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Revision as of 15:42, 30 April 2023 by Lywyn (talk | contribs) (Added more clear link to PC roster for Wicked wilds (I couldn't find it and didn't realize clicking player characters would take me there so I figured others probably would have the same issue))
PR
PR

Within the Wicked Wilds is Quelmar’s 4th community D&D campaign. Based in central PA, Wicked Wilds follows behind Into the Greedy Green but picks up 66 years forward into the future, in 893 PR, and shifts from Isonhound to the continent of Amusa.

Wicked Wilds began in April 2023 and is expected to run for approximately 2 years (based on previous community campaigns)

About

In the year 877 PR, airships filled the skies, the accomplishment of Tolme Pendergras spreading to all points in the realm.  As the need for airships in the war against Tiamat is satisfied, private and commercial construction begins.

Now 15 years later in 893 PR on the continent of Amusa, in The City of Galik, one particular company by the name of Tempest Brothers Expeditionary Company has been the most recent recipient of two aged airships. They are earnestly looking for eager adventurers to join them and use this new technology and venture deeper into the heart of Amusa than was ever possible before.

Those choosing to take up the challenge will find gold, glory and fame…within the Wicked Wilds

Player Characters

  • Player Characters for Wicked Wilds start at 3rd level with 900 XP and all available starting equipment
  • Any backgrounds that provide free feats are excluded
  • This campaign requires the use of the latest version of any published material
  • No UA is permitted due to potential balancing issues
  • The world of Quelmar has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” > ”Gamemaster”
  • Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (drop low).
  • No child characters.

Current Player Roster (<-- Click)

NPCs

The Story So Far

Player Session Recaps

Wicked Wilds Player Resources

House Rules

  • All directions of movement, including diagonals, are 5 feet.
  • Taking a critical hit while making death saving throws is 1 automatic fail, not 2.
  • 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 are supplied basic components for spells at camp 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.
  • Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)
  • 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.
  • Critical Hit Variant Rule:
    • When a critical attack is rolled, gather the entire dice pool as per the standard rule.
    • Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up.
    • Roll the rest of the dice pool.
    • Total the rolled dice pool and then add the highest value of the die that was set aside.
    • Then add any relevant modifiers.

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 Wicked Wilds Community table.

  1. All Wicked Wilds 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.  
  2. Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.
  3. 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):
    1. Speaking over other players.
    2. Excessive cross-talk that is not relevant to the adventure being played.
    3. Not sharing the spotlight with other players.
  4. No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.
    1. Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.
  5. 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.
  6. 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.
  7. Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.

Wicked Wilds Feedback Form

Feel free to use the above document to submit any feedback, suggestions, or concerns you have about Within the Wicked Wilds.

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