Quelmarch is an online Westmarch styled community campaign that began in September 2023.
The campaign involves adventurers setting out on adventures as a part of [name tbd], a realmtrotting adventuring group led by Aurus Silverclaw and the Vanguard.
It takes place during 924 PR during the Second Holy War phase of the The War of Many Names.
About[edit | edit source]
Players take on different adventures as they explore the different continents of the Quelmar Realm. There is (planned) emphasis on including material from the Curated Chronicles of Quelmar.
Player Characters[edit | edit source]
Use this section to list your PCs, or link the above text to a page called Quelmarch/PCs
NPCs[edit | edit source]
Use this section to list your NPCs, or link the above text to a page called Quelmarch/NPCs
The Story So Far[edit | edit source]
It's likely you'll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called Quelmarch/The Story So Far
House Rules (aka Most of the Common Community/Quelmar Campaign House Rules)[edit | edit source]
-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, although it may be determined on a case by case basis if you are carrying too much of something.
-It's assumed that players buy basic spellcasting components in town between sessions. Very expensive components (ex. diamonds) are still tracked and necessary.
-An Inspiration Point can be used to "De-Inspire" an enemy 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 Hits:
- Calculate the maximum possible damage value.
- Roll the normal damage dice pool and record the result.
- Add up the totals together.