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Spelljammer Academy (Solo)

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It is an adventure of a duo to save their realms.
Welcome to Wildspace New

Necrorifter

Lord of the Death and the Wanderer of the Reality.
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I came from here because I decided to make a copy if I was playing this by myself. https://forum.questionablequesting....r-academy-ic.30499/?post=9575514#post-9575514

You stand on the deck of your spelljamming ship, Moonraider, even as explosions obliterate two of its masts and hurl a dozen of your fellow sailors into Wildspace! Distant stars and wheeling clouds of multicolored gas spin around you as the first pirate galleon slams into Moonraider's starboard side, and a gust of foul wind washes over you as the galleon's air envelope merges with your own. Seconds later, your vessel is boarded by astral reavers—humanoids possessed of strange features, waving cruel weapons, and unleashing blasts of magic.

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 are the only sailors still alive in this section of the ship.

01-009.o-forecastle.jpg
 
Necro Sheet New
Name: Necro
Species: High Elf
Class: Warlock, The Great Old One
Background: Rewarded

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Level: 1
EXP: 0/300

HP (8 + your Constitution modifier): 10/10
AC (10 + Dexterity Modifier): 10
Initiative (10 + Dexterity Modifier + Any Bonuses): 10

  • Strength: 10: (+0)
  • Dexterity: 8 + 2: (+0)
  • Constitution: 15: (+2)
  • Intelligence: 13 + 1: (+2)
  • Wisdom: 10: (+0)
  • Charisma: 15: (+2)

His experience of power and knowledge allows him to become an adventurer. He knew he wanted to settle down and make all of these blessings permanent rather than travel until they disappeared on him.

  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Fortune's Favor: A minor boon reflects your unexpected good fortune. You gain the Magic Initiate which reflects the transformation that changed your life. You won a deck game against a strange old man, who offered one draw of cards from his strange Deck that seemed to shifting. You pull out a card of Key, and the man and his deck vanish along with a card. You feel a heavy weight on your side and you notice a strange book on your hip, within is a knowledge of magic and power that suddenly flows into your mind and hands, turning you into a warlock. The most important of these is able to communicate with others via thoughts since you lost your voice in illness years ago. You survived the illness when your sister threw herself into combat sports to get money to buy a cure for you and support the two of you. With this, you are no longer relying on her support and become an adventurer.
  • Awakened Mind: Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

  • Armor: Light armor
  • Weapons: Simple weapons, Elf Weapon Training (longsword, shortsword, shortbow, and longbow)
  • Tools: Playing Cards
  • Saving Throws: Wisdom, Charisma
  • Skills: Insight, Persuasion, Keen Senses (Perception), History, Investigation

Cantrips Known: 2
Spells Known: 2
Spell Slots: 1/1
Slot Level: 1
Invocations Known: 0
  • Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Cantrip is Prestidigitation.
  • Magic Initiate: Warlock. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells is Charisma. Cantrips is True Strike and Mage Hand. The 1st-level Spell with once a Long Rest usage is Hellish Rebuke.
  • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. You regain all expended spell slots when you finish a short or long rest. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. You can use an arcane focus as a spellcasting focus for your warlock spells. The Cantrips are Eldritch Blast and Mind Silver. The 1st-level Spells are Dissonant Whispers and Arms of Hadar.

  • Rewarded Trinket: A motto or symbol whose meaning eludes you, etched on the front cover of your Book.
 
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Socium Sheet New
Name: Socium
Species: Wood Elf
Class: Warlock, Hexblade
Background: Athlete

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Level: 1
EXP: 0/300

HP (8 + your Constitution modifier): 10/10
AC (10 + Dexterity Modifier): 13
Initiative (10 + Dexterity Modifier + Any Bonuses): 13

Personality: When I see others struggling, I offer to help.

Ideals: Growth. Lessons hide in victory and defeat.

Bonds: My teammates are my family.

Flaws: I'll do absolutely anything to win.

  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)

  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Echoes of Victory: You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information and temporary shelter. Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Players Handbook.

  • Armor: Light armor, Hex Warrior(medium armor, shield)
  • Weapons: Simple weapons, Pankration (mixed unarmed combat), Elf Weapon Training (longsword, shortsword, shortbow, and longbow), Hex Warrior (martial weapons)
  • Tools: Vehicles (Land)
  • Saving Throws: Wisdom, Charisma
  • Skills: Acrobatics, Athletics, Keen Senses (Perception), Intimidation, Nature
  • Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Cantrips Known: 2
Spells Known: 2
Spell Slots: 1/1
Slot Level: 1
Invocations Known: 0
  • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. You regain all expended spell slots when you finish a short or long rest. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. You can use an arcane focus as a spellcasting focus for your warlock spells. The Cantrips are Green-Flame Blade and Sword Burst. The 1st-level Spells are Shield and Healing Elixir.
  • Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.
 
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Right into the Action, Round 1 of Combat New
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"Damnit!" Socium shout as she quickly covers her mouth with her free arm as foul air washes over her. Her hand holds a long sword.

She tried to remember that all the explosions disoriented her a bit. She knew these crews who is gone, stuck outside of the ship for now. She doubts their survival chance with these fucking reavers attacking them, they will be easy targets... but she cannot for the life of herself remember who they are. She cannot even remember what was going on before this attack. It was only her first journey into the Wildspace... and get ambushed by these reavers who must have used some sort of illusion or enchantment magic to fuck with her mind and likely the whole crew given how much disarray the fighting is going on in other decks. It certainly explains why she is way more confused than she should be from this. Likely to make it easy to defeat them and seize their ship. Their Captain is dead and they need to repel or die to this pirate scum. She turns to the last crew member, her little brother Necro, on her deck, their way out behind the deck is blocked by a destroyed mast. They know each other and how important it is to keep this Moonraider from being seized if they want to get home alive...

She turns toward both astral reavers that just boarded the edge of their bow. She saw one jump into an area on the starboard side, who then charged for her little brother behind her... It has a giant goldfish-bowl head containing a floating brain... She quickly charges for both astral reavers in front of her, leaving the one for her brother to deal with.

One on the left has helicopter blades mounted on his head. It is spinning, allow this reaver to hover around 3 feet in the air. One on the right has an infantile second head that keeps shouting at her in strange language. She is pretty sure it is swearing at her.

She decides it shall die first. Her free hand lightly slid along her glimmering blade, causing it to burst into green flame. She grip the handle with both hands before slash at the two-headed pirate.

Attack Dice Roll: Nat d20 + m4, Hit
Critical Slash Damage Dice Roll: d8 + d9 + m2 = 19, Death


The slash was so great that it cleft through both heads and at the end of its arc, the green flame leaped from the blade into the hovering target behind her. The smaller head rolls on the ground, still swearing for a few more moments as it is unaware that it is already dead while the other fly off the ship.

Fire Damage: m2, Injury - 9

The pirate shrieks as the spinning helicopter blades help the flame spread more quickly. It quickly shut it off, landed, and clashed blades with Socium with its own Scimitar, the green flame rapidly dying out. It glared with bloody murder at the wood elf in front of it who met the same glare with her own excited bloodlust glare!

A new astral reaver with fishlike features and needlelike teeth jumped into the forecastle, on the Port side, turned toward Socium from the distance to support its fellow pirate when it saw how effortless Socium struck down one of their own, labeled her as a threat to take down first. It lifts its own light crossbow to fire at Socium.

All of this while the brain in the goldfish bowl charges at the young man in the back.

9eae32f13571194925a406d5dfe11c1a.jpg

A young high elf man just stood behind with a book, that has a strange and alienish etching on its cover, in his hand is watching with an uncaring expression yet if one looks closer, one can see excitement dancing across his iris. His book float to between himself and his enemy, rapidly spinning as runes appear in front, aiming at the charging enemy.

Attack Dice Roll: d10 + m4, Hit
Force Damage Dice Roll: d2, Injury - 9


Somehow the reaver with brain in a jar shrug off most of the blast as it quickly get in his face, its scimatar raised to strike him down.

Attack Dice Roll: d15 + m3, Hit
Slash Damage Dice Roll: d6 + m1, Injury - 3


Necro clutching his chest which rapidly grow strained with blood as the brain wobbling within its jar like it is laughing. The attack broke through his barrier like it was made of paper... Necro grew rageful as he point his finger at the reaver.

Wordless noise came from his mouth as black flame burst all over its body.

Dexterity Saving Throw: d11 + m1, Succeed
Fire Damage Dice Roll: (d7 + d5) / 2, Injury 3


... Somehow the reaver is still standing despite nasty burns and even the liquid within its jar is bubbling. Necro is start to wheezing as he feeling his chest start to burning while his lungs is filling with blood...

While this is going on. Socium is facing her own challenge locking blade with a burned reaver that have helicopter blades on head. The reaver with fishlike features and needlelike teeth fire its light crossbow at Socium.

Attack Dice Roll: d19 + m3, Hit
Pierce Damage Dice Roll: d8 + m1: Injury - 1


In that instant, she knew she will be killed right there and her free hand release from the handle and rapidly going through signs, barrier slimmer around her body... unforunately, she wasn't fast enough as arrow pass the barrier into her chest, very close to her heart but still strike her lung.

She open her mouth in pure shock as she trying to register the pain. She nearly lost her grip on her blade. The reaver in front of her took advantage of this to finish her off.

Attack Dice Roll: d7 + m3, Miss

Thankfully, the blade stop at the barrier. She realize that she waste her spell that could have been used to heal. Now she won't live to learn from her mistake... Is this how it will end? Both for her and her little brother?

OOC: First full round of combat and it not looking good for our duo... Will they survive or is it already the end for them before their tale truly begin?
 
Necro prepares his spell to finish off the reaver in front of him so he can try to save his big sister... Before he can even do that.

Outside Aid Attack Dice Roll: d13 + m3, Hit
Pierce Damage: m5, Death


The jar shattered as the arrow implanted itself inside the brain which fell down and rolled on the floor of their ship. The body then fell on top of it, crushing it under its weight. Necro quickly looks behind him and spots an allied sailor on the main deck waving at him before returning to their fight with another reaver.

Necro smiled as he quickly turned his attention to the reaver armed with a light crossbow that hurt his sister the most. There he sang a songless song while the glyph on his book glowed bright. Nobody hears it... except the reaver who quickly clutches his head.

Wisdom Saving Throw: d15, Succeed
Psychic Damage Dice Roll: (d5 + d3 + d2) / 2, Injury - 6


Not even his song is enough to stop the bastard. The glow fades away and the glyph becomes faint, indicating that the power he has in his book is low. A new reaver jumps on the ship right behind him. It has a glass bowl with a brain just like the one he killed earlier... perhaps they know each other?

Socium growled as her left eye suddenly became pitch black with a bright purple slit in the middle. The helicopter head reaver suddenly felt cold in his heart.

"I will devour you." She quickly lunges with her both hands at the reaver.

Cursed Attack Dice Roll: Nat d20 + m4, Hit
Critical Cursed Slash Damage Dice Roll: d7 + d9 + m4, Death
Cursed Heal: m4, Heal - 5


It went through the reaver chest up to the hilt before it could even recover. Black flame burst from the hilt, consuming the whole body, leaving behind bright purple flame floating in the air, seeming to be satisfied at their latest feed. They then absorb back into the Socium's left eye. An arrow pops out of her chest as it reknits itself. She can breathe a little easier as her lung repairing itself although her left eye felt droopy. She quickly focuses her attention on the crossbow reaver, seeking her revenge for that earlier stunt. The said reaver stepped back out of fear at what it just witnessed. Screw what it was thinking earlier. She is far more dangerous than they are expecting.

Attack Dice Roll: d9 + m3, Hit
Slash Damage Dice Roll: d5 + m1, Death


Socium paused as her eyes widened in shock. She watches her... little brother... gasping as he is clutching the blade sticking out of his chest by the reaver behind him. She could see his face making motion and she knew he was trying to talk to her. Her brother was sick long ago when they were young. That sickness drove her into arena combat trying to get money for medicine. He is healed but he lost his voice ever since. The day he acquired his strange book. He has been able to talk to her via telepathy that he acquires but there is distance limitation to that...

The reaver then lifted the boy up in the air as he just lay there limply before tossing him aside like it was nothing... It then taunted her to come.

She never got to hear what was his last words to her... LAST WORDS... She shrieks in pained rage while charging at the murderer.

Attack Dice Roll: d14 + 3, Hit
Pierce Damage Dice Roll: d6 + m1, Death


Her tunnel vision on the murderer causes her to not notice the crossbow reaver take advantage of this to fire at her... She saw the bolt at the final moment flying to her face... Then she saw no more...

Or at least that was the case. She felt herself disconnected from her body which promptly fell forward into the ground, a bolt sticking out of the other side. She looked and saw the ghost of her little brother floating above his corpse, seemingly confused as he looked back at her with a shrug.

"What the fuck!" She hollers out but no sound left... right ghost...

A thunderous explosion shakes the ship, filling the air with splinters of wood. Bodies are hurled into Wildspace—and then everything stops. Wreckage hangs motionless. Reavers freeze in the middle of their attacks. Even the stars stop twinkling.

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.

A hulking figure emerges from the center of the explosion: a hadozee with a missing wing flap wearing a military uniform bristling with medals.

00-011.boatswain-tarto.png

The air around her smells like cigar smoke. "As you can see," Boatswain Tarto growls, "the battle of H'Catha didn't go so well for Captain Sardax and her crew. But her last battle makes a good testing ground for new recruits. End simulation!"

Due to death in simulation, Necro and Socium, have +1 to their Exhaustion as a result of lingering psychic shock.

The siblings look exhausted. Even if it was just an illusory exercise within one of the academy's simulation chambers. The experience of dying and stress took a toll on their mind. They look around large circular spaces whose rune-scribed walls channel potent magical power, and which contain training versions of spelljamming helms (akin to those used to propel real spelljamming ships).

They look at their Training Officer... Yeah, they are not going to get sleep anytime soon...
 

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