Saturday, July 20, 2019

Session Achievements: Arduin XP rethought

While perusing the Arduin Grimoires, I kept thinking about the table of things you could do to weedle extra XP out of ol' uncle Hargrave and how to streamline them a bit for my needs.

A couple things I decide to change  are not mentioning core-D&D magic items*; to go from small, more likely to come up achievements at the top and Satan's own pitchfork type things at the bottom; and to integrate the XP for slaying monsters rules that were in a separate part of the grimoires.

As this is just a homebrew homage to Arduin, things are skewed a little to my tastes too. But you might find this useful fodder for any D&D campaign.







In session achievements
25XP for being a level 4~5 rear guard during most of session.
25XP for being a level 4~5 point man during most of session.
25XP per dangerous creature of HD less than you that you helped to slay.
50XP for figuring out a trap.
50XP for tripping a trap and taking damage.
50XP for cleverly using a lesser spell.
50XP for losing more than half HP.
50XP for doing extra-dangerous risky acts.
50XP per creature of HD equal to your own that you helped to slay.
75XP for being a level 1~3 rear guard during most of session.
75XP for doing simple detection spells.
100XP for being expedition leader.
100XP for coming within 1 point of dying.
100XP for acquiring potions (100 points per dose).
100XP for casting vitally-needed spells that keep the party alive or avoid great peril.
100XP per creature of HD more your own that you helped to slay.
100XP for besting foes that had magical items or powerful abilities.
100XP per spell lvl×uses or more XP for finding magik scrolls.
125XP for finding single or limited use items that aren’t scrolls.
125XP for using up supernatural items.
125XP for finding +1 items or very simple items.
125XP for casting spells like Wizard Eye that provide vital intel.
125XP for throwing a lightning bolt that kills the B.E.M. just in time to save the party.
150XP for being a level 1~3 point man during most of session.
150XP for finding +2 items, lesser rings, amulets, &c.
150XP for doing spells of the fourth order to useful effect.
175XP for acquiring +3 items, wands, most rings and amulets.
175XP for doing spells of the fifth order to useful effect.
200XP for acquiring items that are +4 or of unusual powers.
200XP for doing spells of the sixth order to useful effect.
225XP for acquiring +5 items, or most magikal staves or rods.
225XP for using a single wish.
225XP for doing spells of the seventh order to useful effect.
250XP for being cursed.
250XP for acquiring a cursed item.
250XP for dying but being regenerated back to life.
250XP for doing spells of the eighth order to useful effect.
275XP for doing spells of the ninth or higher order to useful effect.
300XP for acquiring a major artifact.
325XP for defeating, in single combat, any creature that is HD20+.
350XP for defeating, in single combat, a demi-god or major Demon.
375XP for being the sole survivor of an expedition.
375XP for acquiring the mightiest of artifacts (Satan’s pitchfork, nuclear weapons, phasers, &c).
400XP for dying (but somehow coming back).
400XP for reincarnation.
400XP for permanently being changed into another type of entity via a curse, &c.

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*I don't like weapons with pluses to hit for pretentious reasons, so they might get axed out of this list at some point.

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