Congratulations, Chaos Seed, for thriving in the Red Venom Plains!
If you are reading this, you successfully made it through at least one adventure in our roleplaying system, and we wanted to welcome you to the fold.
Please let this guide help you as you progress through our campaign, and maybe help clarify some of the concepts we use in our game.
Our Adventures
Your likely played an Introductory Adventure (INTR0#) as your first adventure. We have five INTR adventures:
- INTR01: Awake in the Countryside
- INTR02: First Steps on the Shore
- INTR03: Burden of Proof
- INTR04: Tunnels to Nowhere
- INTR05: It Starts in a Tavern
All of the Introductory Adventures are written to allow you to experiment in our campaign without consequences. You can show up to each one as a new person, as it is technically written right into the game. Once you are done with the INTR’s and begin your journey, you can choose to apply the items and favors discovered during these adventures to the character you decide suits you best when you play a non-INTR adventure.
While the Introductory Adventures do not give your character experience (as you must remain Level 1 to play them), if you play all five of them, you will be given a 500 XP bonus, granting you Level 2, and putting you halfway to Level 3.
After each adventure, your DM will give you access to the adventure’s Discord folder. You can find it under the “Red Venom Adventures” category, and you’ll always see the Adventure Code first (such as INTR01).
Once you have clicked on the game’s folder, scroll to the top of the folder to see a summary of what the adventure awarded you. This sheet may be a bit of a spoiler if you haven’t played INTR01 yet, so try not to read too much of it.
Each adventure summary has the following details:
- XP Points lists how many experience points you get from playing this adventure. It varies by adventure, and the INTR adventures will always be 0, as they are intended for learning. Add your points from completing adventures together to determine how much experience you have, and what level you are.
- Gold Pieces determines how much money you acquired from the adventure, which a grand sum of everything you earned, plus additional money from looting various items during the game. To prevent players from having to loot everything, your monetary reward will always be more than promised. The INTR adventures do not award money.
- Downtime gives you a certain amount of free time to use on improving yourself between adventures, such as Crafting and learning new fighting techniques. The Downtime awarded at the top of the page is “unrestricted”; you an use it for any purpose.
- Crafting Items are items that all members of the adventure receive, in an equal amount. As this adventure gives away 3 units of Forest Sage, everyone in the party receives 3 units of Forest Sage.
- Found items are items are the pool of treasure that each player gets to pick an item from. Unlike crafting items, each player can only pick one line of treasure to keep. Players can pick the same line, but unselected items are lost to all players. In a roleplay sense, if two people want the magical gloves, and no one wants the magical totem, one player took the totem and traded it to a vendor for another pair of gloves. In reality, this is the mechanic we use to keep people from arguing over who gets what. Sometimes, notably when it is consumables like potions, you may receive more than one when you select them as your treasure. All adventures with Found Items will also have a gold piece bonus listed for those that can’t use any of the listed items.
- Favors Gained: Each adventure will also have a series of favors for completing it. You will not always qualify for all of them. If your group sought to kill numerous species of a race and earned the “Slayer” tag, but were vehemently opposed to doing so and didn’t partake in the combat, then you do not have to claim the “Slayer” Favor. Sometimes favors will be based on a group’s decisions, and will be clear as to whether or not you got them. In any case, favors are listed here, with their influence on your character.
- Quest Completion: While technically part of Favors Gained, each quest will award you 10 bonus days of Downtime which can only be used to train in the Subskills listed in the adventure. You can learn more about how Subskills work in the Character Subskills section.
- Note Line: Beneath the Treasure Summary, you will notice players posting comments. This is where you will want to post what treasure you took, any skill trainings, optional favors, etc. You can be as descriptive or minimal as you want, it is for your records. You will have this option for every adventure you play, so its a great way to determine what you have as you build your character.
Once all of this is done, you’re ready for your next adventure!!!
A very helpful task is to learn about Using the Roll20 Character Vault. This will help the DM of your next game import your character once you are ready to take a dive into your next game. Even if you don’t have a game scheduled yet, you can still save your character to the vault.
But… are you ready to delve deeper into The Land, and make your character more unique?
You can always learn about Character Subskills, Character Traits, Downtime Uses, and Current Quests!