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* 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 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 |
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* Roll Survival as well as any two of: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Stealth<br /> |
* Roll Survival as well as any two of: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Stealth<br /> |
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====Scrapping==== |
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* ''“Obtain additional scrap for future Infernal Enhancements”'' |
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* Roll Athletics, Sleight of Hand, and Survival |
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====Rigging==== |
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“Assist Raegina in the junkyard in repairing and improvement of the Infernal War Rig and Inventions to earn some favor and gold.” |
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* Roll Athletics, Sleight of Hand, and Survival |
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===Personal Activities=== |
===Personal Activities=== |
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Revision as of 00:40, 17 September 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
- Jakes Cards and Games: 131 W High St #1624, Bellefonte
- Comic Cove: 528 Westerly Plaza, State College
- The Print Factory: 130 South Allegheny Street, Bellefonte
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.
- Submit the Wiki XP Form for DM approval to gain bonus XP this way.
- 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.
Use the Downtime Form to submit your downtime by the end of the month.
These downtimes will become available to all PCs:
Local Activities
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 Region
- “Explore the surrounding area in hopes of discovering something exciting.”
- Roll any three of: Animal Handling, Insight, Nature, Perception, Stealth, Survival
Scouting a Location
- “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
Scrapping
- “Obtain additional scrap for future Infernal Enhancements”
- Roll Athletics, Sleight of Hand, and Survival
Rigging
“Assist Raegina in the junkyard in repairing and improvement of the Infernal War Rig and Inventions to earn some favor and gold.”
- Roll Athletics, Sleight of Hand, and Survival
Personal Activities
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
Personal 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
Fighting
- “Pit your prowess against that of others from the region in non-lethal combat.”
- Roll Athletics and Acrobatics, and make a Constitution check with a bonus equal to half the maximum value of your largest hit die
Successes | Results |
---|---|
0 Successes | You lose all your bouts with potential complications |
1 Success | You win 15 gp per character level |
2 Successes | You win 30 gp per character level |
3 Successes | You win 75 gp per character level |
Gambling
- “Try your luck in a the casino. Who says the house always wins?”
- Stake any amount of gold up to the house limit. Roll Insight and Deception, and make an Intelligence check (to which you can apply any Gaming Set proficiency you may have.)
- Before making these rolls, you may attempt to cheat, gaining advantage on any two of them, but risking serious consequences from the Federation. In this case, first make two Intimidation rolls or two Sleight of Hand rolls.
Successes | Results |
---|---|
Caught cheating | You are disqualified (lose your stake), typically get
barred from the casino, and possibly worse |
0 Success | You lose your stake |
1 Success | You lose half your stake |
2 Successes | You win gold equal to half the amount of your stake |
3 Successes | You win gold equal to the amount of your stake |
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 Activities
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.
- Common potion (or Alchemist's Fire or Acid): Raw materials are assumed to be available. Choose one to craft up to 1 + 1/2 your character level of.
- Uncommon potion: Raw materials are assumed to be available. Choose one to craft up to 1 + 1/3 your character level of.
- Rare potion: Consult a DM to see what rare materials you may need, what skill checks may be 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 are required if you have proficiency in Arcana, Religion, or Nature. Otherwise, you can try your best by choosing one of these to roll to determine how many scrolls, if any, you can complete.
Spell
Level |
Max
Quantity |
Cost per
Scroll* |
---|---|---|
Cantrip | 8 | 10 gp |
1st | 8 | 35 gp |
2nd | 6 | 150 gp |
3rd | 4 | 500 gp |
4th | 2 | 2000 gp |
5th | 1 | 5000 gp |
* Many spells require material components, some of which are costly. You must have these on hand when crafting, and if casting a spell consumes a component, so does scribing the scroll. Such scrolls can have a much higher true total cost to craft.