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Bedlam in the Badlands/Player Resources: Difference between revisions

(Section order, Potion crafting limits, wording)
(Formatting, Added note about cooperating on downtimes, Wording)
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== Downtimes ==
== Downtimes ==
In between adventures your player characters have the opportunity to work on personal projects to benefit themselves or the company. Each month players can choose any downtime for one of their PCs. Downtimes are public actions and cannot be kept secret.
In between adventures your character has the opportunity to work on personal projects to benefit themselves or the group. You can choose any downtime for your active PC each month. Downtimes are public actions and cannot be kept secret. Players may have their characters cooperate on downtimes (within reason) in order to meet prerequisites and increase their chances of success, or in order to accomplish two or more months worth of work simultaneously.


===Resting===
* '''Relaxation/Rest'''
* ''“Relax after an intense month of adventuring.”''
** ''“Spend your downtime relaxing after an intense month of adventuring. You may use this time to recover from lasting effects/conditions, heal from major injuries, and rest until your next great adventure. If a player does not choose a downtime, this is their assumed downtime.”''
* You may use this time to recover from lasting effects/conditions, heal from major injuries, and rest until your next adventure.
** No Rolls Required.
* If a player does not choose a downtime, this is their assumed downtime.
* No rolls required


* '''Fortifying the Arboretum'''
===Improving the Arboretum===
* ''“Work to improve the Arboretum's facilities and defenses."''
** ''“Spend your downtime working to improve the Arboretum's facilities and defenses. This could mean constructing or improving physical structures or looking after the people stationed and living in and near the enormous tree such as by settling interpersonal disputes, providing medical care or entertaining the troops."''
* You might construct or upgrade structures, assist with physical upkeep, tend to animals, provide medical care, or work to diffuse tensions or improve morale.
** Roll any three of the following checks: Athletics, Animal Handling, Arcana, Insight, Nature, Perception, Performance, Persuasion, Survival, or a check with Artisan's Tools.
* Roll any three of: Athletics, Animal Handling, Arcana, Insight, Nature, Perception, Performance, Persuasion, Survival, or a check with Artisan's Tools


===Foraging for Raw Materials===
* '''Exploring the Area'''
** ''“Spend your downtime exploring the surrounding region in hopes of discovering something exciting.”''
* ''“Search the surrounding desert for resources and materials.”''
* You can try to discover rare spell components or find ingredients/treasures to give to NPC shopkeepers so they can expand their magical shop inventories.
** Roll any three of the following: Animal Handling, Insight, Nature, Perception, Stealth, Survival
* Roll any three of: Survival, Medicine, Nature, Investigation, or Perception


===Exploring the Area===
* '''Foraging'''
* ''“Explore the surrounding region in hopes of discovering something exciting.”''
** ''“Spend your downtime searching the surrounding desert for resources and materials. You can do this to discover rare spell components or find ingredients/treasures to give to NPC shopkeepers so they can expand their magical shop inventory.”''
** Roll any three of the following: Survival, Medicine, Nature, Investigation, or Perception.
* Roll any three of: Animal Handling, Insight, Nature, Perception, Stealth, Survival


===Scouting===
* '''Training'''
* ''“Investigate a location you've visited or heard about.”''
** ''“Spend your downtime honing your skills and abilities or learning some new ones. These goals can take some time.”''
* You may seek to discover something that's been overlooked, to clarify some recently discovered information, or simply to become more knowledgeable about a location to expedite a more formal expedition in the future
*** Becoming proficient with a Language, Tool, or Simple Weapon requires two months of downtime.
* Roll Survival as well as any two of: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Stealth
*** Becoming proficient with a Martial Weapon requires three months of downtime.
*** Retraining to change a subclass, background, feat, or other feature (check with a DM to see if a feature is retrainable) generally requires one month of downtime.
*** Retraining to replace one of your class levels with a level from another class requires one month of downtime.
*** No rolls required.


===Training===
* '''Religious Practice'''
* ''“Hone your skills and abilities or learn some new ones.”''
** ''"Spend your downtime communing with your [[deity]] or patron. You can use your time to strengthen your belief, build an altar, or seek divine guidance. In return you may be blessed with some benefit from your deity or patron such as a blessing or an otherworldly vision.”''
* Many training activities require more than one moth of downtime (which typically need not be consecutive.) Common training activities and their time costs include:
** Roll a Religion, Insight, or Persuasion Check
** Gaining proficiency with a language, tool, or simple weapon (2 months)
** Gaining proficiency with a martial weapon (3 months)
** Retraining to replace a class level or a feature with a corresponding one (eg, a subclass, background, fighting style, spell choice, class skill, or feat) with another. Check with a DM to see if a feature is retrainable; you can no longer use a feature if you retrain one of its prerequisites. (Usually 1 month)
* No rolls required


===Religious Practice===
* '''Scouting'''
* ''"Commune with your [[deity]] or patron.”''
** ''“Travel to a location you've visited or one you've heard about to investigate the area. You may seek to discover something that's been overlooked, to clarify some recently discovered information, or simply to become more knowledgeable about a location to expedite a more formal expedition in the future.”''
* You can use your time to strengthen your belief, build an altar, or seek divine guidance. You might receive some benefit such as a blessing or vision.
** Roll Survival and two of the following: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Stealth
* Roll one of: Religion, Insight, or Persuasion


* '''Crafting: Mundane Item'''
===Crafting: Mundane Items===
** ''"Spend your downtime hard at work crafting a mundane item."''
* ''"Turn raw materials into a useful item."''
** You may spend your downtime to create a weapon, armor, or adventuring gear. This requires appropriate the appropriate artisan's tools as well as the raw materials. A DM determines the skill checks and their DCs. (Weapons other than Simple Weapons are more difficult to make, as is armor other than Light Armor .) You may be able to craft two or more identical pieces of gear at the DM's discretion.
* Create a weapon, armor, or adventuring gear. This typically requires no rolls, but you must use the appropriate artisan's tools as well as the raw materials. You may be able to craft two or more identical pieces of gear at the DM's discretion.
* Forging Weapons beyond Simple Weapons or armor beyond Light Armor requires considerable skill (and may have an associated cost in gold.) In this case, roll checks as determined by a DM.
* Rolls not usually required (See above)


* '''Crafting: Potion'''
===Crafting: Potions===
** ''“Spend your downtime crafting a magic potion, if you're proficient.”''
** ''“Brew magic potions or elixirs.”''
** Potion crafting requires proficiency with and access to Alchemist Equipment, and it requires spending gold equal to half the potion's normal cost.
** Potion crafting requires proficiency with and access to Alchemist Equipment, and it requires spending gold equal to half the potion's normal cost.
** Raw materials are assumed to be available for Common potions, Alchemist's Fire, and Acid vials. Choose one type, and craft up to 1 + 1/2 your character level of them.
** Raw materials are assumed to be available for Common potions, Alchemist's Fire, and Acid vials. Choose one type, and craft up to 1 + 1/2 your character level of them.
** Materials are available for Uncommon potions as well, but you can craft only 1 + 1/3 your character level of these.
** Materials are available for Uncommon potions as well, but you can craft only 1 + 1/3 your character level of these.
** For potions rarer than Uncommon, consult a DM to see what rare materials you may need, the skill checks required, and the quantity you can make, typically never more than 1 + 1/4 your level.
** For potions rarer than Uncommon, consult a DM to see what rare materials you may need, the skill checks required, and the quantity you can make (typically never more than 1 + 1/4 your level.)


* '''Crafting: Spell Scroll'''
===Crafting: Spell Scrolls===
** ''“Spend your downtime crafting a magic spell scroll, if you're proficient.”''
* ''“Scribe magic spell scrolls.”''
* You can create scrolls of one spell you're are able to cast. The time and gold costs depend on the spell's level as shown in the accompanying table.
** To scribe a spell scroll, you must be proficient in Arcana, Religion, or Nature and must have the spell you are trying to copy prepared. You can only make one kind of spell scroll per downtime. The spell must be of a spell you can currently cast. Each spell has a necessary time requirement and cost requirement. If a spell has a material component that has a GP cost, its cost is also included in the cost of the spell scroll.
* No rolls required if you have proficiency in Arcana, Religion, or Nature. Otherwise, you can try your best by choosing one to roll to determine how many scrolls if any you can complete.
{| class="wikitable article-table"
{| class="wikitable article-table"
|+ Spell Scroll Table
|+ Spell Scroll Table
Line 77: Line 86:
Scroll'''*'''
Scroll'''*'''
|-
|-
| Cantrip || 8 || 15 gp each
| Cantrip || 8 || 15 gp
|-
|-
| 1st || 8 || 25 gp each
| 1st || 8 || 25 gp
|-
|-
| 2nd || 6 || 250 gp each
| 2nd || 6 || 250 gp
|-
|-
| 3rd || 4 || 500 gp each
| 3rd || 4 || 500 gp
|-
|-
| 4th || 2 || 2500 gp each
| 4th || 2 || 2500 gp
|-
|-
| 5th || 1 || 5000 gp each
| 5th || 1 || 5000 gp
|-
|-
|}
|}
'''*''' ''Many spells require material components, some of which are costly. If the spell description says a component is consumed, crafting the scroll consumes that component.''
'''*''' ''Many spells require material components, some of which are costly. You must have these on hand, and if casting a spell consumes a component, so does scribing a scroll of it.''


[[Category:Bedlam in the Badlands]]
[[Category:Bedlam in the Badlands]]

Revision as of 19:20, 23 July 2025

This page is to serve as a base player resource throughout the Bedlam in the Badlands campaign. It is still under construction, so current sections and content may not accurately represent its true form.

Dungeon Masters

  • Chris/Gingie (gingie22)
  • Amanda (Mishy_one)
  • Mercedes (jaelthejust)
  • Cat (Darth Pearl)

Game Locations

  • IGAR Games: 1514 Martin St, State College, PA 16803
  • Jakes Cards and Games: 131 W High St #1624, Bellefonte, PA 16823
  • Comic Cove
  • The Print Factory

Player Character Advancement

  • PCs earn Experience Points (XP) after each game session, which will be reflected on the Player Characters page. To help minimize the unavoidable level disparity among PCs (who might adventure together in future sessions), XP rewards are adjusted on a sliding scale based on the difference between a PC's current experience and the party average.
  • Players can earn bonus XP for their PCs by contributing campaign-related content to the Quelmar wiki. As with session XP, those who are already ahead earn these rewards less quickly. The first 5000 words a player contributes earn XP on a 1 for 1 basis. In the second 5000-word tier (up to 10,000 words), this is reduced to 1 XP for 2 words. The third tier earns 1 for 3, and so forth.
  • Should the level disparity among PCs begin to hinder the ability of the DMs or the general fun and challenge of sessions, the DM team may choose to increase the minimum character level.

Downtimes

In between adventures your character has the opportunity to work on personal projects to benefit themselves or the group. You can choose any downtime for your active PC each month. Downtimes are public actions and cannot be kept secret. Players may have their characters cooperate on downtimes (within reason) in order to meet prerequisites and increase their chances of success, or in order to accomplish two or more months worth of work simultaneously.

Resting

  • “Relax after an intense month of adventuring.”
  • You may use this time to recover from lasting effects/conditions, heal from major injuries, and rest until your next adventure.
  • If a player does not choose a downtime, this is their assumed downtime.
  • No rolls required

Improving the Arboretum

  • “Work to improve the Arboretum's facilities and defenses."
  • You might construct or upgrade structures, assist with physical upkeep, tend to animals, provide medical care, or work to diffuse tensions or improve morale.
  • Roll any three of: Athletics, Animal Handling, Arcana, Insight, Nature, Perception, Performance, Persuasion, Survival, or a check with Artisan's Tools

Foraging for Raw Materials

  • “Search the surrounding desert for resources and materials.”
  • You can try to discover rare spell components or find ingredients/treasures to give to NPC shopkeepers so they can expand their magical shop inventories.
  • Roll any three of: Survival, Medicine, Nature, Investigation, or Perception

Exploring the Area

  • “Explore the surrounding region in hopes of discovering something exciting.”
  • Roll any three of: Animal Handling, Insight, Nature, Perception, Stealth, Survival

Scouting

  • “Investigate a location you've visited or heard about.”
  • You may seek to discover something that's been overlooked, to clarify some recently discovered information, or simply to become more knowledgeable about a location to expedite a more formal expedition in the future
  • Roll Survival as well as any two of: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Stealth

Training

  • “Hone your skills and abilities or learn some new ones.”
  • Many training activities require more than one moth of downtime (which typically need not be consecutive.) Common training activities and their time costs include:
    • Gaining proficiency with a language, tool, or simple weapon (2 months)
    • Gaining proficiency with a martial weapon (3 months)
    • Retraining to replace a class level or a feature with a corresponding one (eg, a subclass, background, fighting style, spell choice, class skill, or feat) with another. Check with a DM to see if a feature is retrainable; you can no longer use a feature if you retrain one of its prerequisites. (Usually 1 month)
  • No rolls required

Religious Practice

  • "Commune with your deity or patron.”
  • You can use your time to strengthen your belief, build an altar, or seek divine guidance. You might receive some benefit such as a blessing or vision.
  • Roll one of: Religion, Insight, or Persuasion

Crafting: Mundane Items

  • "Turn raw materials into a useful item."
  • Create a weapon, armor, or adventuring gear. This typically requires no rolls, but you must use the appropriate artisan's tools as well as the raw materials. You may be able to craft two or more identical pieces of gear at the DM's discretion.
  • Forging Weapons beyond Simple Weapons or armor beyond Light Armor requires considerable skill (and may have an associated cost in gold.) In this case, roll checks as determined by a DM.
  • Rolls not usually required (See above)

Crafting: Potions

    • “Brew magic potions or elixirs.”
    • Potion crafting requires proficiency with and access to Alchemist Equipment, and it requires spending gold equal to half the potion's normal cost.
    • Raw materials are assumed to be available for Common potions, Alchemist's Fire, and Acid vials. Choose one type, and craft up to 1 + 1/2 your character level of them.
    • Materials are available for Uncommon potions as well, but you can craft only 1 + 1/3 your character level of these.
    • For potions rarer than Uncommon, consult a DM to see what rare materials you may need, the skill checks required, and the quantity you can make (typically never more than 1 + 1/4 your level.)

Crafting: Spell Scrolls

  • “Scribe magic spell scrolls.”
  • You can create scrolls of one spell you're are able to cast. The time and gold costs depend on the spell's level as shown in the accompanying table.
  • No rolls required if you have proficiency in Arcana, Religion, or Nature. Otherwise, you can try your best by choosing one to roll to determine how many scrolls if any you can complete.
Spell Scroll Table
Spell

Level

Max

Quantity

Cost per

Scroll*

Cantrip 8 15 gp
1st 8 25 gp
2nd 6 250 gp
3rd 4 500 gp
4th 2 2500 gp
5th 1 5000 gp

* Many spells require material components, some of which are costly. You must have these on hand, and if casting a spell consumes a component, so does scribing a scroll of it.

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