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<blockquote data-quote="MerricB" data-source="post: 3695193" data-attributes="member: 3586"><p>I had my first chance to use MMV monsters yesterday. Here's a few notes on what happened...</p><p></p><p>First, the Adventurers:</p><p>Human Bard 7/Druid 1/Rogue 2/Fochluchan Lyrist 3</p><p>Half-Elf Soulborn 13</p><p>Azurin Incarnate 13</p><p>Dwarf Soulknife 7/Illumine Soul 6</p><p>Half-Elf Knight 13</p><p>Human Cleric 11 (cohort)</p><p></p><p>The Druid/Wizard/Arcane Hierophant has recently had to leave them (now has a job on Saturday. Argh!) They're a little low on arcane power at present.</p><p></p><p><strong>Encounter the First - 6 Tusk Terrors</strong> - CR 8 - EL 12</p><p>This was a pretty easy combat for the group. The Tusk Terrors have a 16 square move and Spring Attack, but I didn't take full advantage of that. 8 squares in, attack, 8 squares back should have been the order of the day. The TTs have 110 hp, AC 20, Damage 1d8+2 and fell quickly to melee attacks (and the Incarnate's acid spittle). All over in 4 rounds. Still, what can you expect? </p><p></p><p>Nice monster, though.</p><p></p><p><strong>Encounter the Second - 3 Thrym Hounds</strong> - CR 10 - EL 13</p><p>Conversely, this encounter nearly destroyed the party. The Hounds have a 13d6 cold DC 24 line attack, which is nasty for only CR 10. To add to that, AC 39, 175 hp, and very decent saves. Wow. If you miss them, you might get impaled on spikes. The PCs didn't quite realise what they were fighting until they started getting into melee. It was sort of a standoff: the Hounds and the melee PCs both have very high ACs and not so high attack bonuses. Swinging it in the Hounds' favour was the cold attacks. The Soulborn died in this encounter; the rest of the party surviving only by dimension door spells. (Cleric of Travel, Bard instrument).</p><p></p><p>You need <em>mass resist cold</em> or similar against this! The party fled in the 4th round.</p><p></p><p><strong>Encounter the Third - 7 Deadborn Vultures</strong> - CR 8 - EL 13</p><p>This was fun. The Vultures hadn't got the best chance of hitting the PCs, but they had 3 attacks/round, disease, foul breath, and low AC (18) and hp (67). The last was fun when they died... because they came back as zombies! AC 20, hp 120, DR 5/slashing, and the fun continued.</p><p></p><p>At the end of the encounter, the raised Soulborn and the Cleric needed to make 10 saves apiece vs disease. (They failed at least one...) This encounter was drawn out and a little tedious - over 10 rounds as the PCs just had to keep mopping up the vultures.</p><p></p><p>The best bit of the encounter was this: the PCs had just set fire to a hall they'd seen an evil NPC cleric move inside... only to discover that there were prisoners inside they needed to save. So the Bard and the Incarnate were kept busy therein!</p><p></p><p>I'm enjoying this book. More monsters in a fortnight...</p><p></p><p>Have you used anything from MMV yet?</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3695193, member: 3586"] I had my first chance to use MMV monsters yesterday. Here's a few notes on what happened... First, the Adventurers: Human Bard 7/Druid 1/Rogue 2/Fochluchan Lyrist 3 Half-Elf Soulborn 13 Azurin Incarnate 13 Dwarf Soulknife 7/Illumine Soul 6 Half-Elf Knight 13 Human Cleric 11 (cohort) The Druid/Wizard/Arcane Hierophant has recently had to leave them (now has a job on Saturday. Argh!) They're a little low on arcane power at present. [b]Encounter the First - 6 Tusk Terrors[/b] - CR 8 - EL 12 This was a pretty easy combat for the group. The Tusk Terrors have a 16 square move and Spring Attack, but I didn't take full advantage of that. 8 squares in, attack, 8 squares back should have been the order of the day. The TTs have 110 hp, AC 20, Damage 1d8+2 and fell quickly to melee attacks (and the Incarnate's acid spittle). All over in 4 rounds. Still, what can you expect? Nice monster, though. [b]Encounter the Second - 3 Thrym Hounds[/b] - CR 10 - EL 13 Conversely, this encounter nearly destroyed the party. The Hounds have a 13d6 cold DC 24 line attack, which is nasty for only CR 10. To add to that, AC 39, 175 hp, and very decent saves. Wow. If you miss them, you might get impaled on spikes. The PCs didn't quite realise what they were fighting until they started getting into melee. It was sort of a standoff: the Hounds and the melee PCs both have very high ACs and not so high attack bonuses. Swinging it in the Hounds' favour was the cold attacks. The Soulborn died in this encounter; the rest of the party surviving only by dimension door spells. (Cleric of Travel, Bard instrument). You need [i]mass resist cold[/i] or similar against this! The party fled in the 4th round. [b]Encounter the Third - 7 Deadborn Vultures[/b] - CR 8 - EL 13 This was fun. The Vultures hadn't got the best chance of hitting the PCs, but they had 3 attacks/round, disease, foul breath, and low AC (18) and hp (67). The last was fun when they died... because they came back as zombies! AC 20, hp 120, DR 5/slashing, and the fun continued. At the end of the encounter, the raised Soulborn and the Cleric needed to make 10 saves apiece vs disease. (They failed at least one...) This encounter was drawn out and a little tedious - over 10 rounds as the PCs just had to keep mopping up the vultures. The best bit of the encounter was this: the PCs had just set fire to a hall they'd seen an evil NPC cleric move inside... only to discover that there were prisoners inside they needed to save. So the Bard and the Incarnate were kept busy therein! I'm enjoying this book. More monsters in a fortnight... Have you used anything from MMV yet? Cheers! [/QUOTE]
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