
Hierophantasm |

This thread is a response to the Achievement Feats proposed as an option in the Legacy of Fire Player's Guide. What follows is an alternate proposal for implementing "achivements" into a 3.5 OGL campaign setting; in this case, I am using the Achievement Points and following Hero's Paths in a campaign set in the Darkmoon Vale locale (detailed in length in numerous GameMastery and Pathfinder Modules, as well as Pathfinder Chronicles: Guide to Darkmoon Vale.) Individual Hero's Paths have been condensed into spoiler tabs for ease of navigation.
Adventure Achievements and Hero’s Paths
As the players progress through the Darkmoon Vale adventures, they can accomplish goals, some necessary and some optional, to gain “achievements”, marking their efforts. These achievements can then be invested into special “Hero’s Paths”, giving their characters access to increasingly potent abilities.
How these work is that when the heroes gain achievement points, varying depending on the significance, difficulty, and uniqueness of specific situations in an adventure, they can begin to invest them into a Hero’s Path. Although there are no limit as to how many Hero’s Paths to pick from or invest into, investing all achievements into one Hero’s Path may be preferred for accessing its more powerful abilities, though splitting the points between multiple ones allows for access to more—albeit weaker—abilities.
Investing achievement points is a free action that can be done at any time, such as in an act of desperation. A PC can begin investing points as soon as they are acquired, but cannot disinvest the points until an opportunity to retrain arises (generally after a week of downtime). The cost for higher-tier abilities along the Hero’s Path increases significantly for each tier. Thus, a character who wishes to save his points until that path’s next tier ability is available is going to wait a lot longer than a character who invests into many first-tier abilities frequently; however, since a character who invests into other tiers must wait until retraining to disinvest those points, the one who waits may gain an advantage when access to the next tier is available, as he can readily invest his saved points on the spot.
Adventure Achievements are designed to be similar to the achievement/gamerscore system introduced with the Xbox 360 video game system, representing the gamer’s skill and dedication. Likewise, not all achievements will be easily earned; in fact, while some are rewarded for plot points and progress, as some are dependant on small percentages of chance on the part of the heroes, some may not be achieved at all. Nevertheless, the ones that arise from extraordinary effort or luck can be equated to “bonus points” in this respect.
The following are the known adventures for the Darkmoon Vale campaign:
Hollow’s Last Hope: 500pts
Crown of the Kobold King: 1000pts
Carnival of Tears: 1000pts
Revenge of the Kobold King: 500pts
Hungry Are the Dead: 1000pts
While some achievements may be made known to the players, many—for anti-spoiler purposes—remain secret. The average amount of achievements that any player should expect to earn is roughly half of the possible amount for an adventure.
Hero’s Paths
The following are a list of the eight Hero’s Paths available from the start in the Darkmoon Vale campaign:
Costs to invest in achievement points:
Tier 1—150 points
Tier 2—450 points
Tier 3—1100 points
Tier 4—2500 points
Tier 1—Double Jump
After having made a successful Jump check to move at least 10 feet, you can make another jump check to move an additional distance, as long as you have movement remaining, in a direction of your choosing. Treat this jump check as though you did not have a running start, though it still qualifies as a leap for purposes of feats, such as Leap Attack. Spellcasters can sacrifice a spell to gain a bonus on their Jump checks equal to +4 per spell level sacrificed as a free action.
Tier 2—Wind Blade
Once per encounter, you can make a basic melee attack with a range of 20 feet, with an additional +1 to hit and +1d4 damage. This attack can be part of a full attack action, but cannot be used with maneuvers. Normal penalties for making a ranged attack into melee apply. Alternately, you can use this to add the slashing subtype to any spell or ranged attack requiring an attack roll to hit, increasing its range by 10ft, granting an additional +1 to hit, and dealing an additional 1d4 damage.
Tier 3—Squall Strike
Once per encounter, you take flight, and deliver a deadly flyby strike, dealing +4d4 damage. You move up to your speed, and can attack your target at any point during the movement. If you engage your opponent in melee and move out of his threatened area during Squall Strike, he cannot make an attack of opportunity against you. If you possess the feat Spring Attack or Flyby Attack, your attack has a +4 to hit. If you have a fly speed, you instead deal d6s for the extra damage instead of d4s.
Tier 4—Hurricane
You are constantly surrounded by faint winds, making physical ranged attacks made against you suffer a 20% miss chance. Furthermore, once per day as a full-round supernatural action, you can let loose a terrifying burst of wind, buffeting enemies, and thrashing them with high-velocity bits of debris. Allies can take an immediate action to abate the effects upon themselves to move up to their speed toward—or, if more beneficial, away from—you, as you conjure a 50ft radius burst with up to a 5ft radius “eye” in the center, which is not affected by Hurricane. Hurricane creates hurricane force winds in the area of effect (See DMG p.95), and deals 8d6 total slashing, piercing, and bludgeoning damage to all within the area of effect (Reflex DC 10+ 2x tier level + ½ character level half). If you possess the feat Whirlwind Attack, the DC increases by 4.
Tier 1—Water Tank
You do not suffer an armor check penalty for armor while making Swim checks. You gain a +1 bonus on hit and damage rolls with piercing melee weapons. If you possess Weapon Focus in a piercing weapon, your weapon now does an additional +1 damage.
Tier 2—Wave Beam
As a standard action, once per day, you thrust a line of watery force, buffeting enemies with bludgeoning power. The line can be 10ft wide by 20ft long, or 5ft wide by 30ft long, dealing 2d8+Wisdom modifier in damage. You can make a basic melee attack as part of this attack against a target within the area of effect of the wave beam. Anyone in the area of effect also is pushed back one square. If you wield a piercing weapon, the extra damage is in d10s instead of d8s. Additionally, the bonus from Water Tank to hit and damage with piercing melee weapons increases by another +1. Alternately, a spellcaster can “tack on” this attack onto a spell that has a line as an area of effect, dealing the extra damage along with the damage of the spell. A Reflex save (DC 10 + 2x Tier level +1/2 character level) reduces the damage by half, and negates the push.
Tier 3—Impenetrable (Stance)
As a move action, you can generate a shelled carapace (a stance), which protects you from damage, and reduces damage taken, though potentially slowing your movement. This provides an additional +4 armor bonus, and grants you DR 5/piercing. However, while in this stance, you are considered to possess a heavy load, and the armor imposes a 10% arcane spell failure chance. If you have the Combat Casting feat, you ignore the spell failure chance, and gain a +10 bonus on Concentration checks made to resist losing a spell if disrupted while casting. This stance is taxing however, and can only be used for a number of rounds equal to your Constitution modifier +1 (minimum one round) per day.
Tier 4—Rolling Thunder
As a full-round action, while in the Impenetrable stance, you trample opponents whose squares you move through of your size or smaller, dealing 2d6+Strength modifier in damage. An opponent can make a Reflex save (DC 10 + tier level +1/2 character level) for half damage. These opponents can make attacks of opportunity against you, but at a -4 penalty, but forfeit their Reflex saves to reduce the damage. You can attack a larger creature with Rolling Thunder, but it does not have a penalty on its attacks of opportunity, and it gains a +4 bonus on its Reflex saves. Unlike regular trample attacks, you can repeatedly reenter an opponent’s square after leaving it, to deliver multiple Rolling Thunder attacks, though each attempt allows either a reflex save or an attack of opportunity, if applicable. If you possess the Mobility feat, your Rolling Thunder DC increases by 4. If you wield a piercing melee weapon, you can make a basic melee attack with your weapon as a part of Rolling Thunder.
Tier 1—Dark Hand
Your off-hand manifests a blade of darkness, equivalent to a short sword (1d6 dmg per tier). Although you do not gain any bonus to damage from Strength, you can attack with it as a swift action, and it ignores miss chances provided by concealment due to darkness, and reduces the miss chance for total concealment due to darkness to 20%. If you already wield an off-hand weapon, it is now instead sheathed in darkness, dealing +1d4 dmg per level of Shadowsword tier invested into. If you possess the Two-Weapon Fighting Feat, you do not incur a penalty to hit with Dark Hand from wielding it in your off hand.
Tier 2—Lance of Night
Once per encounter, if you are charged at by an opponent, you can use an immediate action to retaliate with a lance of darkness which bursts up at them from the earth. This attack uses your character level as its attack bonus, and deals 1d8+2 damage per tier of Shadowsword invested into; this attack also has a range of 20 ft, and does x3 damage on a critical hit. This attack also halts the charge and ends his movement, unless your opponent makes a Fortitude save (DC = 10 + 2x tier level + ½ character level). Your Dark Hand and Lance of Night abilities ignore the first 2 points of damage reduction.
Tier 3—Shadow of Death
An opponent struck by your dark hand or lance of night must make a Fortitude save (DC = 10 + 2x tier level + ½ character level) or lose any temporary hit points; if it possesses no temporary hit points, it’s threshold for massive damage decreases by 5, and the save DC required to make a save vs. massive damage increases by 1. These effects stack. Also, Dark Hand and Lance of Night increase in damage by +2 and ignore another 1 point from damage reduction.
Tier 4—Black Mirror
Once per day, you manifest a shadowy duplicate (a construct) of you as a free action, when adjacent you are to an enemy. That duplicate flanks the enemy, and mimics your actions entirely, effectively twinning your actions, for the rest of your turn. This duplicate cannot be disrupted or halted in its actions, as it is nothing more than shadowy substance. Finally, you can make one additional attack with Dark Hand as a free action once per round.
Tier 1—Ready for Action
If you have a weapon drawn which you are proficient with, you gain a +2 bonus on initiative checks. If you have Quick Draw, and do not have a weapon drawn, you still gain the +2 bonus to initiative.
Tier 2—Tip the Scales
Once per encounter, as a swift action, you can make a Spot check to discern some weakness in your foe’s defense (Spot DC = enemy’s AC). If successful, you gain a +4 bonus to strike your foe and confirm critical hits until the end of your turn. If you possess some type of precision-based damage (sneak attack, skirmish, sudden strike), it deals d8s in damage instead of d6s when using this ability when applicable.
Tier 3—Underestimated
If you kill an opponent in combat, your level is considered to be one less for purposes of gaining experience at the end of the encounter.
Tier 4—Reaper
When you kill an opponent, you gain temporary hit points equal to the difference in damage dealt and its remaining hit points, for the remainder of the encounter, up to a maximum of the creature’s hit dice x2. If you cast a spell as the finishing strike, you can make a DC 20 Concentration check to retain the finishing spell cast, though you only gain half as many temporary hit points, instead.
Tier 1—First to Fight
You gain a +1 bonus on Spot, Listen, and Sense Motive checks; also, you gain a +1 bonus to your critical threat range for the first round of combat. If you also have Improved Initiative, you gain a +2 bonus to confirm critical threats in the first round of combat.
Tier 2—Wrath
Once per encounter, as a free action made on your turn, if you are bloodied (reduced to 50% or less hit points), you gain a bonus to speed of 10ft, can make one extra basic melee attack as a swift action, and gain an additional +1 bonus for each point of base attack bonus used on damage rolls made when using the Power Attack feat. This ability lasts for a number of rounds equal to your Constitution modifier (minimum 1). If you are raging, you can make a basic melee attack as an attack of opportunity when struck in combat while in Wrath. Alternately, if you are a spellcaster, you can channel this wrath into your next spell, empowering that spell without increasing its spell level, but requiring a full-round action to cast. In this way, you can do this a number of times per day equal to your Tier level in Desperado.
Tier 3—Deadly Rave
Once per encounter, you rush your opponent in a reckless charge super combo. As you are about to connect, roll 5d20, then divide by 20, rounding down; you can make this many additional specific attacks as listed below, each following bonus attack with a cumulative -2 penalty to hit, taken from your highest to hit bonus. Make any normal attacks from your charge attack first, then resolve the bonus attacks of the Deadly Rave. Bonus attacks from the Deadly Rave deal the following damage:
1st Atk—Jab: 1d4+Str dmg
2nd Atk—Uppercut: 1d10+Str dmg
3rd Atk—Air Suplex: 2d8+Str dmg
4th Atk—Hadouken: 1d20+Str+Con dmg
5th Atk—Raging Demon: Instant Death (no save)
All attacks must be made on the same enemy you charged.
Alternately, if you are a spellcaster, once per day, you can channel this deadly energy in to your damaging spells as a full-round action against one target. Roll 5d20 and divide by 20, rounding down. Your spell gains the following characteristics for each value:
1—Magna: Your spell buffets your foe with the force of your rage, dealing an additional 1d4 bludgeoning damage per spell level.
2—Magnus: The intense fury of your spell knocks your foe back by one square per spell level.
3—Magdyne: Raw power shocks your enemy’s system; your foe must make a Fortitude save or be knocked prone (DC 10 + tier level + spell level).
4—Magnum Rex: As the fullness of your wrath washes over your foe, he becomes increasingly vulnerable to your power, and your spell’s damage becomes maximized.
5—Armageddon: All Hell breaks loose, as a cosmic tear swallows your foe, instantly destroying him.
Tier 4—Way of the Warrior
Simple movements and fighting techniques are now effortless for you. You gain +5ft to your speed, and can make an additional 5-foot step per turn, even when it isn’t your turn, as an immediate action. Likewise, once per turn, as an immediate action, you can parry a blow that would hit you. Roll 1d20 + tier level + ½ character level + Wisdom modifier against the attack roll that would hit you; if you match or exceed that number, you parry the blow. If you possess Combat Reflexes, you can instead take a 5-foot step instead of an attack of opportunity, and can parry a number of blows equal to half the number of attacks of opportunity Combat Reflexes would grant you, and the action to parry the blow is now a free action.
Tier 1—Lion’s Pride
When engaging a foe in a Duel of Wills (Tome of Battle), you gain a +5 bonus on Intimidate checks if they participate; if mounted on a warhorse, the benefits increase to +10. If you remain mounted during combat, and possess the Mounted Combat feat, the bonuses and penalties provided by the Duel of Wills are doubled.
Tier 2—Herald of Victory
To take advantage of this ability, you must bear a banner of your party, worth at least 25gp, in your off-hand. This banner may be affixed to a spear or lance, though after that weapon has dealt 25 or more hp in damage, the banner is soiled and useless, and must be replaced. As long as this standard is borne in battle, your allies gain the benefits of a heroism spell (+2 morale bonus on attack rolls, saves, and skill checks), as long as they have line of sight to you. These benefits do not apply outside of an encounter. If you possess the paladin’s aura of courage ability, that aura extends to line of sight as long as you bear the standard. (Remember, the paladin’s aura of courage provides a morale bonus that does not stack with Herald of Victory.) Enchantment spells you cast are at +1 caster level, and enchantment spell DCs increase by 1. You also gain an additional +5 bonus on Intimidate checks made for a Duel of Wills. The benefits of beating a participating opponent double; if you possess Mounted Combat and remain mounted in combat, they are instead tripled, and an opponent cannot ignore you.
Tier 3—Righteousness
Once per encounter, as a standard action, while bearing your standard, you can let loose a war cry that fills your enemies with shame and terror, or the unholy with your righteousness. Make a Charisma check + tier level + ½ character level, and refer to the follow chart for its effects:
0-9: Your enemies are shaken for one round
10-14: Above, and your enemies’ shame prevents them from targeting you effectively, granting you and your allies concealment, and you and your allies gain a +1 bonus to hit for one round.
15-19: Above, and your enemies’ shame forces them to turn from you, granting you and your allies total concealment, and you and your allies gain an additional +1 bonus to hit for one round.
20-24: Above, and during this round, you and your allies automatically confirm any critical threats against evil foes.
25+: Above, and you and your allies deal an additional 1d6 holy damage against evil foes with each attack and overcome DR/evil automatically for the remainder of the encounter.
If you possess the feat Leadership, you gain a +4 bonus to this Charisma check. If you can turn undead, you can sacrifice a turn attempt to affect undead with this ability, even though undead would normally be immune to many of these effects. Also, you gain an additional +5 bonus on Intimidate checks made during a Duel of Wills; the benefits and penalties of defeating a participating opponent or a submitting opponent are now tripled; these benefits are quadrupled if you remain mounted in combat and possess the Mounted Combat feat.
Tier 4—Crusader
As long as your standard is borne in battle, you and your allies gain the benefits of a delayed damage pool. You and your allies do not immediately accrue damage until the end of each affected character’s next turn. In the mean time, for each five points of damage, you and your allies receive a +1 bonus to hit and damage until that damage is taken, up to a maximum of your tier level in Lionheart x 5hp, i.e. 20 hit points at tier 4. Alternately, a spellcaster can instantly take the damage in the pool to increase the caster level of a spell on his turn, even breaking the damage cap as a result, a number of levels equal to the damage in the pool, divided by 5. This ability has no effect outside of combat.
Tier 1—Voice of Reason
Your words speak into the souls of others, regardless of language barriers. Once per encounter, as a full-round action, convey to your enemies the futility of their assaults. Although some enemies will not be reasoned with, some will. Make a Diplomacy check to influence their actions if they appear to be reasonable, and you can potentially alter their attitude toward you. Those who will not listen to reason are still affected by it, taking a -2 penalty on attack rolls against you, and you gain a +2 bonus on saves against abilities they use against you, for as long as you do not attack them. If you do happen to speak the creature’s native language, your Diplomacy check is made with a +4 bonus, and the penalty on attack rolls becomes -3 and your bonus to saves is +3. If you possess the feat Nimbus of Light (Book of Exalted Deeds), you can make this check as a standard action.
Tier 2—Hand of Mercy
When you deal nonlethal damage to your opponent, your opponent must make a Will save (DC 10 + 2x tier level +1/2 character level) or lose his resolve. He is treated as shaken for the remainder of the encounter. If you possess either of the feats—Subduing Strike or Nonlethal Substitution (Book of Exalted Deeds)—the penalties imposed for being shaken are doubled.
Tier 3—Ordained by Blood
Once per day, as a full-round action, you can activate a powerful, yet somewhat costly, ability. First, you must expend a vial of holy water, and second, you must take Constitution damage. Once activated, a rain of holy blood pours down onto the battlefield, regardless of whether or not you are exposed to the elements, in a 40-foot radius, centered on you, for three rounds. During this time, your allies recover a number of hit points equal to 1d4 per point of Constitution sacrificed per round, and enemies take 1d4 damage per point of Constitution sacrificed per round; undead and evil outsiders take 1d6 points, instead. A Reflex save (DC 10 + tier level + ½ character level) can be made for half damage. You can sacrifice a number of Constitution points equal to your character level. This Constitution damage persistently bleeds for one hour, not inflicting any additional damage, but preventing the Constitution damage from being healed for that hour. If you possess the feat Stigmata, you also heal your allies for an additional 1 point of damage per level they possess for each 2 points of Constitution damage you take, round down; also, each ally can make a new save against any disease affecting them with a sacred bonus equal to the amount of Constitution damage you took. For purposes of Voice of Reason, this does not constitute an attack.
Tier 4—Ascendance
Barriers and obstacles cannot keep you from your goal, nor can compulsions. You are perpetually under the effects of a protection from evil spell, and can act as though under a freedom of movement spell for a number of rounds equal to your tier level as a free action, per day. You can also use one of the following spell-like abilities, once per day: water walk, levitate, zone of truth, calm emotions, create food and water, remove disease, passwall
Tier 1—Chariot of Fire
Flames lick your feet and that of your mounts, spurring you onward in your journeys without tiring you; furthermore, your spared energy from an easy sojourn give you an advantage in encounters. Overland travel for you and your allies is made at double speed. If you encounter a wandering monster, you can make a Survival check (DC 15 + monster’s CR) to surprise the monster. If you have the feat Track, you gain a +4 bonus on this check.
Tier 2—Fire Scion
All things of fire and light are enhanced in your hands. Fire or light spells and effects, as well as weapons with fire or light damage, deal their damage in the next larger damage die. Furthermore, you can enhance your melee or ranged attacks with fire damage, dealing an additional 1d4 fire damage per attack. (This damage—nor other fire damage provided by the Apollo Hero’s Path—is not enhanced by the Fire Scions ability.) Finally, light sources you wield or produce from spells increase their area of effect by 50%.
Tier 3—Fire Dance
Once per day, as a full-round action, fire wreathes your hands and feet, as you dance with the flames. You must be able to move at least 10 feet to use this ability, and can move up to your speed as a part of this ability. You can Tumble past or through enemy squares as part of this move, but must make the appropriate Tumble checks to do so. Make a Perform (dance) check, and consult the following for its effects:
0-9: The flames grant you a +2 AC bonus until the end of your next turn.
10-14: Above, and you can make a melee attack at the end of your dance, dealing an additional 1d6 fire damage. The AC bonus increases to +4. If you possess Improved Feint, you can make a feint action as a free action prior to striking with this attack.
15-19: Above, though your melee attack at the end of your dance has an additional +2 to hit, and deals another 1d6 fire damage. Flames trail behind you, dealing 1d4 fire damage to enemies you pass by. If you Tumble through an enemy square, he instead takes 2d4 damage.
20-24: Above, and you can make a ranged touch attack during your movement, dealing 3d6 fire damage. You can instead cast scorching ray—if prepared—at this point, gaining the larger damage die from Fire Scion. If you possess Shot on the Run, you can instead make two ranged touch attacks, each dealing 3d6 fire damage.
25+: You can instead use Nova Cyther—if able—at the end of the dance, instead of a melee attack, adding an additional +2d6 fire damage that cannot be resisted to the damage of Nova Cyther.
Tier 4—Nova Cyther
Once per day, you manifest the form of Apollo to teleport you behind your target. Your target is denied his Dexterity bonus to his AC, unless the opponent possesses four or more levels in a class which provides improved uncanny dodge more than the character’s total class levels. As you teleport, you grab your opponent with a touch attack (this does not provoke an attack of opportunity), with a bonus to your attack roll of two times your tier level (i.e. +8). If successful, you pour heavy nuclear damage into your opponent, devastating him. Your opponent takes 8d6 fire damage that cannot be resisted by normal fire resistance. Creatures immune to fire still take half damage. A Fortitude save (DC 10 + 2x tier level + ½ character level) reduces the damage by half. If you possess the Improved Grapple feat, you can instead engage your opponent in a grapple with this ability, adding +2 to the save DC, and dealing d8s for Nova Cyther’s damage, instead of d6s.
These Hero's Paths are untested, and are intended to be significant in their power at the 3rd and 4th tiers, representing the devotion of the character in his path of a hero, and encouraging its usage in the player's game plan.
I would love any input anyone would like to offer regarding these abilities, which would greatly benefit the campaign I have recently begun, and would love to hear how these might play out in other gamers' campaigns.

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sweet, thanks I'm gonna be checking this system out, but it sounds great!
So far from reading these it seems a mix of Wuxia and Exalted...very interesting.
If I were to implement a system like this it would probably be a bit grittier, unless I was playing that style game.
since the tiers start at 150 points and continue to 2500 points, you could actually make book-keeping easier and make it 15 points to 250 points...
These hero rewards seems like the Earthdawn adept system a little bit...the characters, no matter how mundane the class is, have magical abilities.
Great conceptual system, now you said it's untested, so you haven't run it for your group yet?
I would change it a lot for my group, since I don't expect a fighter to have Wu Xia abilities...I would convert the system to be a littel more European, or Steampunk

Hierophantasm |

since the tiers start at 150 points and continue to 2500 points, you could actually make book-keeping easier and make it 15 points to 250 points...
Since the average "Achievement" is worth from 5 to 20 points, it actually breaks down easier on a 500pt or 1000pt per adventure set. Listed below is the achievement list for "Hollow's Last Hope". Needless to say, it is FULL of spoilers, so don't look if you intend on playing in this adventure:
Hollow’s Last Hope
Hungry Like the Wolf 5G
Defeated the Werewolf
Wolfsbane 10G
Performed a Critical Finish on the Werewolf
A Silvered End 10G
Delivered a Killing Blow to the Werewolf
Full Moon Savior 5G
No more than one soldier fell to the werewolf
Workin’ For a Livin’ 5G
Made a Profession or Craft check during Off-Time
Bookworm 5G
Made a successful Research check during Off-Time
On The Road Again 5G
Undertook a quest during Off-Time
They Call Me the Hunter 5G
Successfully hunted during Off-Time
New Places, New Faces 5G
Made friends with someone new
Doesn’t Play Well With Others 5G
Antagonized an NPC deliberately
Mr. Nice Guy 10G
Made friends with four new people during Off-Time
Public Enemy 10G
Antagonized four different people
BFF/A New Romance 10G
Rose your friendship tier to the maximum, Level 4
Arch Enemy 10G
Antagonized someone to the maximum, Level 4…watch your back!
Type A Personality 10G
Worked during all four weeks of Off-Time
Burning the Midnight Oil 10G
Researched during all four weeks of Off-Time
Wanderlust 10G
Undertook a quest during at least three of the four weeks of Off-Time
Gamemaster 10G
Successfully hunted during all four weeks of Off-Time
The Plague! 5G
Discovered the nature of the sickness pervading Falcon’s Hollow
Find a Cure 5G
Undertook the quest to find a cure
Hard Bargain 5G
Talked Laurel up to giving you each 45gp for your efforts
A Slime Approaches 5G
Encountered your first wandering monster
X Marks the Spot 5G
Acquired a map for the Darkmoon Woods from Milon Rhoddam
Mapping the Vale 5G
Made your own map of Darkmoon Woods
Mercy Killing 5G
Put the Firefoot Fennec out of its misery
Nursed Back to Health 5G
Began the process of nursing the Firefoot Fennec back to health
Hunted the Hunter 5G
Pursued Grung Knifetongue for three or more rounds before finishing him
Gathered Elderwood Moss 5G
Found the first ingredient of the medicine
Birth of a Dragon Slayer 10G
Peformed a Killing Blow on the Tatzlwyrm
Whupped the Dragon Whelp 10G
Performed a Critical Finish on the Tatzlwyrm
TPK, No More 5G
Defeated the Tatzlwyrm(s)
Tatzlwyrm—Rank S 20G
Met all three goals for the test of valor
Tatzlwyrm—Rank A 15G
Met at least two of the three goals for the test of valor
Tatzlwyrm—Rank B 10G
Met at least one goal in the test of valor
Tatzlwyrm—Test of Valor 10G
Defeated the Tatzlwyrms in the test of valor
Gathered Rat’s Tail 5G
Recovered the second ingredient for the medicine
Cooked the Kettle 5G
Defeated Ulizmila’s Cauldron
Ulizmila’s Cauldron—Rank S 20G
Met all three goals in the test of valor
Ulizmila’s Cauldron—Rank A 15G
Met at least two of the three goals in the test of valor
Ulizmila’s Cauldron—Rank B 10G
Met at least one goal in the test of valor
Ulizmila’s Cauldron—Test of Valor 10G
Defeated Ulizmila’s Red Hot Cauldron in the test of valor
An Enthusiastic Amateur Trapsmith 5G
Tripped or disabled at least three of Gurtlekep’s “traps”
Gathered Ironbloom Mushrooms 5G
Recovered the final ingredient for the medicine
Graypelt’s Final Howl 10G
Delivered a Killing Blow to Graypelt
Eyes Like Fire 10G
Performed a Critical Finish on Graypelt
End of a Lupine Tyrant 5G
Defeated Graypelt
Graypelt—Rank S 20G
Met all three goals in a the test of valor
Graypelt—Rank A 15G
Met at least two of the three goals in the test of valor
Graypelt—Rank B 10G
Met at least one of the goals in the test of valor
Graypelt—Test of Valor 10G
Defeated Graypelt and his Wolf Pack
Madam Curie Award 5G
Returned the ingredients for the cure to Laurel, and facilitated the production of
the medicine.
Time Lost Equals Lives Lost 10G
Returned to Falcon’s Hollow after no more than four days have passed
To The Max 10G
Dealt maximum damage or achieved maximum duration for an attack or spell
with a variable three times.
Bloodletter 10G
Dealt 80 or more hit points in actual damage.
Critical Acclaim 10G
Confirmed three critical hits
Andele, Andele, Arriba! 10G
Rolled a natural 20 on an initiative roll
Saved! 10G
Rolled a natural 20 on a save
Scaredy-Cat 10G
Retained improved cover for five or more rounds in combat
Total Points: 500G Story-Awarded Points: 50G Total Achievements: 58
Although many terms, such as Critical Finish, Killing Blow, and Test of Valor are used on the list, these are criteria I use in my own campaign, and I can go into length on what they are, if interested. The "G" is a term used on the Xbox 360 to measure "gamerscore"; I carried the symbol over when achievements are earned to measure how many points are acquired.