Spoils of War!

Antman9
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Antman9
Ranger Lord
Ranger Lord
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Spoils of War!

#1 Post by Antman9 »

XP
PC’s
Caiden: 834
Kel: 0
Lyaera: 0
Rakjak: 0

Aramis: 50
Brodie: 130
Buckey: 1,062
Elktran: 862
Gort: 1,386
Gorthak: 1,130
Laffy: 105

NPC’s
Clement Freeman - Human: 1,000
Crow - Human: 1,138
Delea the White – High Elf: 11,900
Esilia Willow - Pixie: 4,250
Fred - Donkey: 3,000
Gavin Moorhouse - Human: 45,000
Gregorius Wilhelm Vandemere - Human: 4,000
Grognork Kettleforge - Human: 4,250
Haril - Dwarf: 3,000
Harold Doorman - Human: 1,000
Hornbrow Soothtel - Human: 1,000
Mumble – Common Gnome: 80
Phlunk Sludge Dipperthong: 2,600
Seeker - Irda: 1,285
Shaador - Human: 6,000
Tafari Baako – Nemed, Honey Nadger: 0
Taran Swiftwing - Elf: 2,001 / 1,200
Tobias - Grimalkin: 2,730
William Steadfast - Human: 1,000
Xirtan - Kobold: 80
Zee - Kender: 863
Zirus - Lizardman: 1,285

XP Table
LevelXP
1900
21,800
32,800
43,800
54,900
66,000
77,200
88,400
99,700
1011,000
1112,400
1213,800
1315,300
1416,800
1518,400
1620,000
1721,700
1823,400
Creature XP Awarded = (Creature's Level/Character's Level) * HD of XP
ENCOUNTER XP
Spider Swarm Encounter
XP Total: 2,250
XP each character[/b]: 375 (Seeker, Buckey, Zirus, Gorthak, Gort, Elktran)

The Elven Abode
(2) Molerats
XP Total: 400
XP each character: 200 (Seeker, Buckey)

(1, no 2, no 3!) Gibbering Mouthers
XP Total: 275
XP each character: 55 (Seeker, Buckey, Zirus, Gort, Elktran)

Hommlet Encounter
XP Total: 100
XP each character: 25 (Buckey, Gort, Gorthak, Elktran)

Hermetic Outpost
XP Total: 125
XP each character: 125 (Zirus)

Eddistone Point I
(8) Orcs (1HD)
(1) Half-Orc (4 HD)
(3) Giant Glow-in-the-dark Scorpions (encounter)
XP Total: 205
XP each character: 41 (Gorthak, Gort, Seeker, Buckey, Elktran)

Eddistone Point II
(6) Orcs (1 HD)
(1) Half-Orc, Ungerd (2 HD)
(3) 2 HD encounters
HD Total: 9 HD (1,800 xp)
XP each character: 360 (Buckey, Elktran, Gort, Caiden, Zirus)

Flaeness Mountain Pass
(3) Horrid Gnolls (2+3)
HD Total: 8+1 (825 xp)
XP each character: 165 (Gort, Gorthak, Caiden, Zirus, Seeker)

Hommlet Encounter (Giant Bugs)
(2) Giant Mosquitoes (Caiden)
XP Total: 50

(1) Giant Mosquito (Gorthak)
XP Total: 25

(2) Giant Cockraoches (Seeker, Caiden, Gorthak)
XP Total: 75
XP Each character: 25

(1) Giant Skunk (Seeker, Gort)
XP Total: 200
XP Each character: 100 (Seeker, Gort)

The Road to Dragons Belch
Large Ant Encounter
XP Total: 125
XP Each character: 25 (Seeker, Caiden, Gort, Gorthak, Zirus)

To Kill a Wasp!
Giant Wasp (2’ Long)
XP Total: 200
XP Each character: 50 (Crow, Zee, Brodie, Aramas) 25 (Laffy

Skeeter Swarm
Giant Mosquitos (1’ Long)
XP Total: 150
XP Each character: 30 (Crow, Zee, Brodie, Mumble, Laffy, Xirtan)

Giant Constrictor Snake
Giant Constrictor (15’ long and several feet in diameter)
XP Total: 250
XP Each character: 50 (Crow, Zee, Brodie, Mumble, Laffy, Xirtan)

Giant Humanoid at The Belfrey Tower
Giant Humanoid (8’ long tall)
XP Total: 400
XP Each character: 80 (Seeker, Gort, Gorthak, Caiden, Zirus)
ENCOUNTER LOOT
Meeting with Netheril
(6) Leather Pouches - 5 gp each (Seeker, Gort, Gorthak, Buckey, Elktran, Zirus

Spider Swarm Encounter
None

The Elven Abode
None

(1, no 2, no 3!) Gibbering Mouthers
(2) Medium backpacks
(1) Small grey candle
(1) Small grey candle - (1) Zirus
(1) Flint & Steel
(2) Waterskins (empty) Zirus
(2) Leather gourds, with a short 1” round opening, currently plugged. They feel empty, but show no external signs of ever having had water in them. Zirus
(2) Leather pouches containing 27 gp (total) (7 gp Zirus, 20 gp Buckey)
(4) Days worth of rations
(1) Map of the area Zirus
(1) Quiver w/4 silver-tipped arrows Caiden
(2) Black capes with a flaming eye on the back Seeker
(1) 150’ Liana rope ¼” thick Seeker
(1) 75’ Liana rope 1/8” thick Gort
(1) Spell book Zirus
(1) Vial of dark liquid (Pass without Trace) Seeker
(1) Spell scroll Zirus
(1) 6" Urn of honey rum Gort
(2) Silver daggers (1) Elktran, (1) Seeker

Hommlet Encounter
(1) 3' x 5' fine silk tapestry showing a green field with two acorns above a sheaf of grain (Seeker)

Hermetic Outpost
Treasure: (Zirus)
(1) Small rectangular crystal roughly 1” x 2” x 3” in dimension
Large_Crystal_Small.jpg
Large_Crystal_Small.jpg (100.58 KiB) Viewed 1024 times
(1) Handful of smaller crystals roughly ½” x ½” x 1” in dimension (4 dropped by Zirus in Satan's Crack)
Small_Crystals.jpg
Small_Crystals.jpg (75.02 KiB) Viewed 1024 times
(1) Small mechanical devise roughly 1” x 2” x 3” in dimension (Dropped by Zirus in Satan's Crack)
Neclace_Small.jpg
Neclace_Small.jpg (75.1 KiB) Viewed 1024 times
(1) 6” diameter mechanical dial/device (Dropped by Zirus in Satan's Crack)
Dial_Small.jpg
Dial_Small.jpg (8.14 KiB) Viewed 1024 times
Dial_Closeup.jpg
Dial_Closeup.jpg (130.24 KiB) Viewed 1024 times
(1) Leathery parchment with significant water damage (used to seal a window in the Hermetic Outpost)
Water_Damaged_Small.jpg
Water_Damaged_Small.jpg (153.97 KiB) Viewed 1024 times
Eddistone Point I
[strikr](6) Short Swords (mostly rusty)[/strike]
(3) Elven Long Knives (1d6) Masterwork +1 ((1) Caiden, (2) Seeker,)
(1) Suit of Chanimail (from Ungerd, smells a bit) (Gorthak)
(1) Bastard Sword (1d10) Good condition
(1) Ring: From Ungerd, +3 Ring of Protection (Zirus)
(1) Ring: From one of the climbing Orcs, +2 ring of Protection (Seeker)
(1) Large Belt Pouch (27 gp, 42 sp) (Zirus 5 gp, Split among remaining party, Seeker will grab Large Belt Pouch)

Eddistone Point II
(6) Rusty Shortswords (2 gp ea) (12 gp total)
(1) Mace
(1) Heavy crossbow
(1) Dagger (Buckey)
(1) Beltpouch (Seeker)
(45) gp (Seeker, Buckey, Gorthak, Gort, and Elktran 9 gold each)
(6) Gems sewn into his vest (50 gp ea)

Return from Eddistone Point
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch) (Zirus, Gorthak, Gort, Caiden, Seeker, Clyde, Alf, Delea, Esilia, Haril, Tobias, Buckey, Elktran, Grognork)
(5) Leather pouches containing 10 gp ea (Zirus, Gorthak, Gort, Caiden, Seeker)

To Kill a Wasp!
(Crow, Zee, Brodie, Aramas, Laffy)
None

Skeeter Swarm
(Crow, Zee, Brodie, Mumble, Laffy, Xirtan)
None

Giant Constrictor Snake
(Crow, Zee, Brodie, Mumble, Laffy, Xirtan)
None

Giant Humanoid at The Belfrey Tower
(Seeker, Gort, Gorthak, Caiden, Zirus)
None

NOTE: Items with strikethrough have been sold, lost, or dropped
ITEMS CLAIMED

Brodie
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
GP:
SP:
CP:
Buckey
(1) Dagger
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
GP: 34
SP:
CP:
Caiden
(1) Quiver w/4 silver-tipped arrows
(1) Elven Long Knives (1d6) Masterwork +1
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)

Cape of Stealth
Made from the supple hide of a Giant Bat and imbued with the essence of an Invisible Stalker this cloak renders the wearer nearly invisible to the naked eye by blending its texture and color with the surrounding environment. The cloak is large enough to completely envelop its wearer but does not block or negate sounds made by the wearer.

Bow of Splitting
This simple shortbow appears unremarkable in every way. However, when an arrow is fired its true power is seen. Each arrow fired splits into two shafts granting the wielder double damage on successful hits. Missed hits can be rerolled to see if the second arrow hits (single arrow damage in this case).

GP: 52
SP: 15
CP: 5

The Ghost Trapper
This wooden contraption consists of a long shaft, several feet long with a narrow slot running the length of it and a jumble of heavy spider thread-like material protruding from the end. Attached to the other end is a shoulder stock with two dials and a trigger mechanism. A length of the spider thread comes out of the barrel at the stock end and hangs out several feet. One end of the lasso attaches to the character’s waist, sight the incorporeal entity (ghost) along the barrel, and pull the trigger. The lasso shoots out entrapping the entity. A dial on the top of the gun retracts the lasso once the entity has been dealt with and another dial sets the trigger

Range: 50’
Requires and attack roll
Effect: Holds incorporeal entity indefinitely
Secondary Effect: delivers a shock to corporeal entities (living beings) dealing 2d6 points of electrical damage.
Crow
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
(1) Ring of Transparency
GP: 50
SP:
CP:
Elktran
(1) Silver dagger
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
GP: 14
SP:
CP:
Gort
(1) 75’ Liana rope 1/8” thick
(1) 6" Urn of honey rum
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)

Talisman of Intelligence
This small circular grey stone with a hole in the center and threaded on a Liana cord grants the wearer +9 INT as long as it is worn.

The Orc Slayer
The Orc Slayer is a magically hardened Obsidian axe head mounted to a thick Bois D’arc wood shaft with Liana cord. The extremely sharp nature of obsidian, hardened by magic, and coupled with the resilient tenacity of the Bois D’ark wood makes this a formidable weapon in its own right. It has one additional secret though, when used against Orcs it becomes a cleaving weapon of death. Any successful attack against an Orc of equal or lessor level than that of the wielder instantly cleaves the Orc in two. Any attack on an Orc whose level is over that of the wielder does double damage.

Normal Damage: 2d6

GP: 61
SP: 15
CP: 5

Ghostmead of Succor
A small 4” stoppered vial shaped like a Toad. The stopper protrudes obscenely from the Toad’s butt. Allows the imbiber to grapple, physically, with incorporeal entities (ghosts).

Holds 6 sips
Duration: 1d6 rounds
Gorthak
(1) Suit of Chanimail (from Ungerd, smells a bit)
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)

Bracers of Truth
When worn these simple steel bracers turn the wearer into their true form; i.e. that of their spirit form. Character assumes the physical size and attributes of their spirit form.

2 hours at 1st level + 1 additional hour every level thereafter.

Axes of Swiftness
These paired, simple looking medium sized masterwork axes grant the user +1 to attacks and damage. In addition they have been magically enhanced to grant the wielder first strike regardless of any single or combined initiative or condition, magical or otherwise.

+1 to attacks and damage
First attack
2 Attacks per round total (each axe swings once)
2d4 damage (each axe)

GP: 61
SP: 15
CP: 5

The Hammertime Ghostbuster
A massive hammer with a thick beefy dark wooden handle with a massive metallic looking head and all sorts of alien looking scrawls and symbols covering every inch of it. This hammer is feather light and in fact does little to no damage to corporeal entities. The scrawls and symbols glow bright red and orange when a ghost is nearby.

Knocks any incorporeal entity (ghost) senseless for 1d4 rounds.
Laffy
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
GP:
SP:
CP:
Seeker
(2) Black capes with a flaming eye on the back
(1) 150’ Liana rope ¼” thick
(1) Vial of dark liquid (Pass without Trace)
(1) Silver dagger
(1) 3' x 5' fine silk tapestry showing a green field with two acorns above a sheaf of grain
(2) Elven Long Knives (1d6) Masterwork +1
(1) Ring: +2 ring of Protection
(1) Beltpouch
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)

Staff of Souls
This long wood staff, crafted from the hardened limb of a Bois D’arc tree, and has an ugly old man’s face carved at the upper end. The staff comes to life when wielded and grants them power over the dead. The staff has in innate intelligence of 18 and a rather nasty attitude with a mind of its own. In fact it talks a great deal, all the time, never shuts up, curses the wielder, curses pretty much anyone in sight. An attempt could, probably should, be made to silence the thing: A gag to the mouth, casting a silence spell on it, etc. The danger of using this staff is that it will give your position away, especially if the party is trying to be quiet.

The staff acts as life force reservoir. When the command phrase “anima mea” is invoked a crimson ray shoots forth from the staff’s mouth to the intended target and extracts and stores HP at the rate of 1d6 per round (a successful attack roll must be made).

Once enough life force has been extracted the staff can be used to reanimate dead creatures by invoking the phrase “anima mea.” A green ray of light shoots forth and animates the creature desired. Each animated creature requires 1 hp per round per HD (So a 1 HD creature would require 1 hp for 1 round; a 2HD creature would require 2 hp for 1 rounds of animation). The creature will obey any and all commands from the wielder. If the staff is released the animated creature immediately falls prone (back to its dead state).

Mimic Spike
This seemingly unremarkable common looking spike, typically gnarled and twisted, has been impregnated with a powerful ability. It is crafted from the branch of a Bloodwood tree, cut to 6” in length, hardened slowly in a smithy kiln, stripped of its outer bark, ribbed on one end, and sharpened to a fine point on the other, and wrapped in simple hide.

To activate the Stick of Command the wielder must stab himself, inflicting 1 hp of damage, and then impale their intended victim. As long as the stick remains embedded the wielder can control their physical actions, as a puppet. Once impaled the victim is paralyzed until the wielder invokes the command phrase: “si diis placet.” Once the command phrase has been issued the victim will act out every move the wielder makes, effectively mimicking the wielder until the stop command of “cessabis” is given. The victim remains paralyzed and can be turned off or on until the spike is removed or they have been reduced to zero hp through combat or other injury.

Jack-in-the-Jester
A small box with a picture of a jester in black and red and a hand crank on one side.
Cranking the lever produces a musical tune. After fifteen cranks the box pops open, a bright blinding light flashes, blinding everyone within a 15’ vicinity, and then closes back up.

Any ghosts within a 15’ radius circle above the box disappears into the Nether, or somewhere.

Can be used multiple times.

GP: 61
SP: 15
CP: 5
Xirtan
(1) Wand of …(simple wood)
GP: 50
SP:
CP:
Zee
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
(1) Bronze Pixie figurine (1” tall), Ignis Signum (Fire Beacon)
GP: 50
SP:
CP:

Kobold Warrior Armor
Helm, groin guard, pauldrons, arm braces. The pieces are made from a soft supple leather with a thin layer of some rudely crafted metal. (Total AC bonus +1 should you choose to wear them all)

'Fen Elfwand'
Ignis Signum (Fire Beacon) (Eenyis-Eeseen-yoom)
This 1” tall bronze figurine will light your way through darkness of any kind, including magical. She is immune to Darkness Spells and magically darkened areas. Upon command she will light and or perform rudimentary functions (see list of commands below). Some commands can be performed together as a string of commands. Her composition is 100% bronze which turns to a magically induced liquid state when she is summoned to perform. When asked to light up she produces a radiant white light that resembles daylight at varying intensities (see commands below). She may seem nearly indestructible, but she does have a limit (see stats below). She must be paired or partnered with a character before she can be commanded. The wizard or sorcerer who created her has these commands and rarely part with them. Each Ignis Signum has a different set of partnering commands.

Commands
Light – Lux (Lukes) (Globe of light, 15’ Radius)
Bright – Lucida (Loo-Cheeda) (Globe of light, 30’ Radius)
Blind – cæcus (Cy-Coosa) (Globe of light, 50’ Radis, blinds anyone within 20’ radius)
Stay – Manere (Ma-Nayrde) (Stays within 20’ of her partner)
Far – Procul (Pro-Coola) (Flies out to 50’)
Guard – praesidium (Pry-Zeedium) (Blind mode that directs a cone of light at foes)
Attack – Impetum (Eem-Pay-Tume) (Attacks one creature as directed)
Come – Venire (Ven-Earday) (Returns to her partner and hoovers above their head)
Sleep – Dormeo (Door-May-o) (Returns to her partner and goes to sleep)

Attack Description
The pixie is 1” tall so her ability to effectively attack is limited. She will shine in Blind mode while accosting the opponents face. She carries a little sword which she uses to stab her victims, causing a severe stinging sensation. She will also grab any loose pieces of skin like eyelids, lips, ears, and nose pulling as hard as she can at severe angles. If she can, she will get inside her opponents mouth and stab profusely until they spit out, if they are able. She will continue to accost her victim until recalled.
Zirus
(1) Small grey candle
(2) Waterskins (empty)
(2) Leather gourds, with a short 1” round opening, currently plugged. They feel empty, but show no external signs of ever having had water in them.
(1) Map of the area

(1) Spell book
Level 0: Cure Minor Wounds, Light, Read Magic, Resistance
Level 1: Cure Light Wounds, Inflict Light Wounds, Magic Stone, Summon Monster I
Level 2: Cure Moderate Wounds, Summon Monster II

(1) Spell scroll: Spirit Walk
Level: 3
Range: Touch
Duration: 1 Turn + 1d4 rounds per level
Area of Effect: Creature or object touched
Casting Time: 6 Segments
Reversible: Re-enter physical body
Saving Throw: N/A
Affected target is able to leave their body in spirit form and move around freely. The spirit can pass through all physical materials excluding magical or magically enhanced materials, and can take any form, visually, or remain nearly invisible (similar to the heat waves coming off of an object in the sun). Only magical weapons of +2 or better can physically damage an individual in spirit form. Characters must return to and re-enter their physical body prior to expiration of the spell or forever remain in spirit form.

(1) Small rectangular crystal roughly 1” x 2” x 3” in dimension (Given to Bartholomew)
(1) Leather Parchment with Concentric Circles on it (Given to Bartholomew)
(12) Small crystals roughly ½” x ½” x 1” in dimension (Given to Bartholomew)
(1) Small mechanical devise roughly 1” x 2” x 3” in dimension (Dropped by Zirus in Satan's Crack)
(1) 6” diameter mechanical dial/device (Dropped by Zirus in Satan's Crack)
(1) Leathery parchment with significant water damage (used to seal a window in the Hemetic Outpost)
(1) Ring: +3 Ring of Protection (from Ungerd)
(1) Small silver coin, 2” in diameter, with the head of a dragon in base relief on one side and a tail on the other. (Key to living quarters in Dragons Belch)
(3) Water tight scroll cases
(1) Water tight book case
(1) Plain silver ring
(1) Small wooden cup (like you might drink mead from) with a string, several inches long, protruding from the bottom and impregnated in the end of a whitish crystal roughly 1” in diameter and 2” long. (WalkieTalkie)

Sceptre of Spiteful Love
This heavy, thick, three foot long rod is made of silver alloys, has three thin snakes intertwined along its shaft, the head of snake at the crown sporting two sharp fangs, and a sharkskin leather grip is lashed to the base of the handle with softened gut twine. When used as a weapon, normal attack vs AC, it does 2d4 hp in damage. On the first successful hit the scepter absorbs the life-force (hp) of the victim and then uses that life-force to inflict secondary damage on the next attack. The life-force is stored in the septre, after the first attack, indefinitely, until a second, subsequent attack is made.

i.e. First attack does 4 hp. The sceptre stores the 4 hp as a charge. On the second attack 2d4=5+4 hp. The 4 hp from the first attack is added to the second attack.

In addition, the scepter may also be used to heal a character. After the initial attack has been made and the sceptre has been charged, simply place the head of the scepter on the forehead of the intended recipient and utter the command “Sana.” The stored hp will then be transferred to the recipient.


Wand of Wonders
This small, simple, wooden wand will grant the user 3 wonders per day. The wielder need only point and command. The wielder can describe or otherwise invoke their intended effects followed by the command word “praesta.” A wonder can be in the form of an object, animal, action, command, or pretty much anything the wielder can think of. Be careful when and how you use this device as it has a mind of its own. You never know what you’ll actually get. (DM determines the outcome)

GP: 57
SP: 15
CP: 5

Amulet of Shekinester
A pitch black Darkness falls across Zirus’ vision. He wakes moments later shivering on a cold stone floor in Madam Acenith’s little room with the blue and red candles flickering peacefully. Madam Acenith helps Zirus to his feet and says, “You have seen your past and you have seen your future, these visions will guide you on your journey. Come again when you have seen the world and I will reveal your destiny. Know that you have seen it already but do not yet comprehend its meaning.” She hands Zirus a necklace made of delicate green metallic links fastened to a small pendant. The pendant is a flattened orb shape with a green and yellow flecked parietal eye encased in a domed glass lens. As Zirus takes the gift and looks upon the eye, it moves about, scanning the room wide-eyed then narrows and searches Zirus’ face. “She will guide and watch over you. Heed her visage or suffer her wrath. Go now.” She guides Zirus to the outer room where Tobias is waiting.
The Amulet of Shekinester will grant you +15 to all checks against Human weakness as long as it is worn. Madam Acenith warned of other affects but did not specify exactly what they were.

If you fail a Human Flesh weakness check from this point forward while wearing the Amulet of Shekinester one of two things will happen:

Roll (4d6)
50% chance (1-12): Fall prone in seizure and pass out for 1d6 rounds
50% chance (13-24): Go into a rage/fit and begin chewing on one of your own appendages for 1d6 rounds. You will take your own bite damage each round.

Either way, once the affect has worn off you will be immune to that Human.

Pills of Devouring: Chewers Delight
Mouth increases in size by 4 times
8 pills total
Duration: 1d4 Turns
Damage: 3d6 hp per bite
NPC’s

Bartholomew Bumblewoodtooth Grumblefoot III (Gnome Extraordinaire!)
(1) Leather Parchment with Concentric Circles on it
(1) Small Rectangular Crystal 1” x 2” x 3”
(12) Smaller Crystals ½” x ½” x 1”
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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Antman9
Ranger Lord
Ranger Lord
Posts: 2367
Joined: Wed Nov 06, 2013 3:22 am

Re: Spoils of War!

#2 Post by Antman9 »

XP

PC’s
Caiden: 2,150 - Level 2
Kel: 1,125 - Level 1
Lyaera: 1,350 - Level 1
Rakjak: 1,475 - Level 1

NPC’s
Zirus - Lizardman: 2,575 - Level 2
Tobias - Grimalkin: 3,675 - Level 4

Creature XP Awards
  • (Creature's Level/Character's Level) * HD of XP
  • 50-200 XP per Encounter for exceptional roleplaying
  • 200 XP/HD
XP Table
LevelXP
1900
21,800
32,700
43,600
54,500
65,400
76,300
87,200
98,100
109,000
119,900
1210,800
1311,700
1412,600
1513,500
1614,400
1715,300
1816,200
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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