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*No child characters are permitted. |
*No child characters are permitted. |
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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. |
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==[[Beldlam in the Badlands/The Story So Far|The Story So Far]]== |
==[[Beldlam in the Badlands/The Story So Far|The Story So Far]]== |
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==House Rules== |
==House Rules== |
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*Moving in any direction including diagonally costs 5 feet of movement. |
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*Taking a critical hit while making death saving throws |
*Taking a critical hit while making death saving throws causes 1 automatic failure, not the standard 2. |
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* 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. |
* 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. |
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*An inspiration point can be used force a hostile creature to reroll an attack, saving throw, or ability check. |
*An inspiration point can be used to force a hostile creature to reroll an attack, saving throw, or ability check. |
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*Creatures of medium size or smaller do not provide half-cover against ranged attacks by default, although |
*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. |
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*The Flanking variant rule is in play, allowing creatures to gain advantage if they attack an enemy from two opposing sides. |
*The Flanking variant rule is in play, allowing creatures to gain advantage if they attack an enemy from two opposing sides. |
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*Casting a spell as a bonus action does not impose the standard restriction that any other spell cast that turn must be a cantrip. |
*Casting a spell as a bonus action does not impose the standard restriction that any other spell cast that turn must be a cantrip. |
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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. |
*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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*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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==Code of Conduct== |
==Code of Conduct== |
Revision as of 20:10, 5 July 2025

Bedlam in the Badlands is Quelmar’s 6th community campaign. Based in central PA, Bedlam in the Badlands takes place in the western badlands of Pteris, beginning September 13th 2025.
About
In the year 136 PR...
Player Characters
- 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.
- 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.
- This campaign requires the use of the latest version of any published material. No Unearthed Arcana material is permitted due to potential balancing issues.
- 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.
- The world Quelmar includes unique races, some of which are playable in this campaign. See List_of_Races for links.
- All official backgrounds are permitted, but any if a PC has a background that normally provides a feat, they don't automatically get that feat.
- 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
To keep apprised of the adventures the PCs have had during the campaign, follow the above link.
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
- Moving in any direction including diagonally costs 5 feet of movement.
- Taking a critical hit while making death saving throws causes 1 automatic failure, not the standard 2.
- 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.
- An inspiration point can be used to force a hostile creature to reroll an attack, saving throw, or ability check.
- 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.
- 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, 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.
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.