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Amazing Adventures: An Interview with Jason Vey
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<blockquote data-quote="Charles Dunwoody" data-source="post: 9515037" data-attributes="member: 17927"><p>Good catch. <strong><em>Codex Monstorum </em></strong>is a forthcoming monster book for<strong> AA.</strong> I added that line up above for context.</p><p></p><p>I'm running <strong>AA</strong> right now. I'm just using a base monster (zombie) as an XP guide for a combat encounter with 30 XP each PC for a minor fight and 120 XP each PC for a major one (at 1st and 2nd level) like this one below. My NPC stats look like this (a big boss battle encounter with Martin there to steal something not fight to the death and Amanda ready to flee when he does):</p><p></p><p><strong>Amanda in nightgaunt armor and wings:</strong> move 2 zones and attack; AC 15; HP 20; shoot same zone or -1 one zone away: luger +6/+4/0 (1d10) or +2 dagger (1d4); Fate 3: add 1d6 to attack (armor guides her), avoid an attack (blackness hides her), or move 1 zone (wings speed her); 2 illusionary hounds, nightgaunt armor, nightgaunt wings.</p><p></p><p><strong>3 hounds of Tindaolos:</strong> Move 1 zone and attack or move 2 zones; AC 12; HP 8; on death of last hound all hound corpses disappear; +2 bite 1d4; Fate add 1d6 to attack.</p><p></p><p><strong>Martin (nightgaunt):</strong> smoothly black and blank with wings covered in slimy green web fungus carrying a weird camera; move 3 zones and attack; AC 19 (Mi-go living armor); HP 22, half damage from mundane; Dex save half (3d6 Mi-go lightning gun 300’ line); Fate 4: add 1d6 to attack or move 1 zone (web fungus aids).</p><p></p><p><strong>6 crimson dead:</strong> Move 1 zone but no attack; AC 12; -4 to hit head; immune to body damage except fire; HP 8; full of poison: on death explode with red poison 5’ radius unless fire used (Con save or lose 1d4 Str bonus: if go to -1 become a crimson dead); +2 bite 1d8; Fate 1 add 1d6 to attack (poison directs) or move 1 zone (poison moves).</p><p></p><p><strong>3 Thule cultists:</strong> Move 1 zone and attack; AC 13 (red shirts, black sunglasses, and a black sun cross); HP 5; shoot same zone or -1 one zone away: luger +4/+1/-2 (1d10) or +1 S84/98 III bayonet (1d6); Fate 1 for +1d6 (red sunbeam helps target) or avoid an attack (red sunlight in eyes).</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 9515037, member: 17927"] Good catch. [B][I]Codex Monstorum [/I][/B]is a forthcoming monster book for[B] AA.[/B] I added that line up above for context. I'm running [B]AA[/B] right now. I'm just using a base monster (zombie) as an XP guide for a combat encounter with 30 XP each PC for a minor fight and 120 XP each PC for a major one (at 1st and 2nd level) like this one below. My NPC stats look like this (a big boss battle encounter with Martin there to steal something not fight to the death and Amanda ready to flee when he does): [B]Amanda in nightgaunt armor and wings:[/B] move 2 zones and attack; AC 15; HP 20; shoot same zone or -1 one zone away: luger +6/+4/0 (1d10) or +2 dagger (1d4); Fate 3: add 1d6 to attack (armor guides her), avoid an attack (blackness hides her), or move 1 zone (wings speed her); 2 illusionary hounds, nightgaunt armor, nightgaunt wings. [B]3 hounds of Tindaolos:[/B] Move 1 zone and attack or move 2 zones; AC 12; HP 8; on death of last hound all hound corpses disappear; +2 bite 1d4; Fate add 1d6 to attack. [B]Martin (nightgaunt):[/B] smoothly black and blank with wings covered in slimy green web fungus carrying a weird camera; move 3 zones and attack; AC 19 (Mi-go living armor); HP 22, half damage from mundane; Dex save half (3d6 Mi-go lightning gun 300’ line); Fate 4: add 1d6 to attack or move 1 zone (web fungus aids). [B]6 crimson dead:[/B] Move 1 zone but no attack; AC 12; -4 to hit head; immune to body damage except fire; HP 8; full of poison: on death explode with red poison 5’ radius unless fire used (Con save or lose 1d4 Str bonus: if go to -1 become a crimson dead); +2 bite 1d8; Fate 1 add 1d6 to attack (poison directs) or move 1 zone (poison moves). [B]3 Thule cultists:[/B] Move 1 zone and attack; AC 13 (red shirts, black sunglasses, and a black sun cross); HP 5; shoot same zone or -1 one zone away: luger +4/+1/-2 (1d10) or +1 S84/98 III bayonet (1d6); Fate 1 for +1d6 (red sunbeam helps target) or avoid an attack (red sunlight in eyes). [/QUOTE]
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