1 To you personally, what does being an adventurer mean?
It means making ends meet through the usage of violence, specifically in culling the creatures who are hostile and not a part of the larger intelligent community.
1.1 What makes an adventurer different from a mercenary?
Mercenaries do this for a contract, on behalf of someone else. An adventurer does what they do simply because they want to.
2 To you personally, does adventuring include cooperating with groups of other adventurers to clear certain locations of opposing forces and claim the valuables present there?
It can, but I don't think it's necessary. If you're capable of 'adventuring' without the aid of others, I don't think that makes you any less of one.
2.1 How do you view the distribution of tasks within these groups?
Generally in terms of time invested, the person who tend to do wards or picking locks and selling tend to do more than the ones who do the actual fighting. Granted the one who fight on the ventures clearly expose them selves to damage and pain with far more frequency, so I think it's a fairly even distribution of sacrifice in terms of roles served.
2.2 How do you view the distribution of rewards within these groups?
Well distributed, from what I have seen. The only outlier is when people claim items to then resale later. I find this a bit exploitative and the profit should be distributed to the group who helped obtain the item.
3: Do you have different words that you associate with adventuring? (for example: delving, expeditions)
Ventures or trips
3.1 Do you have a specific term you use to describe the valuables you claim? (for example: loot, treasure)
Findings, valuables, loot.
3.2 Do you have a specific term you use to describe a group of adventurers? (for example: party, fellowship)
Party, group, friends...?
4 Do you have specifics terms to describe each individual adventurer's role within a group of adventurers? Please elaborate on each term's meaning. (for example: frontliner, warder)
Frontliner- Someone expected to stand in melee and absorb the ire of the creatures being fought.
Warder- Someone who provides magical blessings be it through potions or spells to bolster the party.
Mechanic-Someone who disables traps and locks.
Other places like ranged combatant, or flankers are also included, but often get less priority.
4.1 Which of these terms best apply to you?
I am a mixture of front liner, and warder as a divine caster.
4.2 On a scale of 1 to 10, how capable do you consider yourself in your role?
I'd consider myself a 8 or 9 as a front liner, and a 6 as a warder.
4.3 On a scale of 1 to 10, how capable do you prefer your group to be?
I'd prefer them to be at last a 7.
5 What are the specific locations that you have personally adventured in? Please provide a name and brief description of each location.
Too many to give justice.
The burned house outside the walls of Vallaki
Below the church of the Morninglord in Vallaki
The Fire beetles
The Werewolf Lair
The Tergs
Raduta Keep
The Skeletal keep beyond Raduta
The Skeletal tower in the woods south of Vallaki
The Alhoons Lair
The Ice Palace on Mt. Baratak
The Ant's Den west of the Village Barovia
The Vestibule and the cave which holds the key to it.
The well below the Village of barovia
The crypt behind the Church of the Morninglord in the Village Barovia
The Shipwreck in Blaustein
The Temple of Anubis
The Trolls in the desert of Harakir
The Temple of with the graverobbers in Harakir
The Temple with the Crocodiles in Harakir
The Spider infested Brothel in Port-au-Lucine
The Blackwatch Keep
The Barrows
5.1 In your personal experience, how would you rate each location's difficulty on a scale of 1 to 10?
That's hard to say... if you're appropriately geared and experienced, I'd rate them all on a 5 or 6, with perhaps the Temple with the Graverobbers neing consistently an 8.
5.2 For adventurers in general, how would you rate each location's difficulty on a scale of 1 to 10?
7 or 8, I think myself competent and choose to travel with competent people... but lots of people go out unprepared, and it hurts them.
6. Why are you an adventurer?
Because I can't purchase land to build a church for my faith.
6.1 Why do you go on adventures?
To make money to survive.
6.2 What drives you to face danger, possibly risking injury or death?
See above. The social politics and prejudices of outlanders makes it difficult to find meaningful work that offers your the same level of means and independence.
6.3 What makes the rewards worth the risk?
The sheer order of magnitude that the valuables bring in, as opposed to the pittance being something mundane like a librarian would.
7 How do you handle failure and setbacks?
I like to think in stride. Accept the situation, examine it for ways to improve, and move on.
7.1 How do you handle theft?
Righteously.
7.2 How do you handle injury?
Perhaps a bit flippantly. Given I have access to abundant magical healing options.
7.3 How do you handle death?
Perhaps a bit callously. People die, and we kill people. The ones we want to come back, almost often do...
8. Optional: Add any other information or opinions you would like to share.
Not particularly.
Signed,
Avarla Valgwen