HP & XP Tally & Other Sundries

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Vargr1105
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HP & XP Tally & Other Sundries

#1 Post by Vargr1105 »

House Rules for Experience Points

Challenges Faced and Treasures Obtained (50 xp per character per class level)

Action Thread 1: The Mountain Nest
Action Thread 2: The Icy Valley
Action Thread 3: The Weed Lake Valley
Action Thread 4: The Marshes
Action Thread 5: The Plains
Action Thread 6: The Great Stair
Action Thread 7: The Other Side of the Mountains
Action Thread 8: Beyond the Lake
Action Thread 9: The Forest
Action Thread 10: The Mine
Action Thread 11: The Greensward


Solo Experience Awards

Awarded for...

- Foes Slain or Defeated in Combat:
Clerics, fighters, rangers, and paladins awarded 50 XP per HD of creature slain w/out aid of anyone else (clerics and paladins get this bonus only against foes considered "unholy" to their faith; rangers against giants and humanoids and at DM's discretion if in the service of taming the wilds); 10 XP per HD awarded to fighters ONLY who deliver a killing blow in any cooperative kill; no bonuses given for coups de grace in any case.

Superlative Spell Use: Clerics, magic users, druids, illusionists, and paladins awarded 50 XP per level of spell when cast to thwart dangers or puzzles; when cast to overcome monsters by virtue of spell use alone, 25 XP per HD of creature overcome; 10 XP awarded per total level of party members aided by spell use during a dangerous situation (say, by the Bless spell cast in a situation where that spell makes a difference to the outcome).

Prominent Skill Use: Thieves, assassins, and rangers awarded 10 XP per level of party member "aided" in a dangerous situation (including self); thieves awarded .5 XP x value of special item or treasure obtained by skill use; assassins awarded 100 XP per HD of contracted bounty killed.

Role Play: Any player who role plays some interesting trait of their character, tapping into some unique aspect of their class, race, or social station in order to overcome some challenge or danger, will be awarded either 10 XP per total level of party members aided or 25 XP per HD of creature overcome.



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Unclaimed Monies Obtained

Currently, none


Unclaimed Treasure Found

2 - Leather belts w/carved obsidian and bone, woven w/silver (crafted by frogmen, worth 20 gp each)

1 - Onyx stone (50 gp value)

1 - Gold-mounted whetstone (serpent design)

1 - Two-handed sword, Gravenvolk/dwarf make, serpent designs ("hewer of serpents") (Malone? or Oz?)

1- Bottles, apparent liquor, x3 (golden) (Stonjuz?)


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Monsters Slain & Enemies Vanquished

1 x Vilstrak (11 xp)
5 x Giant Bat (15 xp each; 75 total)
1 x Steam Mephit (227 xp)
13 x Muckdwellers (10 xp each; 130 total)
7 x Huge Crows (36 xp each; 252 total)
1 x Giant Crow (64 xp)
2 x Needlemen (136 xp each; 272 total)
1 x Bloodthorn (2,795 xp)

--------------
3 x Hunting Dogs (28 xp each; 84 total)
3 x Hobgoblin archers (30 xp each; 90 total)
6 x Harpies (110 xp each; 660 total)
4 x Goblins (13 xp each; 52 total)
1 x Hobgoblin leader (75 xp)
1 x Goblin smith (13 xp)
21 x Giant bat (15 xp each; 315 total)

----------------------
6 x Al'Miraj (uni-bunnies; 14 xp each; 84 total)
3 x Poltergeist (35 xp each; 105 total)

----------------------
24 rats @ 4 XP each = 96 total, each PC takes 14
1 mysterious gray dwarf @ 210, each PC takes 30
1 killer frog @ 54, each PC takes 8
2 bullywugs @ 23 each = 46 total, each PC takes 7
1 giant lizard @ 201, each PC takes 29

-----------------------
2 frogmen

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Vargr1105
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Posts: 1874
Joined: Mon Jun 04, 2012 10:05 pm
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Re: HP & XP Tally & Other Sundries

#2 Post by Vargr1105 »

Malone Marcus

Movement: 9"

Surprise: +2

AC: 1
Head AC: -3
Rear AC: 2

Athletics 86% (46%)
Dodge 34%
Hearing 28% (23%)
Idea 65%
Know 24%
Luck 95% (94%)
Sex Appeal 47%
Stealth 60% (20%)
Vision 28% (18%)
Wrestling 80%

Healing Factor: 1d4/1d8/ 2 days
Likker Cure: 1d4+3


Ogirdor

Movement: 9"

Surprise: +3 (1 on 1d6)

AC: 1
Head AC: -4
Rear AC: 3

Athletics 85% (55%)
Dodge 26%
Hearing 36% (26%)
Idea 14%
Luck 80% (79%)
Know 30% (religious knowledge 45%)
Sex Appeal 40%
Stealth 65% (35%)
Vision 36% (31%)
Wrestling 78%

Healing Factor: 1d4/1d8/ 3 days
Likker Cure: 1d4+3


Ozborn Greynight

Movement: 12"

Surprise: +3

AC: 4
Head AC: 2
Rear AC: 6

Athletics 70% (60%)
Dodge 36%
Hearing 28%
Idea 14%
Luck 65%
Know 24%
Sex Appeal 32%
Stealth 65% (55%)
Vision 18%
Wrestling 80%

Healing Factor: 1/1d2/ 5 days
Likker Cure: 1d4


Andrin

Movement: 9"

Surprise: +1

AC: 5
Head AC: 5
Rear AC: 7

Athletics 63% (38%)
Dodge 28%
Hearing 26%
Idea 70%
Luck 65%
Know 27% (druidic knowledge 42%)
Sex Appeal 33%
Stealth 55% (30%)
Vision 26%
Wrestling 65%

Healing Factor: 1/1d2/ 7 days
Likker Cure: 1d4


Stonjuz D'Eyeurnhed

Movement: 9"

Surprise: +0

AC: 9
Head AC: 4
Rear AC: 10

Athletics 75% (65%)
Dodge 26%
Hearing 35% (30%)
Idea 70%
Luck 75%
Know 32% (theology and sorcery 47%)
Sex Appeal 38%
Stealth 55% (45%)
Vision 35%
Wrestling 70%

Healing Factor: 1d3/1d6/ 3 days
Likker Cure: 1d4+2


Thurinor Sael

Movement: 9"

Surprise: +1

AC: 5
Head AC: 4
Rear AC: 7

Athletics 70% (50%)
Dodge 32%
Hearing 20%
Idea 75%
Luck 65%
Know 24% (sorcery 39%)
Sex Appeal 33%
Stealth 60% (40%)
Vision 20%
Wrestling 76%

Healing Factor: 1/1d2/ 6 days
Likker Cure: 1d4


Swilbosh

Movement: 12"

Surprise: +0

AC: 3 (x3)
Head AC: -1
Shieldless AC: 4
Rear AC: 6

Athletics 75%(70%)
Dodge 28%
Hearing 25%
Idea 65%
Luck 70%
Know 24%
Sex Appeal 35%
Stealth 55%(50%)
Vision 25%
Wrestling 73%

Healing Factor: 1d2/1d4/ 4 days
Likker Cure: 1d4+1

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