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Advancement

You gain Experience Points (XP) for overcoming challenges and gathering wealth.

For each silver penny you extract from the wilds, you gain 1 XP. Monsters give 100 XP per hit die, whether defeated, avoided, or captured. All XP earned is split evenly among the party.

When you advance a level, roll your new Health Dice. If the amount rolled is greater than your current maximum health, increase it to the new total. Otherwise, increase it by one. You do not add half your Brawn score to this new roll; this bonus is only granted at the first level.

Adventurer Level XP Health Die Recovery Die Melee Damage
1 0 1d6 1d3 +0
2 2,500 2d6 1d3 +0
3 5,000 2d6+1 1d3+1 +0
4 10,000 3d6 1d3+1 +1
5 20,000 3d6+1 1d3+2 +1
6 35,000 4d6 1d6 +1
7 50,000 5d6 1d6 +2
8 75,000 6d6 1d6+1 +2
9 100,000 7d6 1d6+1 +3
10 200,000 8d6 1d6+2 +4

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