TSR 1109 - City of Splendors.pdf
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Campaign Guide
to the City
Book I of the City of Splendors
by Steven Schend with Ed Greenwood
Chapter Six: Law & Order
..................................... 75-83
The City Watch ......................................................... 75
The City Guard .......................................................... 76
The Magisters & The Courts ..................................... 76
Laws of Waterdeep ..................................................... 77
Select Law Enforcement NPCs .................................. 82
Chapter Seven: Magic of Waterdeep ................... .84-101
Spells of Waterdeep .................................................... 84
Magical Items of Waterdeep
......................................
95
Miscellaneous Magical Items
................................. 95
Artifacts & Unique Items ...................................... 97
Appendix One: Trade & Travel.......................... 102-103
Appendix Two: Skullport .................................... 104-111
Appendix Three: The Blue Alley.. .................... .112-119
Appendix Four:
Waterdeep Map Cross-Reference Keys..........120-123
Appendix Five:
City of Splendors Index (all four books) .... ...124-128
Introductions
................................................................ 2-7
Chapter One: Geography & Environs .................... .8-24
Chapter Two: History of the City .......................... 25-35
Chapter Three: The City Wards
............................ 36-55
Sight-Seeing in Waterdeep
........................................
The City Ward Keys
...................................................
40
Chapter Four: Places of Interest & Danger..........56-66
City of the Dead ......................................................... 56
Waterdeep Harbor ...................................................... 58
City Sewers
................................................................. 59
Undermountain and the Depths Below.. .................. .63
Rat Hills
..................................................................... 65
Chapter Five: The Lords of Waterdeep ................ .67-74
The Lords History
.....................................................
67
The Lords Roster
....................................................... 68
The Lords Magic
.......................................................
72
The Lords Agents
...................................................... 73
36
Credits
Original Design: Ed Greenwood
Development & Editing: Steven E. Schend
Edititorial Help: Karen S. Boomgarden
Cover Art: Larry Elmore
Cartography: Eric Hotz & Dennis Kauth
Interior Art: Valerie Valusek
Typesetting: Nancy J. Kerkstra
Production: Paul Hanchette
ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, D&D, MONSTROUS COMPENDIUM, and FORGOTTEN REALMS are registered trade-
marks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.
©1994 TSR, Inc. All Rights Reserved. Printed in the United States of America.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of TSR, Inc.
ISBN 1-56076-368-1
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
TSR, Inc.
POB 756
Lake Geneva,
WI 53147
U.S.A.
Introductions
ntroductions are always the first and best way to get to know people and
places. And, of course, ones introduction to Waterdeep forever colors
how one sees the City of Splendors forevermore. For me, Waterdeep and
her vistas will always be dominated by Mount Waterdeep and a fond
memory of an alighting griffon silhouetted against the reddened skies of
the setting sun.
Open Lord Piergeiron Paladinson of Waterdeep
As the man says, everyones introduction to the City of Splendors colors how they see the
magnificent (or sordid, depending on your view) metropolis of the North. As witness to this,
here are words and views and personal reflections of Waterdeep from many of those folk on
our world who have had extensive contact with it. Keep them in mind when you see the
streets of the Crown of the North for the first (or hundredth) time in this boxed set. . . .
Ed Greenwood is a man who hardly needs any introduction to any fans of the Realms, but he
gets one anyway. Ed is the original creator of the FORGOTTEN REALMS® Campaign set-
ting and his first Waterdeep supplement (FR1 Waterdeep and the North) is the source of
much of this boxed sets basic material. Eds latest additions to Realmslore include the Volos
Guides (to Waterdeep, the North, and an impending look at the Sword Coast) and the novels
Spellfire, Crown of Fire and the upcoming Elminster: Making of a Mage.
Going Home Again
Not all trails lead to Waterdeep
but all who travel often seem to
find their way there.
Samatcho Ahonu, My Travels In the Curious West
The Year of the Turret
I
first saw Waterdeep at night. A caravan had set outin a story I was writing about
a fat, brawling merchant named Mirtand I wanted to see where it would go.
This was a caravan of golden furs, sparkling blue ice wine, and caged unicorns, all
taken from the heart of the North, assembled in Neverwinter, and sent down a long
and perilous coastal road, past ghost-haunted ruins and marshes, to somewhere larger,
richer, and more sophisticated.
A great trading city, where half the world rubbed shoulders. A place of wealth and toler-
ance, whose thieves werent a power in the city, and whose nobles were as proud and as
devil-may-careif not as powerfulas the royals of many a fantasy world. A place whose
wealth and power rivaled imperial Rome, whose sophistication outstripped Paris, whose
color and eccentricities were a match for old London. A place where ships docked that
hailed from half a world away, bringing exotic spices, ivory, and caged beasts from lands
that were little more than legends to most of the swarming folk of the city. A place with a
great natural harbor, sheltered by one arm of a mountain, where the water was deep right
up to the shore. A place calledwell, Waterdeep.
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help them deal with a sudden infestation of dragons!
It was here that someone first began killing the citys
Lords, and Piergeirons daughter wore his armor and pre-
tended to be him while Durnan, Laeral, Mirt, and his ward-
become-wife, Asper, turned the city upside down in search
of the missing Paladinson (yes, he was found, alive and
well, but thats a tale for another time). It was here that a
certain Guildmaster spent a memorable night in the sewers
with the persuasive Kitten, and emerged hopelessly in love
and willing to let the Lords do as they pleased with his
guild. It was here that various noble families started feuds
and more friendly rivalries that still continue, and that I
first found the Moon Sphere, the Blue Alley, and the Old
Xoblob Shop; Waterdhavians, by the way, use Xoblob in
the manner those of our world use the names Joe Blow or
John Doe. It was here that I found myself at home . . .
and it is here that my heart lives.
I could tell you tales to fill this box many times over, and
still have more to tellbecause Waterdeep is a living,
bustling, ever-growing place, and its stories are the tales of
peoplepeople as vividly real as we can make them.
And thats not a royal we. Once it was, very briefly,
before my players galloped madly off in all directions at
once, exploring the place where they were supposed to just
rest between delves into Undermountain. They got caught
up in its intrigues, and often abandoned dungeons entirely
for the excitement of the surface world, and then forcing
me to eventually detail the entire Realms. . . .
Then, years later, Karen Boomgarden and Jeff Grubb
shoehorned what should have been this boxed set into a
64-page sourcebook, with such dark mutterings as Thou
shalt never use so much mouse type again! Certain other
folk at TSR were awed by the size of the map Jeff had
painstakingly taped together from the mountain of photo-
copies Id sent (hey, a city is a cityand no city ever fits
neatly into any size box). Waterdeep saw print, and the
floodgates were opened.
Weve visited the city and its environs more than any
place in the Realmsand we still have only scratched the
surface, through the work of Volo (well, me), Allen Varney
(in Knight of the Living Dead), Jeff Grubb (in City System),
Elaine Cunningham (in Elfshadow and Elfsong), and Steven
Schend (in the painstaking pulling-together of Under-
mountain, Skullport and the Promenade of Eilistraee, and
now this box youre holding).
Youve seen almost nothing of the sewers yet, or the City
of the Dead, or the Blue Alley, or the doings and posturings
of the nobles, or the fashions of the city, or the Dungeon of
The caravan rolled in as the blue dusk crept swiftly along
on the heels of fading sunset, and went with it, peeringand
marveling. This is the type of place I wanted to write about!
Nay, to live in. A place with a whiff of Juvenals Satires
and an echo of Sutcliffs The Armourers House, a place
built of ghostwalks in York, strolls in Shrewsbury and the
back streets of Oxford, memories of half a hundred fantasy
novels, and of the most splendid things I could imagine.
A place I could call home.
A place that would grow in color and detail as the
FORGOTTEN REALMS® setting took shape around it,
driven by the enthusiastic adventurings of a fledgling group
of D&D® garnersparticularly one Victor Selby, in those
daysas they poked around in alleys, dusty shops, dim tav-
erns, dark sewers, and even slippery rooftops in pursuit of
adventure; a running gag of these rooftop jaunts involved
party members tumbling helplessly down the slopes of roofs
to crash through skylights and land in the middle of food-
laden tables at feasts, the beds at poorly-timed moments in
bedchambers, map-strewn tables around which conspirators
were whispering, Waterdhavian nobles duelingor
undressingand so on. It got so, somehow, they didnt
want to go up on rooftops, any more. . . .
Long before Waterdeep Nights was a phrase known to
computer gamers, it was what I called my what might hap-
pen tonight encounter sheet, as the Company of Crazed
Venturers set out on another aimless see-what-trouble-we-
can-find stroll, tavern-crawl, or stealthy missionor wild
chase!through the night-cloaked streets of Waterdeep.
It was here that the Ghost Knight was born. It was here
that a wish whose wording remains controversial to this day
snatched Company survivors from the depths of the Fire-
place Level of the Dungeon of the Crypt (which lies partly
under one of the crypts in the City of the Dead, and has
been the meeting-place of many illicit cults and shady orga-
nizations, over the years) into the bar at the Inn of the Drip-
ping Dagger, shattering it . . . and bringing along with them
certain explosive beasts, with immediate and dramatic
results. It was here that the intrepid descended the shaft in
the taprooms of the Yawning Portal for the first time, to find
the er, glories of Undermountain awaiting them.
It was on those nights that the Company crashed the
debauched parties of the nobles, in many a villa in North
Ward or Sea Warda most memorable night happened at
the house of the Roaringhorns, when two sorceresses
decided to fight a spell-duel just as the entire Flying Hunt,
from far-off Nimbral, galloped down out of the sky to ask
where they could find a certain mage named Blackstaff to
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