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Revision as of 14:42, 10 April 2022 by 73.52.25.64 (talk) (New Sigurd inspired ruling on Dragon Blood.)

"For Every Law and Rule that is Obeyed...there is a reward. For every law transgressed there is a punishment. Blessings and punishments may not come about immediately, but they occur eventually." - The Law of Consequence

Into the Greedy Green is Quelmar's 3rd community D&D campaign (following Towson Tabletop in 2014 and Ancients Alive in 2018).

Greedy Green began in January 2022, with an expected run time of about 2 years (based on the length and duration of the previous community campaigns).

About

It has been 30 years since The Sundown, the year is 825 PR, and the realm finds itself once again facing endless waves of Dragons, who have all been long released from their prison island of Kiston. While the realm as a whole struggles to come together to face its new common enemy, smaller towns, hamlets, and cities now face a pandemic of robberies.

After centuries of having nothing good to horde, Dragons everywhere begin again---building hordes of treasures, weapons, materials, gems, books, and all other manner of collectibles.

And in this new world, only those brave enough to call themselves Heroes are willing to track down the dens all over Isonhound and recover this loot, as they head....into the Greedy Green.

Players Characters

  • Player Characters for Greedy Green currently start at Level 4.
  • This campaign does not allowed for backgrounds from the Strixhaven sourcebook.
  • This campaign requires the latest published edition of any material, but UA is allowed for unpublished material.
  • Stat generation includes Standard Array, Point Buy, and rolling 4d6 (drop low).

Dead and Retired

Character Class Race Status Player Level
Kris Artificer Leonin Retired Bo 4
Jeb Warlock Tiefling Dead RJ 3
Boros Sorlock Tiefling Dead RJ 5/1
Mallen Cleric Tiefling Dead Mike 3
Miles Bard Tabaxi Retired Ben H 4
Jo Sorlock Changeling Dead John 2/2
Ulka Fighter Bugbear Dead Marcy 5
Einari Paladin Loxo Retired Melody 5
Varryn Ranger Elf Retired Sam 4
Alenka Warlock Star-Soul Dead Claudia 4
Tordek Druid Dwarf Ascended Jake 5
Cyan Druid Dhampir Dead Matt 5
Patches Ranger Reborn Retired Charles 4
Akagane Fighter Tiefling Retired Ino 4
Búho Bard Owlin Retired Edelio 5
Tokax Fighter Elf Dead Alex 5
Archie Wizard Elf Retired Alex 5
Izaak Fighter Half-Elf Missing Nick P 5
Asger Cleric Goliath Missing Luke 6
Joshua Rogue Human Missing Nathan 5
Markoth Paladin Aasimar Missing Gavin 6
Elric Warlock Yuan-Ti Dead Marcy 6
Naxxradormu Wizard Dragonkin Returned Logan 6
Dur'kalak Barbarian Lizardfolk Dead Jon 7
Silent Arbiter Demigod Missing Nin
Ignidicus Warlock Tiefling Missing Brandon 6
Aesir Ranger Elf Missing David 6
Alanis Cleric Elf Missing Steph 6
Mumiy Barbarian Half-Orc Missing Mei Ling 6
Omni Cleric Dwarf Missing Chris 6
Rex Barbarian Dragonborn Missing Lev 6
Mabel Sorcerer Gnome Missing Emma 6
Barbie Barbarian Dragonborn Missing Krista 6
Ren Druid Elf Missing Kennedy 6
Pum Bard Changeling Missing Miriam 6
Kellen Monk Human Missing Phillip 6
Karl Anders Barbarian Dwarf Missing Russell 6
Zevendell Barbarian Orc Missing Ben 6
Kluck Barbarian Aarakocra Missing Rob 6
Amber Warlock Genasi Missing Andrea 6
Indy Fighter Fairy Missing Sam 6
Volrac Monk Dragonborn Missing Charles 6
Adonis Paladin Half-Orc Retired David 6


NPCs

The Story So Far

House Rules

A few variant rules are in place in this campaign, mostly to make it easier and more approachable for those in the community with less D&D experience:

  • All directions of movement, including diagonals, are 5 feet.
  • Taking a hit while making life saves is 1 automatic fail, not 2.
  • Critical Hits are being ruled as (at least) 1 Max Damage Die + 1 Damage Die + Modifier
  • 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.
  • It's assumed players buy components for spells at towns between sessions. Very expensive components (like diamonds) are still tracked and necessary.
  • An inspiration point can be used to "De-Inspire" an enemy's check, save, or attack.
  • 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.
  • Drinking a Dragon's blood grants 1 minute of "Speak with Animals"
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Recent changes

  • Spiderjjr45 • 5 minutes ago
  • Benn43 • 01:06
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  • Psuvillager • Yesterday at 23:39
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