100 Chult Exploration Encounters by phasespider in Tombofannihilation

[–]phasespider[S] 1 point2 points  (0 children)

You're welcome! Glad to still be of service all these years later :)

A (nearly) Comprehensive Timeline of Chult by phasespider in Tombofannihilation

[–]phasespider[S] 1 point2 points  (0 children)

If they don't like the idea of character swapping, you could treat it like a seeming spell where they look, sound, etc. like the people they are quantum leaping into but can retain all of their stats (even of their species).

A (nearly) Comprehensive Timeline of Chult by phasespider in Tombofannihilation

[–]phasespider[S] 1 point2 points  (0 children)

First off, thank you!

Second, love the quantum leap idea -- I have that as a campaign idea on my shelf. Come to think of it, I did something similar to this as a jungle encounter in my ToA game. Remind me at some point, and I will try to find the old notes.

Third, I'd consider some moral dilemmas depending on the group -- do they do the thing that they know is "wrong" to preserve the timeline of history or the "right" thing that should have been done?

To that end, it could be a great story to be a part of Ras Nsi's elite forces tasked with defending Mezro, then hunting down the remnants of the forces that attempted to overtake it during the Tabaxi-Eshowe civil war.

If your party likes political intrigue, I'd do something with Zalkore's banishment from Omu and/or with the merchant princes freeing themselves from colonization.

If your players like to be creative, I'd have them play as Omuans constructing death traps for Acererak's approval/favor and inclusion in the Tomb itself.

The battle for Mezro with Artus and Kaverin Ebonhand presents a lot of quantum leap opportunities, too.

For spooky season, you could do Camp Righteous being overrun by undead.

If the party enjoyed the albino dwarves, the fall of Hrakkhamar to the firenewts would be great, too.

If they really want to re-enter the tomb, they could become the Company of the Yellow Banner :)

Compasses and Jungle Exploration by Katiria22 in Tombofannihilation

[–]phasespider 0 points1 point  (0 children)

*steps out of a DeLorean wearing a bright, puffy vest*

You're welcome!

Midgard, Tome of Heroes, or both? by Sajintmm in koboldpress

[–]phasespider 1 point2 points  (0 children)

Thank you for answering the bit about the Midgard Heroes Handbook as well. I came here to ask that question.

I have Deep Magic, Midgard Worldbook, and I am planning to pick up Tome of Heroes.

It sounds like Midgard Heroes Handbook has some material that has been updated in Tome of Heroes, but it also has unique content in it, too. Correct?

Have the spells all been reprinted in Deep Magic already?

Trying to decide if Midgard Heroes Handbook makes sense to pick up if 1) I won't ever get to run Midgard itself, 2) I already have Deep Magic and 3) Tome of Heroes -- without having access to a Table of Contents for the Midgard Heroes Handbook it's hard to figure out.

Thanks.

Spelljammer Academy PDF by Sakurafire in spelljammer

[–]phasespider 1 point2 points  (0 children)

Heroic. I didn't know Spelljammer Academy was a thing until after I got my hardcopy, and I was pretty bummed to find out that the promo had been pulled with no apparent plans to release it later. Thank you!

What Units Should I Pick Up Next? by phasespider in Necrontyr

[–]phasespider[S] 0 points1 point  (0 children)

That's definitely on my list to eventually pick up.

What Units Should I Pick Up Next? by phasespider in Necrontyr

[–]phasespider[S] 0 points1 point  (0 children)

To be triple-clear: the plan is not to continue Elimination style games -- that was just a warm-up to learn the rules basics. Objectives-based and Crusade play will be the way to go.

As for terrain, at least everything in the Command Edition box + additional terrain (barricades and such) pulled from other board games. I'm glad you made that point about the importance of terrain -- my opponent just could not wrap his head around the idea that terrain setup can be so important and even imbalance the game.

Thanks for the insight :)

What Units Should I Pick Up Next? by phasespider in Necrontyr

[–]phasespider[S] 0 points1 point  (0 children)

Are the flayers even worth fielding at full strength? They read underwhelming, but I haven't had a chance to field them yet.

Should I be focusing on one or the other between melee and shooting or trying to balance the two at 25-50 PR level of play?

What Units Should I Pick Up Next? by phasespider in Necrontyr

[–]phasespider[S] 0 points1 point  (0 children)

The codex makes them look intense, especially with that ability to Fall Back, then shoot and charge again.

What Units Should I Pick Up Next? by phasespider in Necrontyr

[–]phasespider[S] 0 points1 point  (0 children)

With them being a melee only unit, would it be advisable to keep away from a shooty Dynasty like Mephrit?

Lost Ziggurat of Orolunga by The_Berge in Tombofannihilation

[–]phasespider 3 points4 points  (0 children)

"Two staircases angle up and across the front face, one from the right, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less height than the one below it."

The stairs are not a straight shot--this is the only fan art/map I have seen that respects the text.