This document outlines the criteria for earning advancement points in the three pillars of play: Exploration & Discovery, Combat, and Social Interaction. The criteria are organized by tiers of play, covering Tier 1 (Levels 1-4), Tier 2 (Levels 5-10), and Tier 3 (Levels 11-16). Criteria for Tier 4 (Levels 17-20) will be added in the future, as needed. Points are awarded to the group based on accomplishments during each session.
Points Required for Leveling Up
To advance to the next level, characters must earn a certain number of points in each of the three pillars. The required points increase by tier:
- Tier 1 (Levels 1-4): 2 points in each pillar (Exploration & Discovery, Combat, and Social Interaction) per level.
- Tier 2 (Levels 5-10): 4 points in each pillar per level.
- Tier 3 (Levels 11-16): 6 points in each pillar per level.
- Tier 4 (Levels 17-20): 6 points in each pillar per level.
Time Tracking
- Session Timeframe: Each session accounts for however many in-game days the session lasts, plus an additional 5 days for a long rest at the end. For example, if a session covers 6 in-game days, it will account for 11 total days (6 days plus 5 days for rest).
- Base Unit for Advancement: A session is the base unit of time for tracking advancement. For example:
- If one session covers 6 days in-game and another covers 12 days in-game, a character who misses both sessions can only earn two advancement points, reflecting the two sessions missed.
Criteria for Advancement Points
The following sections list the criteria for earning advancement points in each pillar of play, based on a character’s current tier.
Exploration & Discovery Pillar
Delve into the unknown as you uncover secrets, chart new territories, and navigate the perils of the wilderness. Exploration rewards curiosity, ingenuity, and the willingness to take risks in pursuit of discovery.
Tier 1 (Levels 1-4)
- Did the party uncover anything new about the world—hex, landmark, or path?
Tier 2 (Levels 5-10)
- Discover a new hex or landmark
- Explore a small dungeon or site (~5 rooms)
- Uncover a minor revelation—a hidden trail, small cache, or lesser ruin of interest
- Solve a simple environmental puzzle—river crossing, blocked path, unusual terrain
- Establish a new haven—select and clear a site, then begin building infrastructure for long-term use
Tier 3 (Levels 11–16)
- Fully map a region—typically 8–12 hexes
- Discover a major site—ruins, First Civ artifact, hidden valley
- Explore a multi-level dungeon or large structure
- Uncover a major revelation—a significant secret, powerful artifact, or forgotten knowledge that changes the group’s understanding of the region or its history
Combat Pillar
Test your mettle in thrilling encounters where strategy and teamwork are key. Whether battling fearsome beasts or cunning foes, combat challenges players to think tactically and work together to survive and triumph.
Tier 1 (Levels 1-4)
- Did the party face any real danger—fight, trap, hazard?
Tier 2 (Levels 5-10)
- Engage and escape a deadly encounter—survive a fight clearly above the party’s weight, whether by retreating, outlasting, or otherwise extricating yourselves
- Defeat a worthy foe—take down a boss-like creature or dangerous group that’s an even match for the party
- Resolve combat creatively—use ambushes, terrain, or clever spell or tactic combos to swing the outcome
- Overcome a non-combat hazard—neutralize traps, environmental threats, or other dangers without direct fighting
Tier 3 (Levels 11–16)
- Defeat a boss-level enemy or faction leader—typically 4–5 CR per PC level
- Win a large-scale battle—engagements involving factions or armies
- Resolve combat without casualties
- Execute advanced tactics—siege warfare, factional support, powerful spells
Social Interaction Pillar
Forge alliances, unearth hidden motives, and influence the world through conversation and charisma. Social interaction rewards creativity and roleplaying as you engage with NPCs and negotiate your way through complex situations.
Tier 1 (Levels 1-4)
- Did the party engage at all with NPCs—conversation, negotiation, roleplay?
Tier 2 (Levels 5-10)
- Gain favor with an NPC or minor faction
- Resolve a minor conflict or negotiation
- Establish a useful connection or ally
- Gather critical information
- Negotiate haven status at an existing settlement—win recognition and access by meeting the faction’s cultural or political requirements
Tier 3 (Levels 11–16)
- Broker a significant alliance or truce between factions
- Resolve a major conflict that alters regional power
- Influence a powerful NPC or faction leader
- Achieve a diplomatic breakthrough—trade routes, resources, or faction stronghold
- Domain Play
- Expand a haven into a fortified settlement—upgrade defenses, establish permanent housing, and secure long-term recognition
- Establish a stronghold—castle, tower, convent, guildhall, etc.
- Attract settlers, followers, or students
- Found or take control of a town, fortress, or order
- Gain recognition for your domain from other powers
Downtime Activities
Characters who are absent for a session are assumed to be engaged in “downtime activities,” which allows them to advance without participating in adventures. Downtime advancement is much slower than advancement through adventuring, however. Players who miss sessions may choose a downtime activity that fits their character. Absent players automatically gain one point in a pillar of their choice for each missed session, reflecting assumed downtime efforts. For players who do not choose a specific downtime, their character will be assumed to be engaged in activities related to their focus. For example, a bard will be assumed to be engaged in social activities, while a fighter will be assumed to be engaged in combat training.
Exploration & Discovery Pillar
- Map Research: Spend time studying maps, journals, or rumors to uncover clues about unexplored hexes or landmarks.
- Benefit: Gain an exploration point or advantage on exploration-related checks in the next session.
- Scouting: Hire or perform reconnaissance missions in nearby hexes.
- Benefit: Provide the group with detailed notes on terrain, hazards, or potential discoveries in a specific hex.
- Cartography: Create detailed maps of known areas, sharing them with others.
- Benefit: Mark trails or shortcuts to improve travel efficiency (e.g., reduce travel time or exhaustion risk).
Combat Pillar
- Training: Spend time honing your combat skills with sparring partners or instructors.
- Benefit: Gain a combat point or a temporary combat bonus (e.g., +1 to attack rolls for the next session).
- Crafting: Create weapons, armor, or other gear to aid in combat.
- Benefit: Craft an item or consumable (e.g., potions, arrows) for personal or group use.
- Monster Research: Study known creatures or hazards in the area.
- Benefit: Gain advantage on combat checks or tactics against specific types of foes.
Social Interaction Pillar
- Faction Networking: Spend time building relationships with local factions or influential NPCs.
- Benefit: Gain a social point or increase faction favor, opening new quests or resources.
- Negotiation Practice: Refine your persuasion, deception, or insight skills with local traders or diplomats.
- Benefit: Gain inspiration or advantage on social interaction checks in the next session.
- Information Gathering: Use downtime to learn about current events, political changes, or local rumors.
- Benefit: Discover hidden opportunities or threats relevant to the campaign.
General Downtime Activities
- Rest and Recovery: Take a break to recover from injuries, reduce exhaustion, or heal status conditions.
- Benefit: Regain hit points, cure lingering effects, or avoid complications.
- Crafting and Maintenance: Maintain or upgrade equipment, prepare for upcoming sessions, or create useful tools.
- Benefit: Gain a minor boost to a related check or avoid equipment malfunctions.
- Earning Money: Take on jobs or perform for the local populace.
- Benefit: Earn gold or resources to fund future expeditions.
- Studying Lore: Research historical events, magical theories, or First Civilization relics.
- Benefit: Gain insights that may unlock clues or new opportunities.
Notes on Application
- Session Focus: If one pillar is underrepresented in a session (e.g., limited social interaction in a dungeon crawl), the DM may grant points from other activities that indirectly support that pillar.
- Scaling Challenges: Criteria such as CR for combat or the importance of discoveries should scale with the party’s level and narrative significance.
- Downtime Activities for Absentees: Players who miss sessions may choose a downtime activity that fits their character. Absent players automatically gain one point in a pillar of their choice for each missed session, reflecting assumed downtime efforts.
This framework ensures a balanced progression system, encouraging engagement with all aspects of play while remaining flexible for the open-table format.