Les Saigneurs du Chaos | Club de jeu de rôle à Bruxelles
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Les Saigneurs du Chaos | Club de jeu de rôle à Bruxelles
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Un club de jeu de rôle à Bruxelles - Locaux disponibles 24h/24, 7j/7 - Six salles non-fumeurs - Avec le soutien de la COCOF et de la Commune d'Anderlecht
 
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Bienvenue chez les Saigneurs du Chaos
Pensez à remplir les frigos pour les suivants. On aime tous les boissons fraîches Wink
Pensez à sortir les poubelles. Blanches et bleues le lundi soir, blanches et jaunes le jeudi soir.
Après 22h, fermez les fenêtres et faites attention au bruit, sous peine d'invoquer un voisin en colère niveau 35.
Pas le temps ou l'envie de laver vos couverts et assiettes ? Mettez les dans le lave-vaisselle !
Rappel : Le local de la cave appartient à Alpa et est strictement non fumeur.
Parler de jeu de rôle en se lissant la moustache et en se faisant des taches de sauce ? Les Spaghettis du MJ, c'est tous les mois A table
Tu ne sais pas comment ajouter une date au calendrier ? Tu en as besoin ? Voilà comment faire
L'ordinateur est votre ami. Souriez, citoyen.
Tu aimes le club, le gris et l'orange, tu peux acheter un T-shirt SDC. Sinon, achètes-en deux Mr. Green
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
"Personne n'a sorti les poubelles de la cour, l'odeur est infecte et remonte jusqu'au premier. Faites tous un jet de santé mentale."
Tu veux nous aider à nous faire connaître ? Tu peux utiliser nos signatures dans les autres forums de jeux Very Happy
Écraser ses ennemis, les voir mourir devant soi et entendre les lamentations de leurs femmes.
For the night is dark and full of terror.
C'est plus fort que toi. Dès qu'un mec se mouche, il faut que tu gardes la morve.
Pensez à remplir le frigo de potions avant d'aller combattre le mal. Ça soigne mieux quand c'est frais.
Ne fais pas attention à l'aspect rudimentaire de cette maquette, je n'ai pas eu le temps de la faire à l’échelle ni de la peindre.
Je suis très désappointé !
Tu as une grosse voiture et du temps ? On veut bien un coup de main pour faire les courses du club de temps en temps Razz
Some men just want to watch the world burn
J'adore qu'un plan se déroule sans accroc.
C'est à une demi-heure d'ici. J'y suis dans dix minutes.
Les dieux n’aiment pas qu’on ne travaille pas beaucoup. Les inactifs risquent toujours de se mettre à réfléchir.
Je suis désolé Dave. Je crains de ne pas pouvoir faire ça.
Chaussette !
Culture JDR : Darths & Droids (EN) ou (FR)
J'adore l'odeur du napalm au petit matin.
J'ai dégusté son foie avec des fèves au beurre... et un excellent chianti.
*scrontch scrontch* C'qui est embêtant dans les oiseaux c'est le bec. *scrontch scrontch*
Il ne fallait que cinq centièmes de secondes à X-OR pour se retrouver dans son scaphandre de combat.
J'aime ces petits moments de calme avant la tempête.
Ça ne compte quand-même que pour un !
T'endors pas, c'est l'heure de mourir.
Hulk... Smash.
Leeeerooooooooooooooooy Jeeeenkiiins !
Ni !
Mr Bond, vous avez la fâcheuse habitude de survivre
For the Watch...
Culture JDR : Dork Tower (EN)
I am the one who knocks.
Décidément les temps, comme les œufs sont durs.
Pour survivre à la guerre, il faut devenir la guerre
The cake is a lie
Il ne sait pas se servir des trois coquillages...
T'as pas une gueule de porte-bonheur.
I lost my marbles.
Si seulement les kobolds pouvaient venir et t'emporter... Immédiatement.
Il me faut la consolation des ombres et l'obscurité de la nuit.
Ecoutez, ça devient ridicule. Si on se met à discuter des problèmes, on ne fera jamais rien.
FUS RO DAH !
Donjons et Dragons ... La grande aventure ... Par-delà la raison ... D'étranges créatures ...
BREAKING NEWS : On a aperçu Thierry avec un ordinateur.

 

 [Accueil][D&D 5e] English Campaign - A new beginning

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BiBiTheKid
Michel
Vivi
Moritz
Klon
Le Golden D20
filwinn
kyllian
Akanon
Felondra
KamiSeiTo
Toff
mister23
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KamiSeiTo
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KamiSeiTo


Nombre de messages : 4766
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Date d'inscription : 18/08/2013

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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 17:54

OK, noted. ^^

@Akanon: thanks for the clarification on the role, I was kinda lost.

@Felondra: it must be the fight for the item then spiders came out and we fought alongside then we talked story. I love it. ^^

@ Mister23: thanks for clarification.

@Filwinn: I totally forgot the surge! So new question, is it:
a) On your turn, you can take one additional action (on top of your regular action), and a possible bonus action ?
b) On your turn, you can take one additional action, on top of [your regular action and a possible bonus action] ?
The Surge text isn't clear for me.


Dernière édition par KamiSeiTo le Mer 10 Fév 2016 - 19:06, édité 1 fois
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mister23
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mister23


Nombre de messages : 288
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Date d'inscription : 12/01/2016

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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 17:55

filwinn a écrit:
hah we posted at the same time Very Happy, nice houserules btw, consider them yanked :-)
Thanks Filwinn... BTW... FINALLY i'll play again... See you on saturday! And if you want to join the group, it would be a real honor for me!
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Akanon
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Akanon


Nombre de messages : 1749
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Date d'inscription : 23/02/2015

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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 18:04

Felondra a écrit:

2) On their road to some long-forgotten place, they meet a psycho... Hum, a valliant warrior and they bring him in after he kicked their arses but not completely).

Actually I couldn't stand against the 2 of you, that's why spiders are in the story.
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KamiSeiTo
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KamiSeiTo


Nombre de messages : 4766
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 19:09

Actually, it's mostly because the story is even cooler that way! ^o^

Is having an 8 INT considered as being super dumb?
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mister23
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mister23


Nombre de messages : 288
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Date d'inscription : 12/01/2016

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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 19:38

KamiSeiTo a écrit:
Is having an 8 INT considered as being super dumb?
R: No... 4 = It's really dumb... 6 = it's dumb... 8 = you're just bellow average...
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Felondra
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Felondra


Nombre de messages : 1632
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 23:15

They say 10 is human average if I remember right so (if I'm right) 8 is like a guy who didn't make big studies and doesn't have a good memory with things he learn/see/hear Smile


I edit for the spider-thing! But for the rest, you're ok with my little summary?
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Felondra
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Felondra


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@ Mister: For the ranged-sneak attack thing, I was thinking about it but the duo with the noble is too exciting to be forgotten Razz
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KamiSeiTo
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeMer 10 Fév 2016 - 23:51

OK, I really "feared" the 8s/9s; I'll allow myself some, then.

About the story, 2 minor comments:
- Can't we both know each other since before, then you decided to create your own guild and embarked me in your journey ?
- About the spiders part, I preferred Akanon's version, if you don't mind.
These are both details, though. n_n

Combo thing, I'm sooo thrilled about it!!! ^^
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Akanon
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Akanon


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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeJeu 11 Fév 2016 - 9:53

Felondra a écrit:
They say 10 is human average if I remember right so (if I'm right) 8 is like a guy who didn't make big studies and doesn't have a good memory with things he learn/see/hear Smile

That's okay, I have 9
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Felondra
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Felondra


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@ Kami: Yes, of course! I was just brushing a very large view of the situation, nothing too precise, just what I needed to have some clear points on the story and build around them. Now I'll have to write a proper background and I'll be pleased to include your noble human in it Smile Do you have some clear ideas about your background, in which I could put mine?

Same with the spiders, I'll put a more "Akanon-like" version then Razz



@ Mister: My question with the "guild artisan" background is more like: as we form our own guild now, can I have this background to reflect the fact that i WAS part of the merchant's league (or any other non-criminal organization that would need an engineer like my character), that I'm no more part of it, but still have some privileges thanks to that (to be held in the guild's places, to be helped by them, etc.)? Feels a bit wierd for me but, if I did a very very good thing for the guild before leaving, maybe can it be plausible? Else I'll just skip for another background, it's no problem to me Wink
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All I thought about my background is what I posted here, nothing more except a Bond with one of the captains of Baldur ('s Gate? Is the town named Baldur's Gate or is the town Baldur and the video game talked aout its gate?) who was one of the best students of my father and that knows keeps teaching me (my dad's books are useful and stuff, but I'm not that smart with books and I prefer having a master to teach me (8 in INT ^^")). For the rest, my background is aaaaall open to your ideas ! ^^
Just that my character's personality is quite bright, think 80's movies handsome character always smiling while looking at the horizon like it's full of exciting dangers kind of archetype. ^^'

Reminder to all, by the way: lvl2 we're not seasoned veterans. We still are kind of wannabe whatever. (cf. Tiers of play p.15 "In the first tier (levels 1-4), characters are effectively apprentice adventurers.")
It helped me to think through my background, I'm still young and have a lot to learn, it will be the same for you. n_n
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Akanon
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Akanon


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KamiSeiTo a écrit:
Is the town named Baldur's Gate or is the town Baldur and the video game talked aout its gate?

It's named Baldur's Gate, to honor the famous adventurer Baldurian as far as I know

KamiSeiTo a écrit:
but I'm not that smart with books and I prefer having a master to teach me 8 in INT ^^")
Actually, as a human you can't have a stat at 8, for you have +1 to every stat. Unless you use the alternative version with a feat in it and just two +1

KamiSeiTo a écrit:
Reminder to all, by the way: lvl2 we're not seasoned veterans. We still are kind of wannabe whatever. (cf. Tiers of play p.15 "In the first tier (levels 1-4), characters are effectively apprentice adventurers.")
It doesn't prevent us from being badasses

Felondra a écrit:

Same with the spiders, I'll put a more "Akanon-like" version then Razz

Spiders are in the story to control the thief. And they are spiders because spiders are sneaky and have a good range of control abilities with their webs and their poison. Yep, it tought it through.

As long as the version implies that the thief wasn't there to help for reasons it's ok
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mister23 a écrit:
filwinn a écrit:
hah we posted at the same time Very Happy, nice houserules btw, consider them yanked :-)
Thanks Filwinn... BTW... FINALLY i'll play again... See you on saturday! And if you want to join the group, it would be a real honor for me!

unfortunately the best I can do at the moment is an adhoc appearance, so I'd rather leave the spot to the regulars :-)
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mister23


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Felondra a écrit:
@ Mister: My question with the "guild artisan" background is more like: as we form our own guild now, can I have this background to reflect the fact that i WAS part of the merchant's league (or any other non-criminal organization that would need an engineer like my character), that I'm no more part of it, but still have some privileges thanks to that (to be held in the guild's places, to be helped by them, etc.)? Feels a bit wierd for me but, if I did a very very good thing for the guild before leaving, maybe can it be plausible? Else I'll just skip for another background, it's no problem to me Wink
A: No problem for me, go for it.
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Felondra
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Felondra


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Nice!

I'll post a bigger background tomorrow, but I've got the "young man full of hope and awesomeness" clearly in mind ^^
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KamiSeiTo
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Nombre de messages : 4766
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeJeu 11 Fév 2016 - 11:19

Just to check your seasoned veteran expertise.
It is not super dumb for my Fighter to have 10 (no modificator) in DEX?
If I rely on heavy armors it won't change my AC, my melee attacks and damages and DC for Fighters maneuvers will be with my STR, and I will just not have a super high init (1d20 +0 (DEX), maybe + proficiency anyway it's not DEX related) but that's it. I will use my sword more than my crossbow and that's it. ^^

I'm hesitating between DEX +2 CHA +0, and DEX +0 CHA+2. Provided that I'll be the PR of the guild (and a Proficiency in Persuasion (CHA)), and that if I have the CHA+2 I'm considering taking the maneuver that can give an ally 1D8+CHA extra HP. ...And we don't have any healer in the core team.

What do you think?
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As promised, some info about baldur's gate that i think is better to know now than on the game day. Just so you guys now upfront... this was taken from the Sword Coast Adventure's Guide, i cut the part that i didn't think it was important.... Any side notes in red are mine. This information is not necessary to have decorated, as well as we've talked, the political part MAYBE WILL happen, but right now, the fun is out of Baldur's walls ... So why this gigantic text? I like the Baldur's environment and perhaps reading it you will understand why I was so happy when you choose this city as the home... And maybe, just maybe, it'll help you background.


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Baldur's Gate - Past, Present and Future:

Baldur's Gate began its life as a hidden harbor where traders would meet with pirates and "ghost lighters. folk along the Sword Coast who used lights to lure fogbound ships toward shore. where they would run aground and have their goods scavenged. After hitting their targets, plunderers would journey leagues upriver to the future site of Baldur's Gate, at a turn of the Chionthar that gave good harbor and relatively easy access to the Trade way and then sell their
booty to traders  without fear of meeting the goods original Owners.

In time. industrious traders and herders decided that the excellent commerce outweighed the blufls' poor soil, and they put down roots. Due in part to its frequent mists and surely its residents reputations, the settlement became known as Gray Harbor, a name Baldurians still use for the bay today.

The city gained its current name centuries ago when the great explorer Balduran returned from his journey to the other side of Evermeet. the homeland of the elves. where he searched for the fabled isles of, Anchorome. He spread around wild stories of his adventures as well as huge amounts of wealth. some of which he spent to have a wall constructed around his oft-raided hometown. Balduran left again for Anchorome and never returned

Just a few years ago, the city saw the terrifying return of the Lord of Murder (Bhaal). Following a number of deaths, one of the city's dukes, Torlin Silvershield, was revealed as the Chosen of Bhaal, and underwent a monstrous transformation, turning many citizens into bloodthirsty killers and inspiring a riot and much death before finally being put down by brave adventurers. Even now, you hear tales about misterious murders through the city, and reports of unexplainable, gruesome killings on Baldur's Gate.

Baldur's Gate is ruled by the Council of Four, dukes who vote among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is Ulder Ravengard, who is joined by Dukes Thalamra Vanthampur, Belynne Stelmane, and Dillard Portyr, the former grand duke, who ceded the post to Ravengard after the city's recent troubles. Below the council sits the Parliament of Peers, a group of about fifty Baldurians who meet daily to discuss the future of the city and recommend actions for the dukes to take on all matters, great and small.

Defense of the Upper City is handled by the Watch, the official constabulary of the city's elite. For the rest of Baidulr's Gate, security is enforced and order maintained by the Flaming Fist mercenary company, a supposedly neutral force which is free to fight in external conflicts, so long as it doesn't side against Baldur's Gate. By tradition, the highest officer of the Flaming Fist is one of the city's dukes, and Grand Duke Ulder Ravengard fulfills that tradition proudly.

Membership in the Flaming Fist is fairly easy to achieve, and adventurers with much experience swiftly advance
in rank (and, consequently, political influence) once they become permanent members. Many ranking officers are
former adventurers who have "retired" to military life. But there was also a former school of swordsmanship that was closed by lack of students (and then money) due to the... "bad reputation" after The school teacher was accused of treason and conspiracy along Torin SilverShield. He was killed, his school closed and his family fell into disgrace.

In both the Upper and Lower Cities, the underworld is controlled by a shadowy group known merely as the Guild. The dukes don't acknowledge the power of this group in any meaningful way- at least not publicly- but try (at least nominally) to curb its influence where and how they can.

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Three sides of the same city
The city is divided into three parts:

[Accueil][D&D 5e] English Campaign - A new beginning - Page 5 <a href=[Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Baldur11" />

UPPER CITY (UC)
The Upper City of Baldur's Gate is the enclosed haven of the city's nobility- the patriars. Sitting atop their hill, the patriars look down on the rest of Baldur's Gate in every real sense, wielding their wealth and influence to push the Council of Four to protect their lifestyle.

Though at one time a wealthy merchant or powerful adventurer might hope to advance to the ranks of the patriars, there is no longer room, physically or otherwise, for the class of the Upper City to grow. Now, only those born into the patriar families inhabit the manors of this oldest part of Baldur's Gate. The poorest among these go so far as to sell furnishings and decorations from inside their homes in order to keep up appearances with their fellow patriars.

A number of gates divide the Upper City from the Lower City, but the one to note is the famous Baldur's Gate, from which the city takes its name. Trade passes only through this gate, and is taxed by the city-despite the fact that it was just such taxes that led to the city's being overthrown by its first dukes and the Lower City enclosed by its ring wall. The other gates exist solely for the convenience of the patriars and their retinues. Any who aren't in the presence of a patriar, wearing a patriar's livery, or bearing a letter of proof of employment by a patriar must use Baldur's Gate to pass between the Upper and Lower Cities.

LOWER CITY (LC)
Hard against the harbor lies the Lower City, where the folk who have long performed the real work of the city reside. Baldur's Gate depends on trade, and that trade flows in and out of the Gray Harbor. The hands that load and unload ships, that tally cargo and haul goods, that repair keels and mend sails, all live here. The Flaming Fist is responsible for keeping order in the Lower City, and it do so with brutal efficiency, deterring most from engaging in bold, public acts of theft, vandalism, or violence.

OUTER CITY (OC)
Outside the walls, there are no laws barring constructionor settlement, and so those who are too poor to reside within the city or to purchase property have slowly built up a third ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur's Gate.
Here, the poorest of the poor live in the Outer City, but so too do those whose businesses are considered too troublesome, noisy, or foul-smelling to operate within the walls, so tanners, smiths, masons, dyers, and other tradesfolk abound. (As a small new company seeking fame and notoriety)

The lack of laws in the Outer City has led to two strange phenomena, unrelated to one another. A walled Calishite district has grown up to the east of the city proper, known by Baldurians as Little Calimshan. Within the district, neighborhoods are divided by walls, but these walls have walkways atop them so that foot traffic can proceed unimpeded by the gates that slow carts and mounts. Here, refugees from Calimshan have found a home away from that southern nation, and largely depend on themselves for trade, culture, and defense.

Buildings have also been constructed along Wyrm's Crossing over the Chionthar river. Shops, taverns, and tenements
choke the bridge, hanging from both spans, and even in some cases built to hang from the supports that hold it up. Folk must pay a toll to cross on foot or by cart or wagon, but many swear they would pay yet more to be able to use the bridge without having to dodge the hawkers and urchins that infest the area.

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AREAS AND PLACES OF INTEREST

The Wide (UC): The Wide is the city's only large civic space and serves as its market. By law, all buying and selling in the city not completed in a licensed and taxed establishment must be done in the Wide. Sellers at the daily market set up their tables. accoutrements, and wares just after dawn. At dusk, the Watch clears the streets of visitors and vendors.

Beloved Ranger (UC) A statue of a powerful warrior in plate armor stands in the Wide. Far from being the typical grim guardian, this warrior wears an enthusiastic grin and cradles a hamster in his hands. According to legend, the featured figure is Minsc, a dull-witted but brave warrior ofRashemen who saved Lewel's life from some forgotten danger. The hamster is Boo. a pet that Minsc referred to as a "giant pygmy space hamster." The quirky statue is a favorite landmark and meeting spot in the ever-changing sea of market stalls, both because it's easy to spot and because Baldur's Gate loves its peculiar characters.

The High Hall (UC): The High Hall is used for professional guild meetings. civic events, court trials, tax counting, real-estate and law record-keeping, and anything to do with governance, including meetings of the Parliament of Peers and the Council of Four.

Watch Citadel(UC): The Upper City's police force uses the Watch Citadel as a barracks and for training, storage, and organizational needs. The citadel has only a few jail cells, which the Watch uses to temporarily hold those awaiting a trial in the High HaJJ or a transfer to the prison in the Seatower of Balduran.

Undercellar ( Just UC? Who knows...): A clearly marked entrance to the Undercellar beckons on the Wide's southern rim. Most Baldurians view the Undercellar as a seedy yet unique underground tavern and festhall. Its cobbled, vaulted chambers were once the storage cellars of various buildings, many of which still conduct business today. Its unmapped tunnels are more extensive than most city residents imagine. Dozens of access points reach it. Most of them are unmarked. and owners and overseers of more than a few such sites purposely keep them secret. The Guild
directly controls some entrances; others are privately owned but made available for the Guild's use in exchange for coin.

High House of Wonders (UC): The High House of Wonders serves as a vast workshop for the many crafters and inventors that the temple houses. The House has several huge wings, each devoted to a type of work or a scholarly pursuit related to invention and artifice. Silversmiths toil alongside those who cast in bronze, architects draft beside engineers, and carpenters build cranes next to woodcarvers working on jewelry boxes. Everything from ships to siege weapons is built at full size in the great halls of the High House ofWonders and then is disassembled for transport.

The Hall of Wonders (UC): The Hall of Wonders puts Gond's magnificence on full display. This building is a museum as much as a religious site. For 5 cp, a visitor can enter to view-in long aisles and even hanging from the ceiling, a gallery of holy relics ranging from the pragmatic, such as ordinary locks and mechanical lock boxes disguised as furniture and other household goods, to the scholarly, such as precision water clocks and orreries. More impressive inventions loom large amid the collection, such as a steam dragon (a steam-operated engine for moving heavy objects), a steam-operated mechanical orchestra, and mechanical scribes that can be linked in sequence to make many copies of exactly what a person writes as he or she pens it.
To exit the museum, a visitor must leave through a shop filled with devices for sale. Rumors persist of a treasure vault hidden beneath the temple and guarded by mechanical monstrosities.

Seatower of Balduran (LC): The Flaming Fist maintains two bastions in Baldur's Gate, Wyrm's Rock and the Seatower ofBalduran. If Wyrm's Rock is a symbol of the Fist's unbreakable strength, then the Seatower is a symbol ofits stature and success. The Seatower serves the Flaming Fist as headquarters, barracks, naval base, prison, and fortress. The
marshal and most of the officers responsible for day-today Fist operations typically work from the Seatower.

Wyrm's Crossing and Wyrm's Rock (OC): The first sign of civi lization that a traveler boating on the Chionthar or coming overland from the south or east is likely to sec is Wyrm's Rock, an impressive fort rising high above the surface of the water. Wyrm's Crossing. the bridge that arches over the river's slowly flowing water, connects the fort's islet to the Outer City districts ofTwin Songs to the north and Rivington to the south.

Baldur's Mouth (LC):The city's news carrier, provides a great service to people at every level of society. Town criers and printed broadsheets are its two methods of spreading news.The city has used Baldur's Mouth many times to
spread word of new laws that the Council of Four passes, to broadcast holidays, and to communicate election results.

Candlekeep Chandlery (LC): On the signboard hanging above its door, the Candlekeep Chandlery proudly advertises the "Longest Lasting Lamps and Magically Made Missives in the Lower City." Her shop sells candles, soaps, and cosmetics to wellheeled customers in the Upper City.

Counting House (LC): The Counting House has stood as a center of trade and business in the city for centuries. A thick-walled and heavily guarded edifice on the waterfront, it serves as the primary location for exchange of currency and valuation of gems and jewelry.

Danthelon's Dancing Axe (OC): This new but widely known business on Wyrm's Crossing is named for its owner, the jovial seller-ofsundries Entharl Danthelon. The blond-bearded dwarf deals in assorted quality secondhand goods, ranging from pots and pans to rope, armor, and weaponry.

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CAFES, INNS, AND TAVERNS

The Blade and Stars: The interior of the Blade and Stars is an unremarkable yet comfortable inn. Lacking a tavern and a dining room, the long, tall building is filled with bedrooms and small apartments in which travelers can stay for fair prices and have food and drink sent up to them. Many of the rooms have private balconies overhanging the street, providing visitors with a great place to stay while watching the city in full swing.

The Blushing Mermaid: The Blushing Mermaid is a noisy establishment whose clientele is known to break into brawls over a spilled mug, a funny look, or an ugly face. The fare prepared at the Mermaid is simple and filling. It's all decent except for a vile stew based on pickled fish.

Elfsong Tavern: One of the most well-known establishments in Baldur's Gate is located a few blocks from the Basilisk
Gate in Eastway. The name of this tavern comes from its unearthly tenant, a disembodied elven voice whose song occasionally fills the tavern. The singing isn't loud enough to disrupt conversation, but it is clear, beautiful, and lamenting.

The Helm and Cloak: Located at the heart of the Upper City, just steps from the High House ofWonders and the High Hall, the Helm and Cloak serves the upper crust and has prices to match. Its food is excellent, and its ccommodations
are sumptuous. The Helm is a fashionable place to dine and chat. Patriars and Lower City residents who have lofty social ambitions favor it.

Jopalin's: Once a seedy dockside tavern catering to sailors with thin purses,Jopalin's transitioned into a cafe when
coffee and tea drinking became fashionable-and as membership fees increased for the tavernkeepers guild.

The Low Lantern: An aging, three-masted merchant ship rocks gently in the water alongside the Stormshore Street dock on the harbor's east side. Ostensibly a festhall, a tavern, and a gambling house, the Low Lantern also serves as a place for covert meetings in which sensitive and illicit plans can be discussed without fear of eavesdroppers.

The Splurging Sturgeon: the Splurging Sturgeon cooks just about anything that's pulled out of the river or sea, and in dozens of ways.

Three Old Kegs: One of the most cozy, welcoming, and tolerant establishments in Baldur's Gate, Three Old Kegs is
named for its sign, featuring three lashed-together barrels hanging from a pole. The place is immensely popular.
so much so that regular wayfarers' donations have rebuilt the business after fire gutted it on three separate occasions.

The Smilin' Boar: The Smilin' Boar was once a failing tavern, until its new owner, Jentha Allinamuck, took advantage ofits Bloom ridge locale to convert it into a trendy cafe. The enterprising halning knocked down a wall to create
harbor-view seating.

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MYSTERIOUS LOCATIONS

Ramazith's Tower: Rarnazith 's Tower is a six-story, pagoda-style, cylindrical structure of brick. Its numerous roofs jut from the building every half floor, and a pointed rooftops the structure. Whether the tower is a unique Baldur's Gate landmark or a deplorable eyesore depends on one's opinion. The tower is named after Ramazith, the sailorturned-
wizard who designed and erected it. During his days as a mariner, Ramazith acquired vast knowledge of the sea. He became a full-fledged wizard to further his interest in what lay beneath the waves. He must have discovered something of great value in the watery depths, because he had never been known as a wealthy person before construction began onthe tower that would bear his name and whose exotic architecture would remind him of his home in faraway Durpar. Eventually, Ramazith disappeared. o one knows where or how, but the most popular rumor is that he met his doom during an ill-advised dalliance with a nymph.

Seskergates: For more than a century, this tall structure adjacent to Mandorcai's Mansion housed the Sesker merchant
family. The reclusive Osimund Sesker, the last of his line, died alone in this mansion two winters ago. Imbralym Skoond, an aspiring young wizard from Athkatla, bought Seskergates to use as his home and magic workshop.

Wizard Cave: Rumor has it that a tower of stone, whose origin is unknown, stands on the brink of a vast crevasse somewhere deep beneath the Upper City. A wizard who used it as his home reportedly spoke of it on his infrequent
trips to the surface. No one has seen the wizard in thirty years. Now his tower stands empty in the dark, awaiting anyone brave enough to search for the secret sewer-to-cavern path leading to the structure.


Dernière édition par mister23 le Ven 12 Fév 2016 - 2:24, édité 1 fois
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeJeu 11 Fév 2016 - 22:27

KamiSeiTo a écrit:
I'm hesitating between DEX +2 CHA +0, and DEX +0 CHA+2. Provided that I'll be the PR of the guild (and a Proficiency in Persuasion (CHA)), and that if I have the CHA+2 I'm considering taking the maneuver that can give an ally 1D8+CHA extra HP. ...And we don't have any healer in the core team.

What do you think?
A: I'm pretty sure the question wasn't for me, but... My advice? Go with CHA instead of DEX... As you said, you're the PR.
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MessageSujet: Re: [Accueil][D&D 5e] English Campaign - A new beginning   [Accueil][D&D 5e] English Campaign - A new beginning - Page 5 Icon_minitimeJeu 11 Fév 2016 - 23:50

I totally agree, we need you to have good Charisma (yes I'm pointing the finger at my computer right now. How do I write?... Look at the light. Yeah the blue one. What the fuck ?!? )


My stats (so you know ans in case you find those wierd)):

Str 10
Dex 15
Con 11
Int 14
Wis 14
Cha 8
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Felondra a écrit:
My stats (so you know ans in case you find those wierd)):

Str 10
Dex 15
Con 11
Int 14
Wis 14
Cha 8
I find these stats weird.

First, you got odd numbers. Unless you plan for a stat giving perk, you are wasting points. 15 is the same as 14 and saves you 2 points. Same thing with the 11.

Wis is good for a lot of stuff but why so much int?

Str can be dropped and cha bumped with all the leftovers. You are proficient with persuasion so it combines well.

As for the fighter: the only important stat is str. So you have quite a bit of freedom there. Just don't try to swim in a plate mail.

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The question was for everyone one, including you Mister23. n_n
Thanks for the answers.

Background is actually interesting! I feel the anachronistic things here and there give it a "Harry Potter feeling" which is fun. ^^
Just a detail, if you don't mind, the school was not closed by the Watch, but by lack of students (and then money) due to the... "bad reputation" ^^' attached to the name (and for the few who didn't care, the death of the main teacher and keeper of the knowledge was also a major downer ^^").

For our gnome : if I'm correct WIS is super useful for trap detection and general perception. I agree with odd numbers being a waste until level 4 (+1 in an ability), can't you get a 16?
I'll post more one mine later but if I recall correctly my abilities are
STR 16
DEX 10
CON 16
INT 8
WIS 8
CHA 12
I took care I only have even numbers.
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KamiSeiTo a écrit:
Background is actually interesting! I feel the anachronistic things here and there give it a "Harry Potter feeling" which is fun. ^^
Just a detail, if you don't mind, the school was not closed by the Watch, but by lack of students (and then money) due to the... "bad reputation" ^^' attached to the name (and for the few who didn't care, the death of the main teacher and keeper of the knowledge was also a major downer ^^").
R: OK, will fix it.
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KamiSeiTo a écrit:
For our gnome : if I'm correct WIS is super useful for trap detection and general perception. I agree with odd numbers being a waste until level 4 (+1 in an ability), can't you get a 16?
That's the thing: at level 4 (and the other ability increases) its +2 to an ability (or +1 to two abilities, so maybe that's the reason). Odd numbers are a waste in general unless you want to take a feat that also gives +1 to a stat.

And i get it he plays a rock gnome, so no he can't

KamiSeiTo a écrit:

I'll post more one mine later but if I recall correctly my abilities are
STR 16
DEX 10
CON 16
INT 8
WIS 8
CHA 12
I took care I only have even numbers.

Con is a waste. There's no skills attached to it, only saving throws. A +3 there won't do much. You have d10 hit dice, so you already have plenty of HP. And you jazz is not getting hit thanks to your high AC.

Wis as you say is generally speaking useful. Someone (presumably the rogue) should be proficient in perception and have good wis.

If you go charisma go full there: get yourself something like 16 - 10 - 12 - 9 - 14 - 16. If you wanna be a smartass with little sense reverse Int and Wis.

Btw, you did not spent your 27. Calculation goes as follows 15(-9) - 9(-1) - 11(-3) - 8 (-0) - 13 (-5) - 15 (-9) = 27 points spent. Then you get +1 across the road.

I got myself a 16 -14 - 16 - 9 - 10 -12. Con buffs my AC and I am built to take damage, so it makes a bit more sense. But I am seriously thinking of reverting it with dex. It would also make sense to reverse cha and wis but i want to succeed at my intimidations (i know it's just a +1 but still...), so i will play suboptimal.
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Aaaahh, expect that kind of an answer Rolling Eyes


My "odds" scores are indeed because of the 4-lvl bonus. But I forgot you could put +2 in 1 carac (don't remember if was like that in 3.5 or 4e).

Str 10 was to be able to athletism without penalty (and, as an engineer, it feels wierd not to have at least a bit of str, doesn't it?). The 14 Int (only 12 in fact, with a racial +2) was for the bonus in comp like investigation, history, etc. You think a 12 would be enough? (And again, it was an old reflex from the 3.5, where your number of skill points depended on your Int score)


If we review this, I could be the communication guy (if I've been in a guild for a while, I could be able to present well in public, etc. - was more thinking about a "brutal" engineer with no social skills but I can do with good social as well Wink )


So if I follow you, I'd be more like:

Str 8
Dex 14
Con 10
Int 15
Wis 14
Cha 14

? (The "Int 15" is because I got a point "too much", so I put it in Int, for Int 13 + 2 racial bonus). The Con 10 is because of the +1 Con subracial, so it would be stupid not to put 1 point in Con to go -1 to 0.

Those things said, I'm pretty aware of the fact that my character is suboptimal or not in the usual grid. Else I would have taken a light-foot Halfling (Lucky, +2 Dex, +1 Cha, natural discretion, etc.) or a human (possibility to have 2 16) but I'm more in the engineer stuff than the rogue one and the gnomes are the only ones to offer such a spec. And, as we needed a scout (and I was - and still am - attracted to the "archeologist" kind of stuff but less than to the adventuring-engineer one), the rogue was the good solution and pleases me in the playstyle he offers.
That's always the tricky thing for me in DD (and others like it, Pathfinder for example): the rules give a clear importance to the fact of optimizing your character and, I think, sometimes against the concept that really brings the character to life. So I'm always a bit wondering what to do - for example, the "Str 8" seems wierd to me as an engineer, but maybe he was more used to have assistants in his former life and didn't "got his hands durty" that much? I really don't know... What do you think?


Other question for Kami: what kind of life do your character live? Does he live in the upper town? Goes to a lot of "noble-stuffs" like dancing, official meetings, etc. ? Is he more li,e an "ermite-knight" who trains 10 hours a day? Does he travel a lot?


Mr, thanks for the Baldur's gate chapter! And for the insertion of our characters in it too Smile Helps a great deal!
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I spent all my points. I chose the optional Human with two +1 and a Feat (Martial adept, +2 Fighter Maneuvers and +1 Superiority Dice which are the fuel for Maneuvers).
I don't have a higher AC than you, I think; so yeah, HP will be useful to me! ^^
I don’t “avoid” that much.

@Felondra: Hey‼ Don’t take the social stuff away from me!! ^^’
I don’t think you should switch WIS for CHA, we’ll need your WIS I think, to check for various things as I said (traps and all).
And I disagree with Akanon wanting to be “full +3 +3 -1 -1” style. DEX, STR, CON while roaming long forgotten temples and tombs (Indiana Jones style!!) we’ll have save rolls to make ad the DM told us he wouldn’t make it easy. The STR makes sense to me.

P.S: it's OK not to be 200 % optimized. You are not only a rogue rogue (you're also an archeo-ingineer), I'm not just a moving armor, even our barbarian kept CHA for frightening people!! XD
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