“Shining” Armor Enchantment

An armor with the “Shining” Enhancement shines in the eyes of nearby enemies, causing a temporary discomfort from time to time. Whenever you make a ranged attack wearing a “Shining” armor, you ignore attack roll penalties caused by being adjacent to an enemy, including disadvantage. “Shining” is a Secondary armor enchantment. Using the Enchanting skill, it can be combined with other Primary and Secondary Enchantments. Cost: Base price of the armor plus 200gp. Rarity: Uncommon. Read more…

Lesser Flashbomb

This milky white liquid explodes with an exaggerated flash when it is comes in contact with most materials. As an action, you can throw this flask up to 30 feet, shattering it on impact. Creatures in that square, and all with five feet of the point of impact, must make a DC 11 Constitution Saving Throw. On a failed save, the creature is blinded until the end of your next turn. A creature can end Read more…

Weapons by Type

Many of the special rules in our campaign use Weapon “Types”, such as Swords, Hammers, or Staves. Any item with an (*) asterisk is a special weapon in the Red Venom Plains, and will never be on a general vendor. Here are the types we are referring to: Archery Archery relies on precision and patience, with bows offering deadly range and versatility. Whether picking off enemies from afar or striking with uncanny accuracy in rapid Read more…

A Light in the Darkness (Minor)

You have known the Light and Music of a higher power from a distant land, and you will forever feel her blessing upon you. Once per game, as a reaction, you may reroll a saving throw you just failed against an attack that does Necrotic Damage or a Charm effect. If you fail the rerolled saving throw against Necrotic damage, you still only take half of it. You gain access to this Character Trait if Read more…

Lesser Quarantine Mask

This simple yet effective mask symbolizes the wearer’s desire to prevent the spread of disease and often accompanies travel across many lands. The wearer of this mask gains a +2 bonus to any saving throw against Poison or Disease based effects. If no other creatures are within 10′, the wearer additionally gains advantage on such saving throws. This item cannot be transferred or traded to another character once it has been awarded. Weight: 1.2. Cost: Read more…

Material: Sparkmetal

In addition to magic items created with spells, some substances have innate special properties. If you make a suit of armor or weapon out a special material, it will often have a minor benefit that is independent of further Item Enchantments or Item Enhancements. Sparkmetal is one such material. It can only be used in primarily metal armors and weapons. It requires Smithing Rank 3 to utilize as an alternate material in a crafting recipe. Read more…

Flame Cincture

This corded belt has the motif of flames woven into it, and seems to sparkle whenever it can reflect the light of a fire. If you score a critical hit with a ranged weapon while wearing this belt, it does additional fire damage equal to your proficiency modifier.  Weight: 1.2. Cost: 175 GP. Rarity: Uncommon. Sell Value: 35 GP. Equipment Slot: Waist Item

Minor Ring of Health

This small and relatively unremarkable ring is generally made of gold with chips of ruby embedded into it. When you wear this ring, it increases your Maximum Hit Points by five. Placing the ring on your finger is a standard action, it it does not heal you – it only raises your Maximum Hit Points. If you are above your normal Hit Points and the ring is removed from you or stops working for any Read more…

Weak Healing Salve

This mossy substance is made from a refinement of Forest Sage, mixed with other dried healing herbs, such as Goldcap Mushrooms. As an action, this substance can be applied to any creature; the creature immediately regains 10 hit points. Weight: 2. Cost: 75 GP. Rarity: Uncommon. Sell Value: 15 GP

Sirende Floral Sweet Tea

This tea is made from a tea plant that grows wild in the Tradeways, dehydrated and sweetened with an excessive amount of honey and dried berries. The curing process can take several weeks, during which time the smell attracts many insects, so tea makers are always vigilant with these leaves. Consuming this tea takes at least one minute, as it will take that long for the tea leaves to soak in hot water before their Read more…

SIRN02 “Pressing your Luck”

The docks of Sirende have always been a fast paced environment, where a sailor’s luck can go boom or bust with a single sailing. The Gilded Goose merchant company is having problems with keeping its employees, and needs someone to figure out why. Can you discover why so many Geese have left their flock? An adventure for 1st through 3rd level characters in the Red Venom Plains Campaign World, and part one of the “Fowl Read more…

SIRN01: “The Scale of Heroism”

Kolbolds have begun to raid caravans along the Tradeways, a major caravan route heading into Sirende. The armed forces of Sirende intend to put a violent end to the problem, but locals within the city believe there is more to the story than just random raiders. Can you discover the reason for the recent raids, or is armed conflict inevitable? An adventure for 1st and 2nd level characters in the Red Venom Plains Campaign World, Read more…

INTR05: “It Starts in a Tavern”

A great and powerful wizard has need of brave adventurers such as you! Your quest is to retrieve a prized gem in a mysterious place known only as “The Land”. Are you strong enough to survive in this foreign place, or are your skills limited to the world you know? A humorous adventure for those wishing to try the Red Venom Plains Campaign World. You must be 1st level to play this adventure.

INTR04: “Tunnels to Nowhere”

The world beneath The Red Venom Plains is cold, dark, and often lonely. But there is often safety in solitude, as every sound might bring new danger. There may be a light that the end of every dark tunnel, but as you travel onward, you cannot help but to question if you will survive long enough to see the light once more. Can you endure a trek beneath The Land, or will you fade into Read more…

INTR03: “Burden of Proof”

You have found refuge in an old barn, surrounded by creaking walls and rusted tools. The weak light shining through its older wooden walls reveal a gruesome sight- and villagers will likely blame you for the carnage. Can you prove your innocence, or did you commit this act of violence? A role-play intensive adventure for those wishing to try the Red Venom Plains Campaign World. You must be 1st level to play this adventure.

INTR02 “First Steps on the Shore”

A mysterious message greets you as you emerge from the Sea of Chaos. A familiar traveler offers you advice from afar, and gifts to speed your quest. Will you trust your fate to a stranger’s wisdom, or try to find your own way? This is an introductory adventure available for those wishing to try The Red Venom Plains Campaign World. You must be 1st level to play this adventure.

Spell Crystal: Speak with Animals

This item allows you to cast the Speak with Animals spell once per day, even if you do not have the ability to cast spells. It casts at its minimum level (1st) but otherwise follows other rules of the spell. Once used, this item will not function again until sunrise of the following day. Spell Crystals can be affixed to any unoccupied Equipment Slot on your character. Weight: 1.5. Cost: 760 GP. Rarity: Rare. Sell Read more…

Bag of Enchanted Coral

This bag of refined coral dust always feels moist, and seems to feel alive despite being inanimate powder. It is typically found in coral reefs that have been exposed to sources of water magic for long perious in time. This powder can be used in multiple crafting recipes, to add certain benefits associated with Water Magic. It can also be used as a substitute for Powdered Crystal. When added to a recipe, the creator may Read more…

Wand of Jump

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Jump spell from it. For 1 charge, you cast the 1st Level version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wands count as Read more…

Shortbow, Aquatic

This weapon is a modified shortbow that is weighted to be more effective under water than a standard shortbow. An aquatic shortbow does not suffer disadvantage on ranged attacks made underwater, but its ranges are halved. This weapon is in all other respects a shortbow, including weight, proficiency, and damage; it can be made of special metals and upgraded as per normal. Weight: 2. Cost: 200 GP. Rarity: Uncommon. Sell Value: 25 GP

Longbow, Aquatic

This weapon is a modified longbow that is weighted to be more effective under water than a standard longbow. An aquatic longbow does not suffer disadvantage on ranged attacks made underwater, but its ranges are halved. This weapon is in all other respects a longbow, including weight, proficiency, and damage; it can be made of special metals and upgraded as per normal. Weight: 2. Cost: 300 GP. Rarity: Uncommon. Sell Value: 40 GP

Spell Crystal: Absorb Elements

This item allows you to cast the Absorb Elements spell once per day, even if you do not have the ability to cast spells. It casts at its minimum level (1st) but otherwise follows other rules of the spell. If this Spell Crystal has a type listed after it, such as (Cold), then it can only be used to cast Absorb Elements to resist that type of damage. Once used, this item will not function Read more…

Slime of Escape

This oily substance is made from scraping the slime off multiple types of fish, and combining them in an equally unpleasant process. As an action, this substance can be sufficiently applied to a creature of medium size or smaller; it would take 3 units to coat a creature of large size. An affected creature has advantage on Escape (Acrobatics) checks for 10 minutes, or until the substance is cleaned off by total immersion in water Read more…

Wand of Shape Water

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Shape Water spell from it. For 1 charge, you cast the cantrip version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wands count as Read more…