Experience in the Bloodstone Campaign is based on overcoming challenges and completing objectives. While defeating creatures figures into experience points, defeating does not necessarily mean killing.

For example, a scheming noble has fallen in with an evil witch and together they procured the fabled Demonstone to be used in an evil ritual meant to summon a horde of demons into town.

The Paladin chooses to imprison the evil witch, gathers the nobles friends and family and confronts the noble, convincing him to repent and turn over the Demonstone.

The Thief drugs the noble’s guard dogs, breaks into the mansion, all the while avoiding the guards and the evil witch. After locating the vault, he steals the Demonstone and leaves, no one the wiser.

The Assassin breaks into the noble’s mansion, slaying everyone he finds, witch, guardsmen, guard dogs and the noble, and burns down the manor.

All three adventurers completed the objective and earn the same base experience (which is based on the experience point totals of the opposition central to the objective). The Paladin gets additional experience for the challenges of convincing friends to convince the noble to repent. The Thief gets additional experience for dealing with the traps, etc. that the other two adventurers likely didn’t encounter. The Assassin gets additional experience slaying opponents in the mansion not central to the objective that the other’s didn’t have to encounter.

Additionally, players may earn additional experience for role-playing, coming up with innovative solutions or successfully avoiding or completing an objective in an unusual way. If a player comes up with an idea that makes the table high-five, or the player saves the party from a TPK, chances are it’s worth some bonus XP.

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Tales of the Bloodstone Lands Autumnfyr