Bedlam in the Badlands Quelmar’s eighth community campaign, based in central PA and beginning September 2025.
About
In the year 136 PR, three major factions control the Western Badlands of Pteris: the Federation of Commerce and Trade, the Scrappers, and the Shepherds.
Federation: Run by the reclusive Hektor, this organization operates businesses of recreation, exploiting people's desires for gambling, fighting, and other vices. They focus on bringing life and culture to the Western Badlands. Their base of operations is located in the base of the eastern mountain range.
Scrappers: Led by the Cambion devil Raegina, this group of hell-touched, undead, and vagabonds gather scrap and junk including remnants of demonic weapons and vehicles to rebuild them into infernal arms and machines, preparing for a coming threat. Raegina was sent to Pteris to find the infernal weapons from the BR era left buried in the sands, and instead found raggedy junkers willing to do her work for her in exchange for knowledge of how to make bigger and better gadgets.
Shepherds: Ruled by Duke Solon and led by Vettik Herbert, the two sides of the "shepherds" work hard to maintain the life and wellbeing of those who live in the northern/central Badlands. They specialize in agriculture and overseas trade. They are located principally on the coast and in nomadic tribes all across the Badlands.
The three factions have agreed to a meeting at the Arboretum due to escalated abyssal activity in the Badlands. This is where our story begins.
Player Characters
- Player characters for Bedlam in the Badlands use the D&D 5th Edition (2014) ruleset and begin at 3rd level with 900 XP and normal starting equipment.
- Only the latest versions of official WOTC sources are permitted. This excludes Unearthed Arcana material.
- Rolls for stats MUST be verified either by having a DM present or by using the Discord #dice-rolling thread. Any stat below 8 becomes 8. If you don't like your rolls (or don't care to roll), use the Standard Array or Point Buy instead.
- Many of Quelmar's unique races are playable in this campaign, although any race that doesn't exist in 136 PR on Quelmar's timeline (e.g. warforged, automs, vanara) are unavailable, as are some others. Check with a Bedlam in the Badlands DM to confirm whether a particular Quelmar-specific race is permitted.
- Any official background is permitted, but a background that normally provides a feat does not grant PCs that feat.
- A player may have only one active PC at a time for now and must be willing to retire their current character if they choose to bring in a new one.
- Any secondary characters can begin play at the same level as the player's primary character (up to seventh level.)
- No child characters are permitted.
NPCs
The badlands of Pteris are home to a wide variety of individuals the players characters may encounter across their adventures, ranging from the kindest of allies to the most vile of villains.
The Story So Far
The above page will keep you apprised of the adventures the PCs have had during the campaign.
Player Session Recaps
Players can write out their own record of each adventure at the above page.
Player Resources
See the above page to answer any question you might have regarding the campaign and to find any relevant google forms.
House Rules
- Mundane ammunition is not tracked, nor are spell components without a listed cost. Carrying Capacity restrictions are not strictly followed, but players will be asked to keep their inventories realistic.
- Moving in any direction including diagonally costs 5 feet of movement.
- Creatures of medium size or smaller do not provide half-cover against ranged attacks by default, although the standard rule for cover may be applied on a case-by-case basis.
- The "flanking" variant rule is in play, allowing creatures to gain advantage if they attack an enemy from two opposing sides.
- Taking a critical hit while making death saving throws causes 1 automatic failure, not the standard 2.
- Casting a spell as a bonus action does not impose the standard restriction that any other spell cast that turn must be a cantrip.
- Any PC can activate a spell scroll using this alternative method.
- For their casting ability, the character can choose any class whose spell list includes the spell and use that class' spellcasting ability.
- They must succeed on an Intelligence (Arcana) check, DC = 10 + Spell Level, or their attempt has no effect (and the scroll is not consumed.)
- Using a spell scroll requires the caster to have it in hand.
- An Inspiration point can be used to force a hostile creature to reroll an attack, saving throw, or ability check.
- Custom Feat available to Players:
- HELL-TOUCHED: Your exposure to the Hells' power has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the Pyrotechnics spell and and one 1st-level spell of your choice. [The "area of fire" needed for Pyrotechnics is Hellfire produced by your character casting it.] The 1st-level spell must be from the Evocation or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
- HELL-TOUCHED: Your exposure to the Hells' power has changed you, granting you the following benefits:
Code of Conduct
All participants (players, DMs, and organizers) are automatically expected to adhere to the following Code of Conduct, and consent to the use of the X-Card, when playing a Bedlam in the Badlands community table.
- All community campaign participants are here to have fun and should feel safe and included at all times. Fun at others’ expense is no fun at all.
- Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Bedlam in the Badlands is a public, community campaign open to all Pennsylvania players ages 18 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.
- Follow the DM’s lead, try to avoid extended arguments with the DM or other players over rules, as time is limited at these events. The Dungeon Master has the right to remove a disruptive player from the table. Disruptive behavior includes (but is not limited to):
- Speaking over other players
- Excessive cross-talk that is not relevant to the adventure being played
- Not sharing the spotlight with other players
- No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.
- Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.
- Any player who oversteps a boundary, whether explicitly set or not, should be held accountable with the use of the X-Card. X-Carded behaviors will immediately be halted and discontinued at the present table.
- If a participant feels uncomfortable bringing an issue to the attention of the table via X-Card, the participant should notify a Dungeon Master or Quelmar representative as soon as comfortably possible.