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{{Worldbuilders}}
{{Worldbuilders}}
'''{{PAGENAME}}''' [[Quelmar]]’s eighth community [[campaign]], based in central PA and beginning September 2025.
[[File:Wicked Wilds Logo Design.png|center|527x527px]]
'''{{PAGENAME}} '''was Quelmar’s 4th community D&D [[campaign]]. Based in central PA, Wicked Wilds followed behind [[Into the Greedy Green]] but picked up 66 years forward into the future, in 893 [[PR]], and shifted from [[Isonhound]] to the continent of [[Amusa]].

Wicked Wilds began in '''April 2023''' and concluded '''April 2025'''


==About==
==About==
The year is 136 [[PR]], and three major factions control the Western Badlands of [[Pteris]]: the Federation of Commerce and Trade, the Scrappers, and the Shepherds.
In the year 877 PR, [[airships]] filled the skies, the accomplishment of [[Tolme Pendergras]] spreading to all points in the realm. As the need for [[airships]] in the war against [[Tiamat]] is satisfied, private and commercial construction begins.


:'''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.
Now 16 years later in 893 PR on the continent of [[Amusa]], in [[Galik|The City of Galik]], one particular company by the name of [[Tempest Brothers Expeditionary Company]] has been the most recent recipient of two aged [[airships]]. They are earnestly looking for eager [[adventurers]] to join them and use this new technology and venture deeper into the heart of Amusa than was ever possible before.


:'''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.
Their first expedition is a grand success, during which they successfully defeating the demoness [[Mother]] and her horrible minions during the events of [[The Thelryan Restoration]], the company is applauded as great heroes. Now they journey to Eastern Amusa, taking over an [[Tempest's Landing|abandoned waystation]] in the wilds to make their own.


:'''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 company soon become embroiled in a continent wide treasure hunt for [[The Lost Hoard]], a mythical treasure rumored to hold great riches. The company would have to deal with [[Giant|giants]], [[ghost|ghosts]], [[devil|devils]], and even [[mind flayer|mind flayers]] who all sought the treasure for their own ends. Delving deep into the depths of [[Wyvern's Roost Crater]], the company discovered that the Lost Hoard was not indeed a treasure, but a crashed planar ship inhabited with a [[The Overmind|malevolent intelligence]]. In a climatic battle, the company fought the ship and its inhabitants, managing to destroy it and save the realm before it could unleash the destruction it sought.


The three factions have banded together to face a threat that endangers them all -- escalating demon incursions into the Badlands -- and negotiations settled on the bugbear Sir Anthony, a paladin of Pelor, as the head of their shared base of operations, [[the Arboretum]].
==[[Within the Wicked Wilds/PCs|Player Characters]]==


==[[Bedlam in the Badlands/Player Characters|Player Characters]]==
*[[Player]] Characters for Wicked Wilds start at 3rd level with 900 XP or may start at 5th level with 6,500 XP, and all available starting equipment.
<big>Here's everything you'll need to know when making your new player character for the campaign.</big>
*If a player whose Wicked Wilds character has reached 5th/6th/7th level creates a new character, that character can start at 5th/6th/7th level
*Any backgrounds that provide free feats are excluded
*This campaign requires the use of the latest version of any published material
*No UA is permitted due to potential balancing issues
*The world of [[Quelmar]] has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” > ”Gamemaster”
* Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (as per PHB pg 13).
* No Stat Below an 8
* No child characters
[[Within the Wicked Wilds/PCs|Current Player Roster]] (<-- Click)


:Submit your character information using the form below, and find play opportunities [https://discord.com/channels/611193875805110291/1392303972244521133 on Discord]
==[[Within the Wicked Wilds/NPCs|NPCs]]==
The Wilds of Amusa are home to a wide variety of individuals that players have encountered across their adventures, ranging from the kindest of allies to the most vile of villains.


:See the House Rules, Code of Conduct, and Player Resources for more about participating in games, earning rewards, and interacting with other players.
==[[Within the Wicked Wilds/The Story So Far|The Story So Far]]==
The Tempest Brother Expeditionary Company keeps extensive logs on their past expeditions.


:'''Source Material'''
===[[Within the Wicked Wilds/Player Recaps|Player Session Recaps]]===
:* Bedlam in the Badlands uses the [https://www.dndbeyond.com/sources/dnd/basic-rules-2014/step-by-step-characters '''D&D 5th Edition (2014)'''] ruleset
Players can write out their own record of each adventure in the Player Recap logs.
:* Only the latest versions of official WOTC sources are permitted. This excludes Unearthed Arcana material.
:* Any official character Background is permitted, but a background that normally provides a feat does not grant your PC that feat.


:'''Character Options'''
==[[Within the Wicked Wilds/Player Resources|Wicked Wilds Player Resources]]==
:* Player characters begin at 3rd level with 900 XP and basic (level 1) starting equipment.
See the above page to answer any question you might have regarding the campaign and to find any relevant google forms.
:* No child characters or evil characters are permitted.
:* Many of [[:Category:Quelmar Races|'''Quelmar's unique races''']] are playable in this campaign, although any race that doesn't exist in 136 PR [[Quelmar Timeline|'''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.

:'''Stat Generation'''
:* Rolls for stats ''MUST be verified'' by  either having a DM present or 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), you may use the Standard Array or Point Buy instead.     
<!--
:'''Secondary Characters'''
:* 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 character can begin play at the same level as the player's primary character (up to 7).
-->

'''<u>[[Bedlam in the Badlands/Player Characters|List of current PCs]]</u>'''


<big>[https://docs.google.com/forms/d/e/1FAIpQLSdyPiaX9TVPLZmq9OIEsWjIa3pt7Mv-KHOYrIuRQAZ39UVqFw/viewform?usp=header '''<u>New PC submission form</u>'''] ⬅️⬅️</big>

==[[Bedlam in the Badlands/NPCs|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. Those characters most significant to the story will be listed on the above page.

==[[Bedlam in the Badlands/The Story So Far|The Story So Far]]==
The above page will keep you apprised of the adventures the PCs have had during the campaign.

===[[Bedlam in the Badlands/Player Recaps|Player Session Recaps]]===
Players can write out their own record of each adventure at the above page.

==[[Bedlam in the Badlands/Player Resources|Player Resources]]==
See the above page for more about the campaign and to find links to forms for Downtimes, Wiki XP, etc.


==House Rules==
==House Rules==


===Adventuring and Combat===
*All directions of movement, including diagonals, are 5 feet.
*Certain '''inventory''' items are not tracked, including mundane ammunition, as well as spell components with no listed cost.
*Taking a critical hit while making death saving throws is 1 automatic fail, not 2.
*'''Carrying capacity''' limits aren't strictly followed, although players will be asked to keep their inventories realistic.
* Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.
*Moving in any direction including '''diagonally''' costs 5 feet of movement.
*It's assumed players are supplied basic components for spells at camp between sessions. Very expensive components (like diamonds) are still tracked and necessary.
*The "'''flanking'''" variant rule is in play, allowing creatures to gain advantage if they attack an enemy from two opposing sides.
* An inspiration point can be used to "De-Inspire" an enemy's check, save, or attack.
*Taking a critical hit while making '''death saving throws''' causes 1 automatic failure, not the standard 2.
*Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)
*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 players to get advantage if they attack an enemy from two opposing sides.

*Players can cast 2 spells on their turn as long as one is a bonus action, and is not limited to Cantrip actions only.
===Magic===
*Spell Scrolls:
*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 character can use a spell scroll. If a player uses a spell scroll for a spell that is not from their [[class]]'s spell list, they must make a DC 10 plus the level of the spell Arcana check. On a success the spell is cast as normal, but on a failure the player's action is used up while the spell scroll remains.
*A character must have a '''spell scroll''' '''in hand''' to activate it. (This is a clarification.)
*Critical Hit Variant Rule:
* '''Any PC''' can activate a spell scroll using this alternative method:
**When a critical attack is rolled, gather the entire dice pool as per the standard rule.
**For their casting ability, the character can choose any class whose spell list includes the spell and use that class' spellcasting ability.
**Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up.
**They must succeed on an Intelligence (Arcana) check, DC = 10 + Spell Level, or their attempt has no effect (and the scroll is not consumed.)
** Roll the rest of the dice pool.

**Total the rolled dice pool and then add the highest value of the die that was set aside.
===Miscellaneous===
** Then add any relevant modifiers.
*An '''Inspiration''' point can be used to force a hostile creature to reroll an attack, saving throw, or ability check.
*After each session, the players can vote to give one player a '''role-playing''' '''award''': an inspiration point to use in their next session.
*Player characters may take the following '''custom feat''' whenever they would normally gain a feat:
:'''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 from the Evocation or Conjuration school of magic. [''The "area of fire" needed for Pyrotechnics is Hellfire produced by your character casting it.''] 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.


==Code of Conduct==
==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 Wicked Wilds Community table.
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 Wicked Wilds 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.  
#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. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.
#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):
#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.
#*Speaking over other players
## Excessive cross-talk that is not relevant to the adventure being played.
#*Excessive cross-talk that is not relevant to the adventure being played
##Not sharing the spotlight with other players.
#*Not sharing the spotlight with other players
#No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.
#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.
#*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.
#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.
#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.
#Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.


{{CampaignNavbox}}
{{CampaignNavbox}}
[[Category:Wicked Wilds]]
[[Category:Bedlam in the Badlands]]
[[Category:Amusa]]
[[Category:Tempest Brothers Expeditionary Company]]
[[Category:Campaign]]
[[Category:Campaign]]

Latest revision as of 00:13, 17 September 2025

Bedlam in the Badlands Quelmar’s eighth community campaign, based in central PA and beginning September 2025.

About[edit | edit source]

The year is 136 PR, and 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 banded together to face a threat that endangers them all -- escalating demon incursions into the Badlands -- and negotiations settled on the bugbear Sir Anthony, a paladin of Pelor, as the head of their shared base of operations, the Arboretum.

Player Characters[edit | edit source]

Here's everything you'll need to know when making your new player character for the campaign.

Submit your character information using the form below, and find play opportunities on Discord
See the House Rules, Code of Conduct, and Player Resources for more about participating in games, earning rewards, and interacting with other players.
Source Material
  • Bedlam in the Badlands uses the D&D 5th Edition (2014) ruleset
  • Only the latest versions of official WOTC sources are permitted. This excludes Unearthed Arcana material.
  • Any official character Background is permitted, but a background that normally provides a feat does not grant your PC that feat.
Character Options
  • Player characters begin at 3rd level with 900 XP and basic (level 1) starting equipment.
  • No child characters or evil characters are permitted.
  • 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.
Stat Generation
  • Rolls for stats MUST be verified by  either having a DM present or 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), you may use the Standard Array or Point Buy instead.     

List of current PCs


New PC submission form ⬅️⬅️

NPCs[edit | edit source]

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. Those characters most significant to the story will be listed on the above page.

The Story So Far[edit | edit source]

The above page will keep you apprised of the adventures the PCs have had during the campaign.

Player Session Recaps[edit | edit source]

Players can write out their own record of each adventure at the above page.

Player Resources[edit | edit source]

See the above page for more about the campaign and to find links to forms for Downtimes, Wiki XP, etc.

House Rules[edit | edit source]

Adventuring and Combat[edit | edit source]

  • Certain inventory items are not tracked, including mundane ammunition, as well as spell components with no listed cost.
  • Carrying capacity limits aren't strictly followed, although players will be asked to keep their inventories realistic.
  • Moving in any direction including diagonally costs 5 feet of movement.
  • 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.
  • 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.

Magic[edit | edit source]

  • Casting a spell as a bonus action does not impose the standard restriction that any other spell cast that turn must be a cantrip.
  • A character must have a spell scroll in hand to activate it. (This is a clarification.)
  • 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.)

Miscellaneous[edit | edit source]

  • An Inspiration point can be used to force a hostile creature to reroll an attack, saving throw, or ability check.
  • After each session, the players can vote to give one player a role-playing award: an inspiration point to use in their next session.
  • Player characters may take the following custom feat whenever they would normally gain a feat:
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 from the Evocation or Conjuration school of magic. [The "area of fire" needed for Pyrotechnics is Hellfire produced by your character casting it.] 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.

Code of Conduct[edit | edit source]

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.

  1. 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.  
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.


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Online Sonrise, The Paragon Protocol, The Court of Bloom and Blade, Troubles in Alanya, Knowledge, Lost and Found, Aw Heckna!, Qandela Obscura, Infernal Invasion, Painted Sands of Pteris, Assassins of Q-Synara, Within the Wicked Wilds, Quelmarch, Trial of Dreams, Deadly Diaspora, Cirque de la Fey, Reckondary Characters, Icewind Dale, Queljammer, Sparrow's Point, The Beggar's Bodega, Quelmar Goes to Space, Secondary Characters, Realmtrotter's Guide to Zobeck, The Neighbours, For the Love of Gold
PA Bedlam in the Badlands, The Court of Bloom and Blade, The Backhalls 2, Within the Wicked Wilds, Alien Colonial Marines, The Iron Sea, Teatime Adventures, Into the Greedy Green, The Backhalls, The Beggar's Bodega, Brightwater Campaign, Realmtrotter's Guide to Zobeck, Ancients Alive
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