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Post by Mushgnome on Jun 17, 2011 10:46:57 GMT -6
The primary source of experience is destroying, banishing, thwarting, befriending, or otherwise "beating" monsters for 100XP per HD.
Finding money or treasure gives no XP award. However, if treasure is spent on Mythos-related extravagances, 1XP is earned per 1GP 1sp spent. Examples include hiring a seer, purchasing rare incense for a non-Sorcerous ritual, or constructing a temple to Cthulhu.
The DM may award XP bonuses for clever problem-solving, good roleplay, or in some cases, merely surviving an encounter with a powerful supernatural being.
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Post by Mushgnome on Jun 17, 2011 10:56:47 GMT -6
Experience for THE BLOODY PIT
600xp for the Tentacle Beast, divided among Servitor, Thaimos, Shadow, and Eye
1200xp for the Foreman and 9 Diseased Guardian, divided among all
500xp for the Brown Plant Thing, divided among all except Breath
300xp for 3 Diseased Guardians, divided among Shadow, Minion, Mask
Bonus Awards
100xp to Fated for negotiating with the B'Yakhee 100xp to Breath of New Moon for cleverly removing the metal grate to slow the pursuers 100xp to Mirthful for sacrificing precious booze 100xp to EVERYONE (except poor Servitor, alas) for escaping The Bloody Pit alive!
Including your prime requisite bonus, current XP totals are:
Servitor of the Yellow Sign 389 (posthumously) Breath 385 Eye 628 Fated 337 Mask 463 Minion 210 Mirthful 463 Shadow 628 Thaimos 518
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Post by ehiker133 on Jun 17, 2011 11:11:01 GMT -6
"Alas, for I am XP Poor!" Quoth the Shadow of the Evermore. (Where's The Shadow on that list?) EDIT: Thanks, Mush!
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Post by Mushgnome on Oct 29, 2011 10:46:59 GMT -6
Experience for AYLESBURY GRAVEYARD AT NIGHT0 xp for murdering the defenseless Pastor 800 xp to Breath, Fated, Mask, Shadow for defeating the Unquiet Worm Wheat Man 150 xp to Breath, Fated, Mask for subduing the possessed Shadow 100 xp to Breath, Fated, Shadow for dispatching a minor tentacle spawn in the moonlit poolI think that covers everything... let me know if I overlooked anybody. Including bonus due to prime requisite, this puts your new totals at : Breath: 696 Fated: 634 Mask: 738 Shadow: 884 A reminder that fighters need 2,000xp and sorcerers 3,000xp to reach 2nd level. I use the "must return to town safely to reach the next level" rule. Wouldn't Arkham be a neat place to level up?
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Post by Mushgnome on Nov 27, 2011 16:09:40 GMT -6
Experience for ATTACK OF THE TOAD SPAWN
split 4 ways: 600 xp (150 each) for MOR, a 6 hit die Spawn of Shub-Niggurath 6,100 xp (1525 each) for 61 Amphibious Ones!
100 xp each for learning Green Man high-tech weaponry (the foam dispensers and arc welders)
for Breath, Fated, and Minion: 100 xp for surviving a very difficult battle!
for Shadow: 100 xp for killing the Purple Stranger and saving his soul
New totals: Breath 2758 Fated 2602 Minion 2178 Shadow 2946 (posthumously)
Fated to Die has accumulated enough xp to become a Warrior and will level up if he can survive one night in Arkham. The others require 3,000 xp to earn the title of Conjuror.
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Post by Mushgnome on Dec 2, 2011 17:41:47 GMT -6
Experience for the WORM BATTLE
3 worms x 2 hit dice = 600 xp bonus 100 to Breath, Fated, and Minion for gettin' the hell out of Aylesbury! bonus 120 to Gunnery for rolling maximum 12hp damage, you made a formidable first impression!
New totals:
Breath 3000 Fated 2833 Minion 2409 Shade 3078 Gunnery 240
Shade of the Evermore and Breath of New Moon have accumulated enough XP to reach the rank of Conjurer if they can survive one night in Arkham. (This is definitely a situation where your prime requisite bonus put you over the top!)
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Post by Mushgnome on Dec 25, 2011 13:00:44 GMT -6
Happy Holidays! 25 xp to each of you (no P.R. bonus).
New totals:
Breath 3025 Fated 2858 Minion 2434 Shade 3103 Gunnery 265
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Post by Mushgnome on Mar 24, 2012 7:29:55 GMT -6
Experience Awards for ARKHAM
Divided among Breath/Fated/Gunnery/Minion/Shade: 300xp for the spider goat ghoul 600 for 4 Deep Ones 800 for 1 Bone Man (subdued) and 2 Green Women (1 killed, 1 captured)
Divided among Breath/Fated/Minion/Shade: 300xp for Clubber Green (defeated in first-blood knife fight) 200xp for his Number Two (pummeled to unconsciousness) 700xp for 7 green man thugs 100xp for a Dream Crustacean (1hd spawn of s-n)
New XP Totals:
Breath 3731 Fated 3531 Minion 3107 Shade 3809 Gunnery 580
Minion of the Unholy Fragnog has reached 2nd level!
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Deleted
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Post by Deleted on Mar 24, 2012 10:38:15 GMT -6
Hurray!! Do I need to do anything?
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Post by ehiker133 on Mar 24, 2012 10:44:19 GMT -6
I think it's just a full night's rest at home.
Grats! Though... the extra level hasn't seemed to do much for Shade's HP rolls. Just bad luck, I guess.
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Post by Mushgnome on Mar 24, 2012 10:51:01 GMT -6
Hurray!! Do I need to do anything? Survive a night with [green]Vina[/green]? ;D
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Post by ehiker133 on Mar 24, 2012 10:58:21 GMT -6
Hurray!! Do I need to do anything? Survive a night with [green]Vina[/green]? ;D *shudder*
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Post by Mushgnome on Apr 18, 2012 7:08:33 GMT -6
Our campaign has reached the 1 year mark! Chainmail Carcosa seemed like a bizarre experiment at the time, but I have grown to love its quirks. Let's celebrate with 365 xp for each and every one of ya!
Breath 4086 Fated 3896 Minion 3472 Shade 4174 Gunnery 945
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Post by ehiker133 on Apr 18, 2012 9:09:29 GMT -6
Oh, bother. What's the leveling matrix for sorcs again? I couldn't find it on any thread, except where it says sorcs need 3K to get to second level.
(And why on earth didn't I just go as a straight fighter?? I'd be 3rd level by now!)
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Post by Mushgnome on Apr 18, 2012 9:29:43 GMT -6
Oh, bother. What's the leveling matrix for sorcs again? I couldn't find it on any thread, except where it says sorcs need 3K to get to second level. (And why on earth didn't I just go as a straight fighter?? I'd be 3rd level by now!) 3,000 6,000 12,000 24,000 etc. Don't worry, I promise some cool stuff for the Sorcerers in the party, sometime in Year Two of this campaign.
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Post by ehiker133 on Apr 18, 2012 11:20:13 GMT -6
Year TWO??? Like, as in DURING the second year (so, after today)? Or after the second full year? Hopefully the former!
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Post by Mushgnome on Apr 18, 2012 11:54:48 GMT -6
Year TWO??? Like, as in DURING the second year (so, after today)? Or after the second full year? Hopefully the former! All these Deep Ones might come in handy! ;D
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Post by Mushgnome on May 25, 2012 10:35:03 GMT -6
The party defeated 90 deep one slavers, 1 alpha deep one, 1 deep one bosun, and 1 giant sea slug in a ferocious battle at sea!
Your new XP totals are:
Breath 7297 6897 [4 henchmen to 1st level] Fated 6951 Minion 6527 6127 [bumped 4 henchmen to 1st level] Shade 7375 7275 [deep one to 1st level] Gunnery 3855
This gives everyone enough XP for 3rd level with the exception of Gunnery at 2nd level just shy of 4,000. Fighting-men need 8,000xp to reach 4th level and sorcerers need 12,000.
Remember that you may sacrifice XP to level up your henchmen. Every 100xp spent will bump one of your henchmen from 0 lvl to 1st lvl. Please indicate if you are doing so, and I will make the adjustment to your XP total.
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Post by ehiker133 on May 25, 2012 10:43:53 GMT -6
The party defeated 90 deep one slavers, 1 alpha deep one, 1 deep one bosun, and 1 giant sea slug in a ferocious battle at sea! Your new XP totals are: Breath 7297 Fated 6951 Minion 6527 Shade 7375 Gunnery 3855 This gives everyone enough XP for 3rd level with the exception of Gunnery at 2nd level just shy of 4,000. Fighting-men need 8,000xp to reach 4th level and sorcerers need 12,000. Remember that you may sacrifice XP to level up your henchmen. Every 100xp spent will bump one of your henchmen from 0 lvl to 1st lvl. Please indicate if you are doing so, and I will make the adjustment to your XP total. Bloody awesome, everyone! Just a buck fitty away from level 3, even, WotE! You'll pass up Shade, Breath, and Minion in levels in short order, too...
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Deleted
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Post by Deleted on May 25, 2012 11:28:56 GMT -6
Using 400xp, Minion will bump all 4 of his henchmen to 1st level. Thanks!
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Post by Mushgnome on May 25, 2012 11:32:17 GMT -6
Using 400xp, Minion will bump all 4 of his henchmen to 1st level. Thanks! Done! Which class?? (Fighter, Sorcerer, Specialist)
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Post by Mushgnome on Jun 28, 2012 10:17:48 GMT -6
For their active participation in slaying 2 titanocobras, 800xp each to Breath, Fated, and Shade.
New totals:
Breath 7777 Fated 7791 Minion 6127 Shade 8155 Gunnery 3855
You may allocate some of these XP to your henchmen, if you choose (or keep them all for yourself).
A reminder that Fated needs 8,000xp to become a Hero, and the sorcerers need 12,000 for the rank of Banisher.
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Post by Mushgnome on Oct 6, 2012 15:32:59 GMT -6
69 brown cannibals worth 200xp each for a total of 13,800xp or 4,600 to each of the active players! As usual you may distribute some of the XP to your henchmen if you choose.
New totals:
Breath: 12,357 12,037 Fated: 11,781 Shade: 12,435 12,035
Just enough for everyone to level up... welcome to Heroic-tier Chainmail Carcosa!
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Post by ehiker133 on Oct 7, 2012 15:55:54 GMT -6
Shade wants that level, so he'll only give 400 XP to his deep one minion.
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kipper
Level 3 Conjurer
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Post by kipper on Oct 7, 2012 19:00:08 GMT -6
Breath will also distribute excess XP to her henchwomen, say 80XP each, leaving her with 12,037XP.
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Post by Mushgnome on Oct 7, 2012 23:49:45 GMT -6
So noted! The henchmen appreciate receiving even a small share of the XP, it improves their loyalty.
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Post by Mushgnome on Nov 4, 2012 14:15:03 GMT -6
Massive XP Update
For defeating L'juy the Giant Zombie Botfly the active participants earn 600xp. 190 zombies at 50xp each equals a whopping 9,500xp!
Split between Apothecaria & company, Breath's henchwomen, Fated's henchmen, Shade's Deep One that comes to 2,525xp each.
Grand Yet Mystifying aka Reggie 0xp For destroying 1 zombie earns 50xp + 10% prime requisite = 55 unallocated xp! 5 yellow men 0xp each
Apothecaria 0 xp (needs 1,500 for 2nd level and 3,000 for 3rd) earns 2,525xp for her part in the battle to distribute as she wishes 5 henchmen, 0xp each
Breath of New Moon 12,037xp plus 2,525 unallocated xp for her henchwomen only Devil Maw: Fighter1; 180xp Blasphemous Blade: Fighter1; 180xp Serpent's Scion: Specialist1 180xp Dream Stalker: Specialist1 180xp
Fated to Die: 11,781 xp plus 2,525 unallocated xp, henchmen only 5 ulfire men, 0xp each
Shade of Evermore: 12,035 xp plus 2,525 unallocated xp, henchmen only Deep One: Fighter1, 500xp
House Rules on Henchmen XP 100xp bumps a henchman to 1st level in any class. Beyond 1st they advance on the same XP chart as PCs (xp needed for 2nd level: fighter 2,000, sorcerer 3,000, specialist 1,500). Henchmen must be of lesser level than your PC (a 1st level PC can only have 0 level henchmen). Henchmen XP do not need to be allocated immediately; they can be kept in a "pool" for future distribution (for example to "buy" a high-level henchman at some future date, or to get your next PC started when your current PC kicks the bucket). A henchman can be immediately promoted to PC (and claim any unallocated xp from the pool) if your main character dies (or you may choose to roll a brand new PC inheriting the pool). Having leveled-up henchmen, or unallocated XP in your pool, provides an insurance policy that in case your PC dies, your next PC is not starting from 0xp.
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Post by ehiker133 on Nov 5, 2012 8:14:53 GMT -6
(2525 XP to spend)
1500 - The Deep One Minion (should get him to Level 2) 500 - Sg. Cannibal (a nice start to level 2) 525 - Reserved (PM sent) ------ 2525 - XP total
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Post by Mushgnome on Nov 5, 2012 11:44:21 GMT -6
Reminder of a house rule: You can earn 1xp per 1sp "wasted" (up to the amount required to gain 1 level) on Mythos-related donations/extravagances such as constructing a temple to your favorite deity, commissioning a blasphemous work of art, or secretly aiding the Nyarlathotep Society.
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Post by Mushgnome on Nov 5, 2012 12:20:10 GMT -6
Deep will reach 2nd level after his next rest cycle (and be grateful to his Master for the opportunity to better serve him). Shade acquires [brown]Sgt. Cannibal[/brown] as a loyal henchman. 500xp is good for 1st level (and then some) in any class; do you choose Fighter I presume? The [brown]Fine Brown Cannibals[/brown] (currently a little the worse for wear) do not count as Shade's henchmen but will be more or less loyal to their Sgt. so long as they are well treated and fed (in other words they are Mercenaries).
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