Alchemy

Alchemy is a Common skill, and is modified by either your Intelligence. Alchemy represents a character’s expertise in combining ingredients to create potions, elixirs, and other chemical concoctions with powerful effects. Alchemy is a versatile and creative skill that blends science and magic, allowing adventurers to craft everything from healing tonics and explosive vials to transformative draughts and antidotes. By collecting rare and exotic materials during their travels—such as dragon scales, magical herbs, or elemental Read more

Dense Greystone

Dense GreystoneThis bag of earthen powder feels heavier than it should, and seems to want to sink below the ground. It is typically found deep within caves, often in places of natural acid formation or with Earth enchantments near it. This powder can be used in multiple crafting recipes, to add certain benefits associated with Death Magic. This can be used as an Active Ingredient or an Additive in many recipes. It can also be Read more

Mulberry

When eaten raw, this berry tastes light and airy, and your it makes has a laxative effect within hours of being ingested. When added to an Alchemical, Brewing, or Cooking recipe, the recipient of the effect reduces their falling damage taken by 1d6 for the duration of the effect; if the effect has no duration, it lasts for one hour. When crushed and worked into a piece of Armor, a Worn Item, or a piece Read more

Fine Silk

Silk is a common ingredient in tailoring, and Fine Silk is a higher quality ingredient. Fine Silk is an Uncommon Binding for the Tailoring crafting skill. Also, an armor made using Fine Silk weighs 20% less than its schematic would say. Multiple weight reductions are cumulative, but an item can never weigh less than 50% of its normal weight. Weight: 0.1 lbs. Cost: 10 GP. Rarity: Common; Sell Value 2 GP.

Tucca Sap

The Tucca Tree has many uses and is rather common, so it is often farmed by locals. Beneath the bark of the tree is an edible film, which is tastes bland and can be hard to scrape off without diluting it with chipped bark. It will not feed a Chaos Seed if eaten, but will make them feel less hungry, temporarily reducing penalties for hunger (at the DM’s discretion). The sap can also be used Read more

Cinderberry

When eaten, this berry fills your innards with warmth, and your mouth with an intense spice flavor. If you eat a Cinderberry by itself, it reduces the fire damage you take by 2 points for 10 minutes; each additional Cinderberry you eat increases the duration of the effect, not the amount reduced. Reduced damage is always applied before other effects, such as Resistance. When added to an Alchemical, Brewing, or Cooking recipe, the recipient of Read more

Circlet of Strong Personality

These elaborate brass circlet empowers your sense of self. While wearing it, you gain advantage to saving throws against Charm spells and effects. Rarity: Uncommon. Required Level: 1. Weight: 0.7. Sell Price: 35 gp. Item Slot: Jewelry or Head. D&D Beyond Link: https://www.dndbeyond.com/magic-items/6292252-circlet-of-strong-personality

Boots of the Walking Wounded

These comfortable walking boots are made of a supple leather that seems to provide comfort while you are wounded. When you spend a Hit Die to regain Hit Points, such as during a Short Rest or a Second Wind, you regain additional Hit Points equal to your Proficiency Bonus. Rarity: Uncommon. Required Level: 1. Weight: 1.1. Sell Price: 35 gp. Item Slot: Feet D&D Beyond Link: https://www.dndbeyond.com/magic-items/6292241-boots-of-the-walking-wounded

“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 1d6 additional fire damage.  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