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==About== |
==About== |
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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. |
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In the year 136 [[PR]]... |
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:'''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. |
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:'''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. |
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:'''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. |
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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]]. |
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<big>Here's everything you'll need to know when making your new player character for the campaign.</big> |
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:Submit your character information using the form below, and find play opportunities [https://discord.com/channels/611193875805110291/1392303972244521133 on Discord] |
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:See the House Rules, Code of Conduct, and Player Resources for more about participating in games, earning rewards, and interacting with other players. |
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:'''Source Material''' |
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:* 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 |
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:* Only the latest versions of official WOTC sources are permitted. This excludes Unearthed Arcana material. |
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:'''Character Options''' |
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:* Player characters begin at 3rd level with 900 XP and basic (level 1) starting equipment. |
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:* 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. |
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:'''Stat Generation''' |
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:* Rolls for stats ''MUST be verified'' by either having a DM present or using the Discord #dice-rolling thread. |
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:* Any stat below 8 becomes 8. |
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:* ''If you don't like your rolls'' (or don't care to roll), you may use the Standard Array or Point Buy instead. |
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:'''Secondary Characters''' |
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:* 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. |
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:* Any secondary character can begin play at the same level as the player's primary character (up to 7). |
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--> |
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'''<u>[[Bedlam in the Badlands/Player Characters|List of current PCs]]</u>''' |
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<big>[https://docs.google.com/forms/d/e/1FAIpQLSdyPiaX9TVPLZmq9OIEsWjIa3pt7Mv-KHOYrIuRQAZ39UVqFw/viewform?usp=header '''<u>New PC submission form</u>'''] ⬅️⬅️</big> |
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*[[Player]] characters for Bedlam in the Badlands are made using the D&D 5th Edition (2014) ruleset and start at 3rd level with 900 XP and normal starting equipment. |
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*If a player whose Bedlam in the Badlands character has reached 5th/6th/7th level creates a new character, that character can start at 5th/6th/7th level. |
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*This campaign requires the use of the latest version of any published material. No Unearthed Arcana material is permitted due to potential balancing issues. |
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*Stat generation options include Standard Array; Point Buy; and roll 4d6, drop the lowest (as per PHB pg 13.) If you roll a stat below 8, that stat becomes 8. |
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*The world [[Quelmar]] includes unique races, some of which are playable in this campaign. See [[List_of_Races]] for links. |
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==[[Bedlam in the Badlands/NPCs|NPCs]]== |
==[[Bedlam in the Badlands/NPCs|NPCs]]== |
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The badlands of Pteris |
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. |
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==[[ |
==[[Bedlam in the Badlands/The Story So Far|The Story So Far]]== |
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The above page will keep you apprised of the adventures the PCs have had during the campaign. |
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===[[Bedlam in the Badlands/Player Recaps|Player Session Recaps]]=== |
===[[Bedlam in the Badlands/Player Recaps|Player Session Recaps]]=== |
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==[[Bedlam in the Badlands/Player Resources|Player Resources]]== |
==[[Bedlam in the Badlands/Player Resources|Player Resources]]== |
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See the above page |
See the above page for more about the campaign and to find links to forms for Downtimes, Wiki XP, etc. |
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==House Rules== |
==House Rules== |
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===Adventuring and Combat=== |
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*All directions of movement, including diagonals, are 5 feet. |
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*Certain '''inventory''' items are not tracked, including mundane ammunition, as well as spell components with no listed cost. |
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* |
*'''Carrying capacity''' limits aren't strictly followed, although players will be asked to keep their inventories realistic. |
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*Moving in any direction including '''diagonally''' costs 5 feet of movement. |
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*Any character can use a spell scroll, but casting any spell this way that the character does not normally have access to (such as from a class spell list) requires an Arcana check with a DC equal to 10 plus the spell level of the spell. A failure uses the character's action or bonus action as appropriate but does not consume the scroll. |
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===Magic=== |
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*On a critical hit, you may maximize the base damage die for your weapon. For instance, a flaming longsword that deals 1d8 slashing + 1d6 fire would deal 1d8 + 8 + 1d6 instead of the standard 2d8 + 1d6.) |
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*A character must have a '''spell scroll''' '''in hand''' to activate it. (This is a clarification.) |
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* '''Any PC''' can activate a spell scroll using this alternative method: |
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**For their casting ability, the character can choose any class whose spell list includes the spell and use that class' spellcasting ability. |
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**They must succeed on an Intelligence (Arcana) check, DC = 10 + Spell Level, or their attempt has no effect (and the scroll is not consumed.) |
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===Miscellaneous=== |
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*After each session, the players can vote to give one player a '''role-playing''' '''award''': an inspiration point to use in their next session. |
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*Player characters may take the following '''custom feat''' whenever they would normally gain a feat: |
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:'''Hell-Touched''': Your exposure to the Hells' power has changed you, granting you the following benefits. |
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:* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. |
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:* 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. |
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==Code of Conduct== |
==Code of Conduct== |
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#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): |
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#*Speaking over other players |
#*Speaking over other players |
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#* |
#*Excessive cross-talk that is not relevant to the adventure being played |
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#*Not sharing the spotlight with other players |
#*Not sharing the spotlight with other players |
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#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. |
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{{CampaignNavbox}} |
{{CampaignNavbox}} |
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[[Category: |
[[Category:Bedlam in the Badlands]] |
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[[Category:Amusa]] |
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[[Category:Tempest Brothers Expeditionary Company]] |
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[[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.
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.
- 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.