnasium assault course
WARNING!
Due to recent thefts, security checkpoints are in operation throughout campus. Failure to stop when challenged will result in disintegration!
Return here once you have completed your tasks as you see fit. With those words you are dismissed.
"Not sure about you, but I would feel better being equipped first, so that’s what I’m doing.
"Care to join me?"
"I see it says those locations, but I am not sure how to get there from here."
Acaelia does look around where administration could be though.
Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest rooms for visiting off-world dignitaries, and the academy reception. In the academy reception you a meet by a creature you have never seen before.

Wha' do you lot want?
Before you get to answer, she takes up a sending stone and her antenna touches it. Academy accounts payable, Sor’kur speaking, please hold. Then those incent eyes meet yours. Well....?

Acaelia shows her note
"Uhm, we are new cadets and looking for a welcome package. I think we can collect it here?"
Sign here! She is thrusted a clipboard with a form, where she signs for 1 welcome package.
Then he is handed a pack containing:
* A red-level cadet uniform (plus spare), and a toiletry bag
* A 50 gp requisition voucher to spend at the academy stores
* A blue-level security helmet for visiting the Sky Dock during orientation
Next! Sor’kur barks, and one by one you are given your welcome package with a red cadet uniform in your size (more or less)
He then says, "Now, let’s head to the stores."


Mister Blip

Hello cadets. BLIP!! What can I do for you today? BLIP!
One standard issue weapon Perhaps? BLIP!
Any further requisitions, please use your voucher. BLIP! Be aware amount above your voucher limit, but be paid in full, and any amount below your voucher limit is forfeit. BLIP!
The Armor, Weapons, Adventuring Gear, or Tools tables in chapter 5 of the Player’s Handbook
The Equipment Packs sidebar in chapter 5 of the Player’s Handbook
No change is given for purchases, so that if a character doesn’t spend the full 50 gp, any gold left on their voucher is lost.

Healing Potion - 50gp
Component Pouch -25gp
Playing card set - 5 silver each
Signal whistle - 5 copper
Painter’s supplies - 10gp
Sprig of mistletoe -1gp each
Really, she doesn't need all that much. The spellbook and the crystal in her necklace, combined with all the supplies she brought will do.
At one section she looks quite long at a nice looking violin. But that would be irresponcible to buy, although she'd love to play again.
In the end she just picks up a small vial of red liquid and turns in her voucher. Safety first.
He then thinks to the encounter he just had, and how close he could have been met with death at the hands of the reavers, and did not know what diseases those scary creatures may hold. If he really wants to participate in swashbuckling adventure, he figures he should upgrade his armor. He finds a studded leather armor that would fit him, places that on the counter, and then he picks out a few other items to total the value of the voucher. He also asks if he can exchange his leather armor, and add the value of the remainder of the voucher in order to obtain 50 feet of silk rope and 5 pieces of chalk.
Item Name | Quantity | Price | Weight |
Studded Leather Armor | 1 | 45gp | 13lbs |
Chalk | 5 | 0.05gp | 0lbs |
Silk Rope (50 ft) | 1 | 10gp | 5lbs |
Totals | 55.05gp | 18lbs | |
Also giving: | |||
Leather Armor | 1 | 10gp | 10lbs |
I'll roll just in case, but I am hoping that a passive Persuasion may work, also.
Rolls
Persuasion (Exp) - (1d20+6)
(8) + 6 = 14
Mister Blip

Mister Blip makes the exchanges untill he processes Frug requisition. His eye colour has been in a content light blue, then turns annoyed orange as Frug tries to make his case for a discount. The nerve!
When Frug offers his old leather armour in trade, the eye colour changes again into an analytical green and then to an excited yellow
And here is your standard issued dagger. Blip! He resolutely takes the dagger and places it on top of the leather armour and he then takes both items back behind the counter.
Please return in the future. Blip!
What do you want to do now?
@Verrain are you still with us?
"That leaves the ship inspection... the... owww... oh gee.... assault course, really?.... And bunk assignment, but I guess we can do that at the end of the day"
Looking quite nervous about an assault course which sounds quite rough and physical, she asks "Who is up for ship inspection?"
Make way! They order, and you each comply by pressing yourself to the wall. A strange creature purple creature, with a large ironmast on the bottom of its face, is strapped to the gurney
The mind flayer wears an iron mask with bands restraining its facial tentacles.


Twin gnome officers named Kip and Pik show the characters around a spelljamming ship, teaching them the basic operations of the vessel and explaining how equipment should be handled. Kip and Pik often finish one another’s sentences, a trait that others sometimes find unnerving. The two gnome ship inspectors wear meticulously maintained uniforms and the most-feared white gloves in the academy. Both have walnut-colored skin and carefully groomed long black hair, kept in tidy buns. Kip is well known for his no-nonsense attitude, which is complemented by his sister Pik’s quick-witted jovialness. Pik has a red scar down one cheek—a stern reminder of an inspection gone wrong.
Over the next hour, they introduce you to the academy's own Hammership. They answers your question, in their own odd manner. The only thing you are not allowed to touch is the helm. The arcane throne where magic using pilots can stear the ship.
If you have the magical ability then you will be trained in the simulation deck They explain.

Rolls
Torch - Aosa Torick: Perception - (1d20+4)
(10) + 4 = 14
Acaelia Talmost: Perception - (1d20+0)
(18) = 18
Frug Murnig: Perception - (1d20+3)
(14) + 3 = 17
Johnny Kidd: Perception - (1d20+2)
(18) + 2 = 20
Urrir: Perception - (1d20+3)
(17) + 3 = 20
His eye catching the Officer’s action, "Excuse me me hearties," he says towards Kip and Pik raising a hand, "What be that fine swaggers duties?" Johnny points his thick muscled index finger in the direction of the Hobgoblin Officer.
But never had she actually seen one until now. Why was it here? Would they feed the brains of students who failed to it?
"Uhm... Excuse me... isn't that thing like... dangerous?" she asked.
She steps forward looking at the ship. "I'd love to learn how to fly this. It looks quite fascinating."
Rolls
Arcana - (1d20+5)
(13) + 5 = 18
Frug is just amazed at the sensory overload of this place. It is so amazing, more than he ever imagined! Oh, he is ready to write in his...WAIT! HE FORGOT TO BUY A JOURNAL AND A QUILL!
"Um...guys? Can I ask you all if we could go back to the storeroom, so that I can procure a journal and a pen or pencil? I would love to document our adventures in it."
It is almost comical how gnome dresses down the hobgoblin. The hobgoblin hands over a bottle with fine Yggdrasil Garden Rum. The hobgoblin officer is consigned to the brig for violation of customs charges. You learn later that the hobgoblin is beloved among the graduate sailors. A sniff of rum is the officer’s off-the-books reward for each sailor who returns alive from a mission into Wildspace.
The hobgoblin eyes Johnny and the rest of you before he is escorted to the brig.
After doing so, he Walks with journal and pencil in-hand and says, "To the gymnasium!"

1) Make a straight dash while targeted by loud illusory explosions
2) Leap across levitating platforms over pools of electrified water
3) Swing from ropes through a spinning wheel of maces
4) Climb a slippery pole and ring a gong at the top
NB) You can't assist each other, this is a test of your personal capabilities.
1) DC 10 Constitution saving throw. If you fail, roll again until you succeed
2) DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you fail, roll again until you succeed
3) DC 12 Dexterity saving throw. If you fail, roll again until you succeed
4) DC 12 Strength (Athletics) check. If you fail, roll again until you succeed
Fail by more than 5 and you take 2 points of damage. Much like Ciri here
Once everyone is done, I will narrate the outcome. I think that is the best adoption of PBP for this part of the adventure.
"Right... I can... I can do this!.... Best... go first and get done with it..."
She starts running, ignoring all the explosions, it needs more than illusions to upset her...
... and takes a great leap gracefully over the water...
... grabs the rope in such nervous fit that she swings over before the maces even started...
... grabs the pole... to crash down...
"Stinking wererats! I almost made it!"
But she climbs up again...
She stand panting, not yet that she actually did it.
She just repeats quickly.
"I don't like this! I don't like this! I don't like this!"
She just stands there, out of breath, next to the gong, for quite some moments before she remembers she needs to ring it. Which she does.
Rolls
Con - Save - (1d20+2)
(13) + 2 = 15
Acrobatics - (1d20+2)
(19) + 2 = 21
Dex - Save - (1d20+2)
(20) + 2 = 22
Athletics - (1d20-1)
(4) - 1 = 3
Athletics - (1d20-1)
(16) - 1 = 15
Rolls
Con - (1d20+1)
(7) + 1 = 8
Dex (Acrobatics) - (1d20+1)
(1) + 1 = 2
Dex - (1d20+1)
(3) + 1 = 4
Strength - (1d20)
(19) = 19
Hit again. Ouch. But Torch is unshaken in their resolve.
And finally advances to the final piece of the course.
On coming out the other side, Torch looks pretty lively for having fallen. Their face is a little flushed, and they cheer other cadets on a little louder.
Rolls
Dex - (1d20+1)
(11) + 1 = 12
Dex - (1d20+1)
(16) + 1 = 17
Strength - (1d20)
(16) = 16
The explosions were disorienting, and Frug fell over at the sound of one of them that seemed close by. His second attempt, he was able to run through.
He did not have much trouble jumping from platform to platform.
Then was the ropes with maces. He narrowly avoided the maces, but fell, so he had to try again, which he did well.
The pole was, by far, the hardest thing for Frug, since he doesn't have much upper-body strength. He tried to over-extend himself, and lost his grip on 3 separate occasions, falling and hurting his legs each time. The 4th occasion, he learned from his mistakes, bit down on his lip as he headed up, and finally rang that gong at the top.
Rolls
1) Constitution save (DC10) - (1d20+2)
(5) + 2 = 7
2) Acrobatics check (DC 10) - (1d20+5)
(14) + 5 = 19
3) Dexterity save (DC 12) - (1d20+5)
(5) + 5 = 10
4) Athletics (DC 12) - (1d20+0)
(2) = 2
1) Constitution check (DC10) - second attempt - (1d20+2)
(19) + 2 = 21
3) Dexterity save (DC12) - second attempt - (1d20+5)
(19) + 5 = 24
4) Athletics (DC12) - second attempt - (1d20+0)
(8) = 8
4) Athletics (DC12) - third attempt - (1d20+0)
(4) = 4
4) Athletics (DC12) - fourth attempt - (1d20+0)
(14) = 14
Using his sheer bulk to juggernaut ahead through everything in his path, before attempting to slow his momentum for the leaps . . .
The Kids hooves find purchase as he pushes off almost clearing the obstacle in one great leap. His grin becoming a snare as he focus to navigate the ropes and maces . . .
He struggles momentarily as he adjusts his bulk and weight through and is clipped by the swing mass of metal, only his straining grip strength allows him stay the course. "Sink me the old briney deep almost got me there!" He cry’s out as he hits the decks running. He feels like a swashbuckler as he turns towards the final obstacle and gives a grunting "Yo, Ho, Ho as he attacks it . . .
No quarter is given as the hulking Minotaur tears up the pole, almost ripping the bell off as he rings it, yelling "Shiver me Timbers! Me buckos!"
Rolls
Con save (DC10) - (1d20+4)
(18) + 4 = 22
Strength (Athletics) DC10 - (1d20+6)
(16) + 6 = 22
Dex save (DC12) - (1d20+1)
(13) + 1 = 14
Str (Athletics) DC12 - (1d20+6)
(16) + 6 = 22
"YYYYEEEEAAAAHHHH!"
It is a minotaur on the loose. Running a perfect course. She smiles in appreciation.
Boatswain Tarto
Well done cadets. Last item of the day: She points to a shipping crate and another human cadet in a red uniform. This is Quintis and you will assist him in this delivery . He hands out golden security helmets. You will take this crate to the Old wolf's room in the Bridge Quarters. Do not damage or tamper with the crate in any way! Obey Mirt’s orders to the letter!
The Crate is a wooden shipping crate, about two feet on a side and bears a large label that reads "For Mirt." It weighs roughly 100 pounds. One strong character can carry it awkwardly, or two characters (or a minotaur) can carry it easily.
The Old Wolf was up late entertaining visiting dignitaries from the Rock of Bral and is properly feeling more than a little worse for wear. As such, you should keep the noise to a respectable level.

"Hello fellow students, it’s very nice to meet you. My name is Quintis Fabia, but my friends tend to refer to me as ‘Q’. I’m latterly come from the Artificer Guild in Lantan to study at the academy. I.. hmmm…"
The young artificers eyes alight upon the Boatswain’s darkening expression and he concludes that he has said enough.
Curious about the crate Torch asks "Who's up to help carry?"
As Torch asks who will carry the crate, Acaelia can't help but unvoluntariliy glance at Johnny.

On arrival at the door to Mirt’s quarters, you hear loud snoring within. Knocking or pushing on the door reveals that it’s partly ajar and causes it to creak open
Mirt’s quarters are sumptuously decorated with velvet curtains, gold fittings, and oak panels. A cauldron-sized fishbowl stands along one wall, filled with squirming octopuses. On the opposite wall, a table bears a topographic map of the Sword Coast. Nearer the door, a walk-in wardrobe stands partly open, golden light spilling out from within.
Peering in, you see the Old Wolf himself, sprawled over a giant, leathery bed—and snoring loudly.

Quintis looks at his new comrades for support.
"I do see your point, Mr. Q. I’ll follow your lead."
Uuuurgh… by Ilmater’s buttocks, mah head is explodin’! If ye’ve come to drop off that thing, just put it on the rug there, open it as quietly as ye can, and let me die in peace.
Johnny clearly hears a strange thump from inside the crate and those close to him can also hear something.
She does glance at the captain from a distance, to make sure he seems alright.
Rolls
Perception (rolling in case needed, ignore if not) - (1d20+0)
(1) = 1
Neogi hatchlings

8 tiny creatures emerged from the box looking hungry and aggressive. Mirt rolls about on the floor, trying to unravel himself from the bedcovers.

Each token represents 2 Neogi Hatchlings. Hens names like 1n2 as in 1 and 2

Rolls
Torch - Aosa Torick: Initiative - (1d20+2)
(15) + 2 = 17
Acaelia Talmost: Initiative: - (1d20+2)
(16) + 2 = 18
Frug Murnig: Initiative - (1d20+3)
(18) + 3 = 21
Johnny Kidd: Initiative - (1d20+1)
(9) + 1 = 10
Quintis Fabia: Initiative - (1d20+1)
(12) + 1 = 13
Neogi Hatchling : Initiative - (1d20+1)
(11) + 1 = 12
He stabs at one of the hatchlings.
He then thinks about how he can learn how to move more efficiently while engaging in melee.
Rolls
Rapier to hit vs hatchling 1n2 (aimed at number 2) - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (1) + 3 = 4
Sneak Attack Damage - (1d6)
(3) = 3
Rolls
Lightning damage on falied Str save - (1d8)
(3) = 3
AC currently 16, has no shield.
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Longsword vs Neogi Hatchling (5&6) - (1d20+6)
(14) + 6 = 20
Damage - (1d8+6)
(2) + 6 = 8
Rolls
To Hit - (1d20+4)
(14) + 4 = 18
Fire Damage - (1d8)
(1) = 1
Produce flame ranged attack, with disadvantage - (1d20+4)
(9) + 4 = 13
So in response she just pulls out her dagger and stabs it at the disgusting bug in front of her.
Rolls
Dagger - Attack vs Neogi Hatchling 1 - (1d20+4)
(16) + 4 = 20
Dagger - Damage - (1d4+2)
(2) + 2 = 4
The hatchlings crawl all over Acaelia and while one bit brings her down, other climbs on top of her to bite into Quintis's soft flesh.
In the background Mirt hops around in his underwear, trying to pull on his breeches.

Your turn
Rolls
Who will they attack - (6d4)
(122142) = 12
Bit @Torch AC13 (bite + poison damage) - (1d20+3, 1d4+1+1d6)
1d20+3 : (9) + 3 = 12
1d4+1+1d6 : (1) + (4) + 1 = 6
Bit @Torch AC13 (bite + poison damage) - (1d20+3, 1d4+1+1d6)
1d20+3 : (3) + 3 = 6
1d4+1+1d6 : (3) + (5) + 1 = 9
Bit @Acaelia AC15 (bite + poison damage) - (1d20+3, 1d4+1+1d6)
1d20+3 : (12) + 3 = 15
1d4+1+1d6 : (4) + (6) + 1 = 11
Bit @Acaelia AC15 (bite + poison damage) - (1d20+3, 1d4+1+1d6)
1d20+3 : (19) + 3 = 22
1d4+1+1d6 : (3) + (3) + 1 = 7
Bit @Quintis AC11 - (1d20+3, 1d4+1+1d6)
1d20+3 : (7) + 3 = 10
1d4+1+1d6 : (1) + (4) + 1 = 6
Bit @Quintis AC11 - (1d20+3, 1d4+1+1d6)
1d20+3 : (4) + 3 = 7
1d4+1+1d6 : (4) + (5) + 1 = 10
Bit @Johnny AC16 - (1d20+3, 1d4+1+1d6)
1d20+3 : (10) + 3 = 13
1d4+1+1d6 : (4) + (6) + 1 = 11
Acaelia Talmost: Con - Save DC10 vs poisoned - (1d20+2)
(20) + 2 = 22
Rolls
Death save - (D20)
(12) = 12
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Longsword vs Bugs - (1d20+6)
(18) + 6 = 24
Damage - (1d8+6)
(6) + 6 = 12
Rolls
Strength save - (DC14-1d20)
- (15) + 14 = -1
lightning lure DC14 - (1d20)
(12) = 12
Rolls
Rapier vs #1 (plus sneak attack dmg) - (1d20+5, 1d8+3, 1d6)
1d20+5 : (15) + 5 = 20
1d8+3 : (2) + 3 = 5
1d6 : (4) = 4
Rolls
To Hit - (1d20+4)
(2) + 4 = 6
Slashing Damage - (1d6+2)
(6) + 2 = 8
Neogi hatchlings
Mirt rushes for his belt and rapier, but his breeches slip down on route and send him sprawling.

Players turn

Rolls
Hatcling #1 targets - (1d4)
(1) = 1
Hatchling Bit @Torch AC13 - (1d20+3, 1d4+1+1d6)
1d20+3 : (4) + 3 = 7
1d4+1+1d6 : (3) + (3) + 1 = 7
Hatcling #6 - (1d2)
(1) = 1
Hatchling Bit @Torch AC13 - (1d20+3, 1d4+1+1d6)
1d20+3 : (4) + 3 = 7
1d4+1+1d6 : (4) + (3) + 1 = 8
Hatcling #6 targets - (1d3)
(2) = 2
Hatchling Bit @Frug AC15 - (1d20+3, 1d4+1+1d6)
1d20+3 : (8) + 3 = 11
1d4+1+1d6 : (1) + (1) + 1 = 3
Hatcling #8 targets - (1d3)
(3) = 3
Hatchling Bit @Quintis AC11 - (1d20+3, 1d4+1+1d6)
1d20+3 : (16) + 3 = 19
1d4+1+1d6 : (1) + (1) + 1 = 3
Quintis Fabia: Constitution save DC10 vs poisoned - (1d20+5)
(13) + 5 = 18
Passes: 2 (including this one)
Fails: 0
Looking good
(Jinx!)
Rolls
Death Save DC 10 - (1d20)
(12) = 12
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Longsword vs hatchling 6 - (1d20+6)
(11) + 6 = 17
Damage - (1d8+6)
(4) + 6 = 10
Rolls
Hatchling Strength Save - (DC14-1d20)
- (16) + 14 = -2
Rolls
Rapier w/ sneak attack - (1d20+5, 1d8+3, 1d6)
1d20+5 : (16) + 5 = 21
1d8+3 : (6) + 3 = 9
1d6 : (1) = 1
Rolls
Healing Word - (1d4+4)
(3) + 4 = 7
Neogi hatchlings

Rolls
AOO: Hatchling Bit @Quintis AC11 - (1d20+3, 1d4+1+1d6)
1d20+3 : (3) + 3 = 6
1d4+1+1d6 : (2) + (1) + 1 = 4
AOO: Hatchling Bit @Quintis AC11 - (1d20+3, 1d4+1+1d6)
1d20+3 : (13) + 3 = 16
1d4+1+1d6 : (2) + (6) + 1 = 9
Quintis Fabia: Constitution save DC10 vs poisoned - (1d20+5)
(20) + 5 = 25
Neogi hatchlings
Breeches around his ankles, Mirt crawls on all fours for his belt and rapier.

Players turn

Rolls
Hatcling #7 targets - (1d3)
(3) = 3
Hatcling #8 targets - (1d3)
(1) = 1
Hatchling Bit @Torch AC13 - (1d20+3, 1d4+1+1d6)
1d20+3 : (11) + 3 = 14
1d4+1+1d6 : (2) + (2) + 1 = 5
Hatchling Bit @Acaelia AC15 - (1d20+3, 1d4+1+1d6)
1d20+3 : (12) + 3 = 15
1d4+1+1d6 : (1) + (3) + 1 = 5
Torch - Aosa Torick: Constitution save vs posioned DC10 - (1d20+1)
(20) + 1 = 21
Acaelia Talmost: Con - Save vs posioned DC10 - (1d20+2)
(6) + 2 = 8
"Get off me!" she commands. "What is it with these bloody bugs? Does my perfume attract them or something?"
She scrambles up to get up and run away from the critters.
Action: Disengage
Move: 15 to get up from prone, 15 to move to L9
Rolls
Rapier to hit - (1d20+5, 1d8+3, 1d6)
1d20+5 : (7) + 5 = 12
1d8+3 : (3) + 3 = 6
1d6 : (4) = 4
Rolls
Death Saving throw - (1d20)
(5) = 5
He takes a couple of strides around the group strike at the remaining Eel-spiders.
Inspiration [-]
Hp: 14/14
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+1) 1/1 SR
Rolls
Longsword vs Eel-spiders - (1d20+6)
(18) + 6 = 24
Damage - (1d8+6)
(5) + 6 = 11
Tears start to stream down his face, and he is out of his depth in this setting. He didn’t join this academy to watch his friends die.
Rolls
death save #3 - (1d20)
(14) = 14
Rolls
death save no. 3 - (1d20)
(16) = 16
Rolls
Death save no. 4 - (1d20)
(3) = 3
Rolls
Healing Word - (1d4+4)
(1) + 4 = 5
Q sucks for air to fill his lungs. "Torch!". The artificer tries to sit up but pain shoots through his body and he lies flat once more trying to assess the situation. "Torch, thank you, did we kill the….", glancing to his side, Q’s eyes answer the partly formed question. "Damn, please help me up so we can despatch these hellish brutes to pit they crawled from"
Her uniform covered in blood and poison. Her tidy hair a mess.
"Yes, Torch. Thank you ever so much," she acknowledges the healing gratefully.
They glance at Acaelia, then at Q. "I'm just glad to see you both breathing."
Torch looks around the room for the old captain as questions begin to build in their mind. Like: Who sent them? Why to the old Wolf? Did they know he would be sleeping off the busy night? Keeping it close to the vest, waiting to hear what the captain would say first, Torch instead asks "Anyone else need medical attention? I need rest to work the spells again, but I have a healer's kit."
Rolls
Medicine (Wis) - (1d20+6)
(16) + 6 = 22
Mirt is furious! Who dares to try to have him killed? His day is ruined! He swears that heads will roll once he’s found out who’s behind this outrage. As Mirt is blowing off steam, Mister Blip appears at the door:

With regret, Master Mirt, this attack was merely a diversion. BLIP! While our forces were being drawn here, more burglaries were reported across the academy. BLIP! Our thief has struck again!
Confounded! Mirt bellows as he begines to pace back and forth. After a short while he takes a deep breath and turns to you. Thank you cadets... He digs out a handful of golden ingots from a nearby backpack. He tosses an ingot (worht 50gp) to each of you. I would be much obliged if you would keep my actions in the fight out of your reports. To anyone.
She wanted to comment to Mirt and ask him what actions in the fight he was actually refering too. But she reconsidered as she hadn't been the most useful herself either.
"Burglaries? Has anything been stolen mr Blip?"
Your security helmets are collected and you are all ushered to your cadets' quarters. It has been a long and tiresome day. Tomorrow your studies really start.
End of chapter 1
He sleeps decently, up until a nightmare surfaces about almost losing his people, his compatriots.
He wakes up with tears in his eyes, and a determination to be a smarter tactician, to help his allies use their skills and abilities as optimally in battle as possible.
He lies awake, thinking through what it takes to command effectively, and starts to lean towards leading from the front, and what that would look like.
As he puts these thoughts together to his satisfaction, sleep overtakes him, and he falls asleep again, this time much more soundly than before.
The mammoth fighter attempts to fit on the bed, but doesn’t take to long to fall asleep with limbs hanging over.
But still groggy by the poison and the bug bites she just drops on her bed to doze off.
Petty Officer Winston Ryeback

Found on the Cadet Quarters level, the refectory is a large communal dining hall with a patio. The room is well lit by a dozen blue-glowing orbs attached by bronze-colored rods to the ceiling. An L-shaped counter to the northwest is covered with small tools, contraptions, and alchemical tubes and containers. Behind the counter, a door bears a sign that reads "Staff Only."
A stocky giff named Petty Officer Winston Ryeback is behind the counter doing what he does best: preparing meals for the academy’s hungry cadets. There is a dozen other cadets all lined up before the counter or seated at tables.

His mouth waters as he spies the mound of beans and lard over the heads in the queue, so is a bit miffed by Touch’s statement. But looking down at his companion he enquires with a smile, "I am happy to help you with your share."
Miken Haverstance
Apart from you, another group of cadets are receiving their first training assignment today. There’s talk that the training officers might combine the two groups to create a competitive training exercise on the academy’s Simulations Deck.
The Simulations Deck is a magical marvel equipped with three simulation chambers that magically create the experience of traveling and fighting in Wildspace.
Spelljammer Academy has been plagued by a rash of recent thefts, many of them targeting instructors. The thieves have yet to be identified or caught.
In addition to Realmspace charts going missing, one of the thefts saw Ryeback’s quarters robbed of a custom pistol. The giff loudly voices his frustration around that event if any characters talk about the thefts within earshot of him.
More troubling than the thefts is the recent attack on academy founder Mirt the Merciless. Other cadets suspect the characters’ involvement but don’t know the details.
There was a loud argument between the redheaded cadet with golden eyes and a cadet of highelven origin. The redheaded manifested golden wings and the highelf ran away. There are some laughter on the elfs expense.
By the time you have picked up your meals, the only table with enough space for all of them is occupied by a cadet named Miken Haverstance. Though his head is buried deep in a book, he notices the characters and invites them to sit if they don’t do so themselves.

He is happy and smiling, looking up at Q and Acaelia and Johnny and Torch. He is grateful they survived.
She sits down at the table and sighs for a moment. She guesses she would need to get used to new standards now. She took a bite of beans an quickly washed it away with some drink, looking disgusted.
"Good morning to you all," Acaelia said to her crewmates. "And good morning to you, mister," Acaelia says to the cadet that invited them to sit at his table. "Acaelia of house Talmost, a pleasure. Is it a good read you have there?"
On getting to the top of the line and seeing the offerings Torch sighs a deep sigh. "I'll start with the beans then. Thank you for feeding us, Officer Ryeback." While walking away Torch says to themself "Well, time to learn something new."
At the table Torch nods to Acaelia and then, realizing what she said responds "Wait, lobster? No that's not what I..." But the conversation has already turned. Torch digs in... and is pleasantly surprised. It's not half bad. "Gunpowder Chowder, eh?" Torch eats 1 Goodberry just to be sure she gets all the required nutrients for the hard work of training, like a vitamin. She listens for the new cadet's response to Acaelia's friendly greeting while eating her "chowder".
Miken Haverstance
To Frug Murnig it seems that Miken is either very reluctant to take this test. He is definitely not at his best for the upcoming exercise. After breakfast, you are to meet in the simulation deck and most likely this very green-gilled Miken is going there too.

Rolls
Torch - Aosa Torick: Insight - (1d20+2)
(12) + 2 = 14
Acaelia Talmost: Insight - (1d20+0)
(17) = 17
Frug Murnig: Insight - (1d20+3)
(17) + 3 = 20
Johnny Kidd: Insight - (1d20+0)
(4) = 4
Quintis Fabia: Insight - (1d20+3)
(6) + 3 = 9
He ponders on what he thinks he observed in the behavior of that poor boy.
Perhaps he needs some good friends on the deck.
He smiles at his friends and says, "We really should get to the simulation deck. I’m eager to see what awaits us there."
Then Acaelia looks with a little shock at Johnny.
"Honestly? Seconds of this gruel?"



Listen up, cadets! This is a training exercise. In addition to testing each cadet’s skills and talents, the exercise is also a friendly competition between the two teams of cadets, with each squad earning points that are tracked and recorded by the observing officers.
Saerthe explains that each team of cadets must assign crew roles to its members. This training exercise has two optional roles: Captain and Shipmate, but one mandatory role the Spelljammer. A team can have multiple Shipmates, but only one Captain and only one Spelljammer.
The roles for the training exercise are as follows:
Captain (Optional). A team member who assumes this role is expected to give orders to other crew members (who, in turn, are expected to follow those orders).
Shipmate (Optional). A team member in this role operates the training ship’s rigging and shipboard weapons. The ship’s Captain can switch to this role as necessary.
Spelljammer (Mandatory). A team member in this role pilots the training ship using its spelljamming helm. One must be a spellcaster to fill this role.
Pick your roll Public


Tarto levels a steely eye and says with a glare, Intact, not first. Get the mission done well; not quick.
After those instructions, the two groups of cadets are each led into a simulation chamber. Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped with a training version of a spelljamming helm and creates complex illusions designed to test cadets’ speed, skill, and ability to work together in a crisis.
Saerthe Abizin accompanies you to a simulation chamber where Mister Blip, the academy’s autognome quartermaster, is preparing the physical aspects of the simulation. Mister Blip hurries over when he sees the characters enter, his eyes shifting to a green color as he greets the cadets. Mister Blip’s eyes shift to a bright blue as he hurries over to a table set with magical gear and mysterious devices and tools.

Mister Blip hands your group two pages of parchment: a Wildspace map that shows the route to their destination, and a crude sketch of the logbook they’re supposed to retrieve. Saerthe then directs you to gather around the training helm atop the platform.

Saerthe steps back from the platform, holds their palms outward, and begins an incantation. The sigils scrawled along the walls and floors glow brightly, intensifying as the training officer weaves their powerful illusion.
Good luck, cadets, Saerthe says, and don’t be afraid. Though these illusions are realistic, thanks to my arcane prowess, they are just that—illusions.
Blue-white lines form around you, etching the shape of a ship deck around the platform upon which you stand. The room then melts away amid an explosion of colors, textures, and sounds that place you on the deck of a ship that is shaped like a gigantic hammerhead shark. The ship is situated in the Sky Dock atop Spelljammer Academy. Scudding clouds fill the sky above you. You also see a number of identical sailors, obcously illution crew, that brings you up to a fully crewed ship.


Each simulation chamber channels powerful illusion magic that adheres to the following rules:
Just Like the Real Thing. The simulation around the characters affects all their senses. Everything looks, feels, and sounds real, with the illusion able to create the sense that the characters are in areas whose dimensions are larger than the room. Everything that happens within the illusion should be treated as if the characters are truly where they appear to be.
Illusory Wards. Characters can’t sense that they are in an illusion, nor can the illusion be dispelled. The detect magic and dispel magic spells don’t register or disrupt the magic of the illusion, nor of the creatures or objects it creates.
Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character awakens and gains 1 level of exhaustion from lingering psychic shock.
Restored Resources. When the simulation ends, characters regain all their lost hit points, spell slots, and limited-use powers.
Taking Off
Once the illusion begins, the crew must take off and ascend into Wildspace. This requires the character in the Spelljammer role to succeed on a DC 13 ability check using their spellcasting ability. If the check succeeds, the character uses the spelljamming helm to propel the ship skyward. If the character succeeds on the check on the first try, it counts toward the group’s score in the training exercise (see appendix A). A second attempt at the check succeeds automatically.

"Whoa! Look at that. It's a Hammerhead, I reckon. Must be 250 feet from stern to bow"
Q slaps Torch on the back and says, "fair winds and following seas, shipmate" and then he rushes onto the maindeck looking towards the stern where his research suggests the Spelljamming Helm will be housed
As the illusion takes hold, Frug yells, "Q, take us out of orbit! ENGAGE!!!"

Just then, Q hears and then looks towards and sees Captain Frug... Q, take us out of orbit! ENGAGE...
"Aye, aye, Cap'n. Bearing please?"
Q wills the ship skywards....
Rolls
Ascend to Wildspace - (1d20+7)
(9) + 7 = 16
"We will be retrieving a fallen captain's log. We need to understand what led to their ship's demise.
"Crew, as you are well-aware, Wildspace holds some of the greatest marvels of the universe, but along with that are many perils. Stay frosty, heed my orders, and we will all get back home alive and with stories of greatness."
Frug looks to his crew, and sees familiar faces. He points to Torch: "Torch, you are my number 2."
He points to Johnny: "Johnny, you will be my security officer."
He points to Acaelia: "Acaelia, you will be our science officer."
"Crew, let's complete this mission, and head back home for some more of Ryeback's Gunpowder Chowder!"
WOW the dice knew.
DM - do I roll/try again? Is it a cumulative score?
Rolls
Athletics for piloting assistance - (1d20+2)
(1) + 2 = 3
Rolls
Intelligence (Investigation) - (1d20+6)
(7) + 6 = 13
He’s never been a leader before, but he has always had a way of helping people to understand his thinking.
He hopes to encourage his crew to perform to the best that they can.
Rolls
Persuasion (E+6) - (1d20+6)
(15) + 6 = 21
Quickly he gets his bearing and uses his strength to tighten the Main Sail, and the clambered up the rig to the crows nest in order to get a better view from which to use his navigation skills.
Rolls
Athletics check - (1d20+6)
(5) + 6 = 11
But first these sails need to be set. Not much science in there. So she climbs up a mast to untie the sails to make them fall open nicely.
Urgh... physical work... if she could just climb up in reach enough to cast her mage hand, life would be so much easier.
Rolls
Acrobatics - (1d20+2)
(7) + 2 = 9
Based on the stories he read about sailors, the time will come.

Acaelia has positioned herself in a lookout position and get the full view as their ship accelerates to spelljamming speed. In the open wildspace distances are vast and to is the speed. After a minute or so in this high speed where planets grow and shrink (depending if you are going towards or away from them) the helm throws an alarm and Q eases the ship back to normal flying speed. Unfortunately you drop out in a school of giant space eels. Each eel discharges a bolt of lightning as it chips by. The ship is caught in the eels’ electrical storm, which starts one or more fires on the deck.

Rolls
Athletics - (1d20+2)
(12) + 2 = 14
Rolls
Persuasion (E+6) - (1d20+6)
(9) + 6 = 15
Rolls
Athletics check - (1d20+6)
(1) + 6 = 7
Bleh. More physical work. As she runs to wards the water buckets.
She'd even need to climb back into the mast again after all this...
... only thinking about that already tires her out.
Rolls
Acrobatics - (1d20+2)
(3) + 2 = 5
Rolls
Arcana - (1d20+4)
(10) + 4 = 14
The wreckage is surrounded by a cloud of silvery dust particles that reduce visibility. Johnny spots logbook lays amid debris from the captain’s cabin, all of which bobs in the derelict’s gravity plane
In Wildspace and on the Astral Plane, gravity is an accommodating force, in that the direction of its effect seems to be "that which is most convenient." For an object the size of a planet or moon, gravity pulls everything toward the center of the body, meaning that creatures can stand upright anywhere on the surface, and dropped objects fall perpendicular to the surface they land on.
For smaller objects, such as spacecraft, gravity doesn't radiate from a point but rather from a plane that cuts horizontally through the object and extends out as far as its air envelope. An object's gravity plane is two-directional: a creature can stand upright on the bottom of a ship's hull—upside down from the perspective of those elsewhere on the ship—and move around as easily as if it were walking on the top deck. Diagram 2.1 shows the location of the gravity plane of a nautiloid, by way of example, and indicates the directions in which its gravity operates.
One of the unusual properties of a gravity plane is that an object that falls off the side of a ship can end up oscillating back and forth across the gravity plane. It drops in one direction until it crosses the plane, then reverses direction back toward the plane again, continuing until something causes it to stop.

Rolls
Torch - Aosa Torick: Perception - (1d20+4)
(8) + 4 = 12
Acaelia Talmost: Perception - (1d20+0)
(15) = 15
Frug Murnig: Perception - (1d20+3)
(20) + 3 = 23
Johnny Kidd: Perception - (1d20+2)
(16) + 2 = 18
Quintis Fabia: Perception - (1d20+3)
(12) + 3 = 15
"Acaelia, I am looking specifically for your expertise, as you would have the best sense of how gravity works out here, and the physics of this proposal. I value all of your opinions and thoughts, and would love any of you to share your thoughts or feelings about this."
Torch thinks a bit.
"Acaelia's plan sounds great, but can we get that close with all this rubble?"
"I am going to devise a pros and cons list, and then we will vote among those three options:"
Fly close enough, then use Mage Hand cantrip to grab the logbook
Pros:
- simple plan
- everyone stays on-board the ship
Cons:
- range of Mage Hand is only 30 feet
- can the ship get close enough to the wreckage and grab the logbook?
Wildshape into an space eel, "swim" out to the logbook, get it, and bring it back
Pros:
- one crew member engaged, the rest deal with threats that may be waiting
- engaged crew member is in a form that could protect itself in wildspace
Cons:
- can the druid really form into that newly-discovered creature?
- is that creature able to grab a book? I didn't see any prehensile limbs on it
Tie rope around Frug, have Johnny throw him out to the book, with much of crew holding onto rope; once retrieved, crew pulls Frug back into ship
Pros:
- mundane plan, no magical means needed
- this is the best use of the smallest crewman onboard
- my idea (j/k)
Cons:
- a lot of crew members needed to engage with this plan; open to threats
- Captain would not be able to issue commands
Which plan do we choose? Public
Frug notices Johnny's sadness, and he puts his hand on the minotaur's knee and says, "It might have been a good plan, but there are a lot more logistics to consider in your scenario. Mage Hand might be a more direct means of acquiring what we came to get."


The adventure want me to skip directly to when they bord your ship, and they will do that when they are within 5 feet of you. But if you come up with a clever idear then I'm all for it :D
Hf = Hammerhead front
Hm = Hammerhead mid
Hr = Hammerhead rear
Sf = Squid Ship front
Sr = Squid Ship mid
Sr = Squid Ship rear
Grey circle = The degreisfield from the salvaged ship.

Captain, what are your orders?
He says, "Acaelia, hold onto that book! Quick, spellcasters, what spells have you prepared?
"Torch, you take 4 sailors with you to the mangonel on the bow, aim and fire at them as many times as you can!
"Johnny, you take two sailors with you and man the ballista. I want you to have the ballista pointing to the starboard side, and once we strafe the enemy ship, I want you to fire that ballista right at their hull. Have the crewman with you turn and load the ballista, and Johnny, I want you firing repeatedly towards them.
"Acaelia, you take 4 sailors with you to the mangonel on the stern, aim and fire at them as many times as you can once we finish our strafing run!
"Q, I want you to be on a collision-course with that enemy ship. At the last possible moment, I want you to divert away, and then take the most direct path from that point back to our final destination.
"Everyone has their orders!"
With that, he climbs to the highest vantage point and watches and thinks.
"Be ready for a change in orders at any possible moment! This is what we came here for, folks!"
Remembering her first training on the Academy, and the horrible things that the space pirates could do to her - cannibalism was among them, she shudders - she instantly casts her Mage Armor, which sheds a teal colored armor of light around her. Even sturdier than before.
"Alright! Sailors you, you, you and you! You've heard the captain! To the stern. Get that mangonel loaded!" delegating the physical work was something she was used to.
Dumping the sailor unceremoniously Johnny organises his team, "Raider your loading, Sharpe Eyes you aim. To it."
Armour class: 15
Hit points: 50
Notes: It takes 1 action to load, 1 action to aim and 1 action to fire.
Bolt: Ranged weapon attack +6 to hit, range 120/480ft, one target, Hit: 16(3d10) piercing damage.
Then he turns to the nearest shipmates "You four, with me! We go up!" and Torch takes the steps to the bow two at a time.
"Number 2, I may have an idea with your Entangle spell. But focus on those guns first!"
It is your initiative, make your actions
Make the attack rolls for balistas and the mangonels.
Pilot your ship can move 35ft. Where do you position yourself on the ballemap
It is your initiative, make your actions
Make the attack rolls for balistas and the mangonels.
"When we start to move this round, I will fire my mangonel."
Remember thy have a minimum range, so you can't fire them point blank
Q's attention returns to steering the ship
I'm trying to illustrate a angle of your ship in a square grid. Not the best, but the best I have at the moment. Please corret me, if this position is not right or you had something else in mind.

Sqid ship: damage taken 0 out of 300 total 0 % damaged
Hammerhead ship: damage taken 100 out of 400 total 25 % damaged (your ship was injured during the space eel encounter)
I don't know how modifiers work with this weapon. If it is regular Dex+Proficiency then it is +4. I doubt Acaelia is proficient.
("+2 whatever modifier" should read "+ whatever modifier" although if it's Dex only then it is +2 anyway :) )
Rolls
Attack Roll (+2 whatever modifier) - (1d20)
Damage Roll - (5d10)
Armour class: 15
Hit points: 50
Notes: It takes 1 action to load, 1 action to aim and 1 action to fire.
Bolt: Ranged weapon attack +6 to hit, range 120/480ft, one target, Hit: 16(3d10) piercing damage.
Rolls
Ballista vs Squid class - (1d20+6)
(5) + 6 = 11
Damage - (3D10)
(826) = 16
Rolls
Mangonel Shot (+modifier?) - (1d20)
(3) = 3
Mangonel Damage on hit - (5d10)
(810269) = 35
Githyanki Pirates
Ballista (Crew: 3)
It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
2 Mangonels (Crew: 5 Each)
It takes 2 actions to load a mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Mangonels can no longer be used


Sqid ship: damage taken 1 out of 300 total 0 % damaged
Hammerhead ship: damage taken 107 out of 400 total 26 % damaged
Rolls
Squid Ballista @ Hammerhead ship AC15 - (1d20+6, 3d10-15)
1d20+6 : (5) + 6 = 11
3d10-15 : (739) - 15 = 4
Squid Ballista @ Hammerhead ship AC15 - (1d20+6, 3d10-15)
1d20+6 : (18) + 6 = 24
3d10-15 : (311) - 15 = -10
Squid Mangonel @ Hammerhead ship AC15 - (1d20+6, 5d10-15)
1d20+6 : (17) + 6 = 23
5d10-15 : (61771) - 15 = 7
"You lot on the front mangonel, great try! Prepare for the enemies to board!"
Frug draws his rapier, and says, "Avast ye, knaves!!!"
HAHAHAHA!!!"

.... salvage the captain’s logbook from the wreckage of an abandoned ship, then return to your starting point with your own ship intact ....
but, then the ship was already damaged and at least defeating the pirates and recovering the logbook would be something, wouldn't it?
"Captain, please clarify your orders - do you wish me to attempt to ram the Squid pirate vessel"
.... salvage the captain’s logbook from the wreckage of an abandoned ship, then return to your starting point with your own ship intact ....
but, then the ship was already damaged and at least defeating the pirates and recovering the logbook would be something, wouldn't it?
"Captain, please clarify your orders - do you wish me to attempt to ram the Squid pirate vessel"
He says, "Q, your orders are to narrowly miss the enemy ship. Try to give us about 20-30 feet of space between us!
"Crew on the rear mangonel, as we pass the squid ship, pound them out, and then switch to ranged weapons and assault them.
"Anyone else with ranged weapons or spells, assault those monsters when you know that you can hit one!
"Number 2, use your entangle spell strategically to pin the enemy."
He realizes how nerve-wracking leadership is. Your orders can directly impact your crew's lives, for good or ill. He draws his bow, looking for one of the enemies to get within range, and will fire.
Rolls
Entangle - (1d20+4)
(3) + 4 = 7
Rolls
Shortbow to hit, dmg - (1d20+5, 1d6+3)
1d20+5 : (6) + 5 = 11
1d6+3 : (5) + 3 = 8
Johnny’s current AC 16.
Inspiration [1]
Hp: 26/26
Temp. Hp: 0
Ac: 18
Init: +0
Speed: 30ft
HP Dice 1/1(d10)
Str: 19(+4) Dex: 12(+1) Con: 14(+2) Int: 10(+0) Wis: 10(+0) Cha: 10 (+0)
Saving throws: Str +6, Dex +1, Con +4, Int +0, Wis +0, Cha +0
Senses: Passive Perception 12, Passive Investigation 10, Passive Insight 10
Skills: Acrobatics +1, Athletics +6, Intimidation +2, Perception +2, Slight of Hand +3, Stealth +3(Dis).
Tools: Navigator’s Tools, Smith’s Tools, Vehicle (Water)
Languages: Common, Minotaur, Gnome
Goring Rush (1d6+4) BA
Hammering Horns (DC14) BA
Second wind (1d10+2) 1/1 SR
Action Surge 1/1 SR
Rolls
Crossbow bolt vs Pirate S14 - (1d20+3)
(14) + 3 = 17
Damage - (1d10+1)
(2) + 1 = 3
Rolls
Fire Bolt - Attack - (1d20+5)
(19) + 5 = 24
Fire Bolt - Damage - (1d10)
(8) = 8
Q feels his entire body stabbed by small prodding sensations - the only sensation he has, as he pulls the Hammerhead away from the Pirate ship
Target selection is 1d14 where 1:Torch, 2 Acaelia, 3:Frug, 4 Johnny, 5-14 is an illusion sailor


Rolls
Ballista - (1d20+6, 3d10, 1d14)
1d20+6 : (2) + 6 = 8
3d10 : (6210) = 18
1d14 : (5) = 5
Ballista - (1d20+6, 3d10, 1d14)
1d20+6 : (11) + 6 = 17
3d10 : (459) = 18
1d14 : (8) = 8
Light Crossbow - (1d20+3, 1d8+1, 1d14)
1d20+3 : (15) + 3 = 18
1d8+1 : (1) + 1 = 2
1d14 : (13) = 13
Light Crossbow - (1d20+3, 1d8+1, 1d14)
1d20+3 : (1) + 3 = 4
1d8+1 : (4) + 1 = 5
1d14 : (4) = 4
Light Crossbow - (1d20+3, 1d8+1, 1d14)
1d20+3 : (15) + 3 = 18
1d8+1 : (4) + 1 = 5
1d14 : (11) = 11
Light Crossbow - (1d20+3, 1d8+1, 1d14)
1d20+3 : (2) + 3 = 5
1d8+1 : (6) + 1 = 7
1d14 : (6) = 6
Light Crossbow - (1d20+3, 1d8+1, 1d14)
1d20+3 : (6) + 3 = 9
1d8+1 : (4) + 1 = 5
1d14 : (5) = 5
Rolls
Hit hit (don't know what modifiers it uses) - (1d20)
(18) = 18
Damage - (5d10)
(98935) = 34
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
"Q: masterful spell jamming! You’re a natural! Keep us on our heading.
"Johnny, let’s get that ballista ready to go, in case we are accosted by enemies again.
"Acaelia, great shot! Let’s reload the mangonel and prepare to fire again if you have the opportunity."
Johnny let’s the Sailors do the jobs as he waits for an opportunity to fire . . .
Action: Hold shot until we get a clear shot at the hill of the Squid.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Quintis sets the course back and the speed picks up. At some point your ship slows, marking the unexpected presence of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple out from the center of its hull, dealing further damage to the ship.
You are not far from your end destination, where your hand off the logbook
"Or is there a way to scan for any lifesigns?"
"Captain, I'm attempting to move us out of the arc of the electrical pulses. The ship apperas to be adrift, so we should be able to pull away from it if you so order, or I can try and get us closer to observe"
Frug yells loudly: "Can anyone sense illusions or other magical effects at a safe range?"
The Sailor called Sharpe Eyes taps the Mammoth Minotaur on the back of the leg and hands him a rope, "Tie this around thee waist, just in case."
Miken Haverstance

"‘Curiosity killed the cat, satisfaction brought it back.’
"This time, we will investigate the wreckage only a second more.
"Q, you are clear to approach. At the first sign of trouble, we are out of there."
"Acaelia, can you please join Quintis inside by the helm with the book? I would hate to lose it so close to completing our objective."

The illusion around you ends in a wave of silvery blue light, and you stand within the simulation chamber where your training exercise began. Magical energy ripples like a turbulent cloud around you, reaching out to touch the rune-scribed walls, then exploding outward as bolts of lightning, sending Saerthe, Tarto, and others flying to the ground.
You can see similar flashes of lightning discharges from inside the other simulation chamber where Miken and the other team was being tested.
Rolls
Torch - Aosa Torick: Dexterity save DC13 for half - (1d20+1)
(4) + 1 = 5
Acaelia Talmost: Dex - Save DC13 for half - (1d20+2)
(13) + 2 = 15
Frug Murnig: Dexterity save DC13 for half - (1d20+5)
(16) + 5 = 21
Johnny Kidd: Dexterity save DC13 for half - (1d20+1)
(6) + 1 = 7
Quintis Fabia: Dexterity save DC13 for half - (1d20+1)
(11) + 1 = 12
Lightning damage - (3d8)
(816) = 15
Instinctively his shield and sword jump to hand as he takes a protective stance beside his shipmates, scanning the area for dangers.
Rolls
Perception check - (1d20+2)
(3) + 2 = 5
He looks around at his companions and assesses who has been harm a lot by those bolts, and he directs to his crew: "Johnny, can you help Torch and Q?
"Acaelia, you help Saerthe!"
He rushes to Tarto’s side and says, "I’ve got you, sir!"
Each simulation chamber channels powerful illusion magic that adheres to the following rules:
Just Like the Real Thing. The simulation around the characters affects all their senses. Everything looks, feels, and sounds real, with the illusion able to create the sense that the characters are in areas whose dimensions are larger than the room. Everything that happens within the illusion should be treated as if the characters are truly where they appear to be.
Illusory Wards. Characters can’t sense that they are in an illusion, nor can the illusion be dispelled. The detect magic and dispel magic spells don’t register or disrupt the magic of the illusion, nor of the creatures or objects it creates.
Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character awakens and gains 1 level of exhaustion from lingering psychic shock.
Restored Resources. When the simulation ends, characters regain all their lost hit points, spell slots, and limited-use powers.
Boatswain Tarto

"Where do I go to figure out what caused this?"
Rolls
Perception - (1d20+4)
(10) + 4 = 14
Rolls
Investigation - (1d20+6)
(19) + 6 = 25
Rolls
Second Wind - (1d10+2)
(8) + 2 = 10

Quintis finds an odd-shaped metallic plate crudely jammed into the wall. When you later examine the other chambers, you find similar plates. The plates are enchanted with some kind of sigil on it.

"That look familiar to you?"
Saerthe’s quicksilver eyes scan the object coldly. "Vocath. I should have suspected. It appears that the mercane’s grudge against Mirt has become a vendetta. The Old Wolf must be told."
Saerthe Abizin limps off to talk with the old wolf. Tarto will not discuss the Vocath, she is more interested in evaluating your simulation performance.
Your ship took a beating, but you managed your objective. And you help a ship in distress. I would have liked my ships returned in the same state, or better than when they left. But never the less you have passed this assignment.