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OFFICIAL GAME ACCESSORY

Table of Contents

Using This Product . . . . . . . . . . . . . . . . . . . . . . . 2 City Buildings . . . . . . . . . . . . . . . . . . . . . . . . . 10


Waterdeep . . . . . . . . . . . . . . . . . . . . . . . . . 3 City Services . . . . . . . . . . . . . . . . . . . . . . . 12
A Brief Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Street Scenes . . . . . . . . . . . . . . . . . 15
Recurrent Situations . . . . . . . . . . . . . . . . . . . . . . . . . 26
Rulership Peacekeeping and Justice . . . . . . . . . . . . . . . 5
Picking Pockets Short Version and Long Version . . . . . . . 27
Credits:
Editing: Karen Boomgarden Typography: Betty Elmore
Cover Art: Larry Elmore Keylining: Stephanie Tabat
Cartography: Dennis Kauth and Frey Graphics

TSR Inc. TSR UK Ltd.


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ADVANCED DUNGEONS & DRAGONS AD&D FORGOTTEN REALMS PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR Inc.
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1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. ISBN 0-88038-600-2
$12.00 US
1040XXX1501 1040
Using This Product
CITY SYSTEM is a boxed campaign set- the city of Waterdeep (see p. 3). Map city, hold their judgments, and receive
ting designed for urban adventures in sections overlap to provide a continu- emissaries and vistors from other
the AD&D game system. While the ous tapestry of urban settings. Regions lands. Here noted guests of the city stay
mechanics presented within are adapt- outside the city proper, such as the in safety (where the Lords can keep a
able for any city in the Realms, or in any farmlands beyond and the sea areas, discreet eye on them). Castle Water-
other fantasy setting, this boxed set are used to show typical interior details deep is one of the oldest structures
concentrates and expands upon the of many of the buildings. These are remaining from the days of the early
mightiest city of the Realms: Water- arranged according to the typical build- settlement of the city-state. Its catapults
deep, the City of Splendors. ings found within that quarter. Noble stationed in the towers are still opera-
The true stars of this product are the houses will be found aligning to the tive, but without magical aid their
twelve map-sheets in this boxed set, the North and Sea Wards, while taverns stones would scarcely clear the outer
largest presentation anywhere of a fan- will be found in the Dock and Trades walls of the new city.
tasy city. The city is Waterdeep, but can Wards. These typical buildings may be The final map is a picture of the city
be used for your own personal cam- used by player characters as bases of itself, drawn from the Outer Harbor
paigns if you desire. The tables, charts, operations or targets for adventuring. islands, looking northward over the
and information which follow are pri- The eleventh map is a detailed interi- Dock Ward. The city is built on a sloping
marily to enhance the use of those or diagram of Castle Waterdeep, head- plateau that levels out about the same
maps. quarters of the effective civil location as Castle Waterdeep, so details
government of the city. It is here that beyond that point are lost from this
Arranging the Maps some of the Watch and Guards are post- view. The illustration captures the
ed, along with the keep armories and great density and sheer size of the city
Ten of the twelve maps in this set fit dungeons. It is also here that the Lords itself.
together form an expanded view of of Waterdeep the secret rulers of the
WATERDEEP AT A GLANCE
rising upper class from Dock and Trades
Wards.
North WardThe other northern ward
of Waterdeep, the buildings are slightly old-
er, but still respectable and upper-middle
class. Here too the old noble villas have been
swallowed by the city. It is in North Ward
where successful merchants maintain
townhouses for their stays in the city, and
where retired adventurers tend to spend
their quiet years.
City of the DeadThis is the only
walled ward, and with good reason. Dis-
posal of the deceased citizens in a fashion
that will not result in their return is a prob-
lem for all towns large and small in the
Realms. Waterdeep, backed by powerful
magic, has chosen to create a series of pock-
et dimensions, where they may lay the dead
to rest in comfort. Some undead, and dark-
Many of the physical details of the City of these old-line nations that Waterdeep is as er creatures, do slip through in the night,
Waterdeep can be found in FR1, Waterdeep barbarous as its surroundings. (See Time- and for this reason, the City is patrolled and
and the North. For a detailed description of line on page 4 for a brief history of the city). night-time activity discouraged. Still, it is
the ruling individuals, guilds and their func- Waterdeep is divided into seven adminis- the largest park of its type in the North, and
tions, noble families and their heraldry, and trative districts, or wards. The borders a favorite relaxation spot of the people.
the area surrounding Waterdeep, look into between these wards are informal and, Trades WardThis is the internal mer-
that tome. This text contains information with the exception of the City of the Dead, chant and craftsmens hub of the city,
about Waterdeep as it applies to cities in the there are no walls dividing them. Each ward where most of Waterdeeps internal trading
Forgotten Realmsranging from typical has its own personality, and particular and manufacturing take place. Many of the
street encounters to a summary of the laws groups and individuals tend to collect respectable Guilds have their bases there,
and peacekeeping forces in the city to towards one ward or another. Waterdha- and it is here that most of the high-level eco-
opportunities for adventurers within the vian society has not stratified as much as nomic dealing takes place.
citys walls. Repeated information is intend- some other cities: there is no Noble Quar- Southern WardIf Waterdeep had a
ed to be kept to a minimum, and used only ter where all the titled heads are crammed Foreign Quarter, Southern Ward would
where necessary for clarity. within the reaches of a flame strike. Nor is be it. Nestled firmly against the major gate
Waterdeep is the largest city of the North. there a Foreign Quarter, as found in the south, it is hear that many caravans stop to
There are metropolises in Calimshan, Amn, South and West, where outside nationals break up their cargos for sale and delivery
and reputedly Thay that exceed Waterdeep and foreign races are confined. Waterdeep in the city. Many southern merchants have
in sheer population, but none match the takes pride in its lack of such divisions, not seen Waterdeep beyond this ward, and
raw power and prestige of the City of Splen- pointing out that it is an Open City, while many foreign tongues and alien races are
dors. Waterdeeps population rarely dips its detractors point out that it is one more found here seeking others of their own
beneath 120,000 sentient beings (this in the example of the chaotic nature of the north- breed. Southern ward is dominated by the
heart of winter), and during the busiest erners. requirements of the caravan trade: stables,
times of the year (the height of Trading Sea- The seven wards of the city are: warehouses, and taverns.
son), the number reaches upwards of half a Castle WardThe Political Heart of the Dock WardThe oldest part of the city,
million people. City, this ward encompasses both Castle it was in use over 2000 years ago as a trad-
Waterdeep is one of the newer cities as Waterdeep and Piergeirons Palace, the bar- ing center with ships from the south. Cer-
well, having survived and prospered under racks, and Mount Waterdeep and its defen- tain buildings, and most foundations,
its current type of secret government for sive system. It is a popular region for those predate Castle Waterdeep and the founding
only some 350 years. A long trail of dark who enjoy the whirl of politics, including of the city. It is a rough neighborhood which
times, mysterious fires, and indeterminate adventurers seeking employment by the mixes vital business with shady operations
spell-casting mark the years before the com- city. at all hours of the night.
ing of Ahghairon, Lord of Waterdeep. Both Sea WardNorth and West of Castle
for its growing size and relatively recent Ward, this region was open fields a hundred
arrival, Waterdeep is regarded by larger, years ago, dotted by the villas of the rising
older cities to the south as something of an noble class of the City. The metropolis has
upstart, a home of the new rich and wildly since swallowed the old villas, reducing
unpredictable adventurers. The fact that them to walled islands in the midst of upper-
Waterdeep recognizes and profits from the class townhouses. Sea Ward is also center of
actions of adventurers is used as proof to the Faiths of Waterdeep, relocating with the

3
A Timeline of while slaying the everlasting ones. NR 230: Guildwars, culminating in
the slaying of all but two Guild-
Waterdeeps NR -96: Heavy orc raids. Death of
masters, Lhorar Gildeggh and
Nimoar. Gharl chosen as War
History Lord by the tribe.
Ehlemm Zoar. They declare them-
selves the Two Lords Magister.
NR -92: Second Trollwar. Contin- Misrule of the Magisters begins.
In this brief outline, Waterdeeps sys- ual strife for a decade; the name Thieves Guild operates openly.
tem of numbering years is used Waterdeep comes into common
(known as Northreckoning, it is NR 241: Baeron and Shilarn, Lords
usage. Six War Lords of Water-
used throughout the human North- of Waterdeep, slay the Two Lords
deep die in battle during this dark
lands west of Anauroch). The cur- Magister, and revive Ahghairons
time. City population grows as
rent year is 1332 in Cormyr (whose system of rule. Baeron rules open-
tribes gather in it for safety.
system is used in Sembia, Westgate, ly. Houses of the Lords Magister
and the western coastlands of The NR -80: Rise of Ahghairon, mage of are declared Outcasts, and exiled.
Sea of Fallen Stars) and 1357 in the Northern wastes. The trolls Magisters (Black Robes) appoint-
Dalereckoning (the system used in are defeated and scattered. ed to keep justice. Thieves Guild
the Dalelands, the Moonsea lands to NR -58: Castle Waterdeep built outlawed.
the north, and over much of Thar (single keep on site of Nimoars NR 244: Shilarn gives birth to
and the other Northlands to the east Hold). City walls expanded and Baerons daughter, Lhestyn.
of Anauroch); note that Northreck- rebuilt. Lauroun named first North and Sea Wards added to
oning dates from Ahghairons ascen- female War Lord. city.
sion to the throne, and not the initial
founding of the city. NR -22: The walls are expanded NR 266: Lhestyn, as The Masked
again, and the harbor fortified. Lady, infiltrates the Thieves
NR -2120: Annual trade begins at Waterdeep becomes the Free City Guild and exposes it. Thieves
the future site of Waterdeep, of Waterdeep, Lauroun its War- Guild is crushed.
between the ships from the South lord (ruler).
NR 268: Lhestyn weds the mage
and Northern human tribes. NR -6: Death of Lauroun in orc Zelphar Arunsun of Neverwinter.
NR -980: Permanent farms estab- raids. Raurlor proclaims himself
NR 270: Khelben Arunsun, later to
lished in the area by tribes who Warlord of Waterdeep. Black
become the Archmage Black-
settle locally. Claw orc horde defeated at Stump
staff, born to Lhestyn and
Bog.
NR -560: Tribes conquered by Zelphar.
Ulbaereg Bloodhand, and united. NR 0: Raurlor announces Empire of
NR 276: Baeron dies of fever. Shilarn
Irrigation and extensive building the North. Ahghairon defied
immolates herself on Baerons
begins. Raurlor, The Warlord is killed.
pyre. Lhestyn becomes the open
Ahghairon, takes the Warlords
NR -160: Nimoar the Reaver con- seat, and declares himself the first Lord of Waterdeep. Lhestyns (lat-
quers the Bloodhand tribe, and er Piergeirons) Palace built as
Lord of Waterdeep. The City
seizes the docks and buildings of home for the open Lord of
grows under his just rule, and is
the harbor. Nimoars Hold is forti- Waterdeep.
prosperous. System of Wards
fied with a log palisade. introduced; initially four in num- NR 279: Zelphar slain by fell sor-
NR -145: Pirate raids in force from ber, Castle, Trades, Dock, and cery. Lhestyn names the paladin
the South. Temple (later Southern) Ward. Piergeiron her successor- as Open
Lord of the City. Durnan founds
NR -143: The Bull Elk tribe of the NR 216: Waterdeep grows fivefold,
the Red Sashes.
Dessarin sets Nimoars Hold afire, and crime becomes a problem.
but is defeated and driven off. Formation of Guilds. (recognition NR 282: Death of Lhestyn. Pier-
The Hold is rebuilt. of merchant gentry; noble fami- geiron takes the throne.
lies developing). Creation of City NR 325: The present year (1332 Cor-
NR -100: First Trollwar. Forces led
of the Dead. myr, 1357 Dalereckoning).
by Nimoar clear the Evermoors of
trolls, burning miles of land bare NR 224: Death of Ahghairon. Guild-
masters seize power in the City

4
RULERSHIP
Who rules a city is often of minor
importance in the day-to-day operation
Laws & options, one of which is lesser-known.
The first option is to enlist the aid of the
of a civilized community. Only in the Peace-Keeping local temples and faiths in dealing with
case of the most brutal, petty tyrants the problem. Since this is tied with a
will player characters likely come into Player characters in urban environ- large donation from the city to the faith
direct conflict with the mayors, lord, ments may not meet the king, but, if that deals with the problem, most
captain, lesser kings, and self-styled they engage in typical adventuring churches are eager to aid in the arrest
emperors who rule the cities of the For- activities in the city, they will definitely and/or destruction of the high-powered
gotten Realms. One piece of advice, encounter the rulers minions. In interloper. Clerical spells are excellent
though: should a character anger the Waterdeep, the prime peace-keeping in locating unprotected thieves, and
rulers of a city, the safest course of forces are the Guard and the Watch. aerial servants and the like can dispose
action is to leave town quickly and The Guard are Waterdeeps soldiers, of them on the doorstep of the local
quietlyall but the most despotic rulers decked in scale mail and carrying short Guard (or more likely, within the
enjoy a strong base of support in order swords and bows; they are the citys dungeon directly).
to carry out their work. protection. Outposts of the guards can The second option available to the
This strong base of support applies to be found throughout the walls ringing, Lords is the unleashing of Force Grey.
Waterdeep as well. Wracked by long the city, as well as at their barracks in Force Grey is a group of loyal, powerful
internal battles in its history, the city Castle Ward, and at all gates into the Waterdhavians of equal or greater power
has thrived for the first time in the past city. At every gate, there will be a than the supposed offenders. They can
300 years, under the ministrations of its detachment of the Guard, 12 in num- include the following individuals:
hidden Lords of Waterdeep. The num- ber. Khelben Arunsun Also called Black-
ber and names of these Lords are The Watch are Waterdeeps police- staff, this 26th level magic-user is
Waterdeeps most tightly-held secret, men, and are more commonly seen reported to be both a Lord of Water-
protected both by the magic-resistant throughout the city, typically moving in deep and the leader of Force Grey. He
masks they wear as well as (it is patrols of four men. They are decked in is active only when the city faces its
rumored) divine protection arranged armor of leather strengthened by most dire threats, but provides suit-
by the various faiths that do good busi- chain, and carry rods (treat as clubs), able spells and magical items for the
ness in Waterdeep and support its daggers, and short swords. rest of the team.
rulers. It is commonly thought that The Watch and Guard are authorized Jardwim Official leader of the team,
there are 16 such rulers, though no to arrest any individuals breaking the a 15th level ranger lord who uses two
more than 7 are seen at any one time. law, and to bring in for questioning any blink dogs as his aides. Once some-
Among the Lords there is always one individuals reported to be engaged in thing is called to his attention, there is
Open Lord who wears no mask when illegal activities. They may enter build- little he cannot find. Gruff and
conducting daily business for the city, ings without warning or hindrance, stocky, he is a believer that if a prob-
and who is generally recognized as both and search any person, place, or con- lem is sufficient to bring him into the
the spokesman and symbolic head of the tainer by will. field, the only result is death for the
city. The current Open Lord is Pier- The Watch will first attempt to have opponents.
geiron Paladinson, a paladin of 14th+ the arrested subject come along peace- Maliantor A 9th level magic-user
level, who has ruled the city-state wisely fully, but if this is not possible, they will and pupil of Khelben, Maliantor usu-
in his past 40 years in the position. fight. The Watch will seek to disarm ally carries a scroll containing the
Some of the mysterious Lords of and grapple opponents, while the necessary spells to contain the men-
Waterdeep are detailed in FR1, Water- Guard tends to kill first, ask questions ace. She is known as Blackstaffs
deep and The North Sourcebook, but later. In dangerous situations, the eyes and though rumors abound of a
there are 6 left undescribed for the DM Watch will kill a suspect as well, using more intimate relationship between
to create his own. The fact that the speak with dead spells to discover the her and Khelben, such tales are never
Lords are undiscovered and undiscov- true disposition of matters afterwards. brought up to her face.
erable makes for an air of security in Innocent parties slain by the Guard Harshnag the Grim A frost giant in
the city. Those with nothing to hide feel and/or Watch are provided with raise enchanted plate mail +4, made for
confident that a Lord may be around dead spells as is possible. his giantish frame, he is the raw
when needed, while those breaking the In dealing with powerful adventur- muscle-power with which the team
law are never sure that the person they ers, who could easily defeat and/or slay deals with malefactors. Cast out by
are confiding in will not soon be sitting, large numbers of ordinary guardsmen, his people for overly good tendencies,
masked and concealed, on the bench to the Lords of Waterdeep have three he seeks acceptance in the company
judge them. of humans.

5
Hrusse of Assuran A native of the of theft, threat, blackmail, and kidnap- that will occur will be banishment from
Inner Sea lands with a thick, stilted ing to bring malefactors to justice. They the city).
accent, Hrusse is a 12th level cleric of can be hired for particular actions, Imprisonment: In addition to finding
Assuran, called Hoar in these part, though they have never been success- them guilty, Magisters sometimes order
the God of Revenge. No slight is for- ful in toppling the Lords of Waterdeep. confinementand to a busy merchant,
gotten, no task laid aside. He wears Their contacts may be found at: imprisonment may result in a far
enchanted plate mail +2, and carries Thentavvas Boots Bldg 177 greater loss of income than the fine that
a mace of disruption. Hlakken Stables Bldg 223 goes with it. After two days of confine-
Osco Salibuck A 9th-level halfling The Purple Palace Bldg 260 ment, prisoners are always brought
thief, once captured by the Force The Sleeping Snake Bldg 245 before the Lords, and examined by a
Grey and supposedly reformed, Osco The Red Sashes gain their names physician before them. Most merchants
would be lost among the greater from the red cloth used to bind up the use this audience to plea for early
lights were it not for a djinn ring he guilty to be turned over to the local offi- release in return for the payment of
jealously guards. The djinn, one cials. more money. Lords sometimes agree to
Amprantines, is very loyal to his half- this, but try to consult with the Black
ling master. Osco is brought in for the
quiet touch.
Justice Robe who sentenced the offender first,
to determine the reason for imprison-
All of Force Grey are at maximum hit ment. The extensive, many-levelled City
points, and should be equipped with Waterdeep has two levels to its legal jail is in (and beneath) Castle Water-
further magical gear depending on the system: The Magisters and The Lord's deep, but small holding cells (six cells of
situation. Such gear is marked by Court. There are 26 magisters, or up to ten people in each) are contained
Khelben so as to magically return (with black-robes, in the city, and they may in the Palace and all major towers
whoever is carrying it) in a few days normally be found either at the Palace (those with names) along the wall.
time. (3 at all times) or the city gates (1 during These are used in times of trouble.
In addition to the individuals noted daylight hours). The Magisters may Waterdeeps prison system (The
above, Force Grey usually includes 2-8 pass instantaneous judgment on serious Dungeons) is on a par with most found
fighters of 7th or better level. or less important crimes. Local citizens in the Realms. The largest complex is
Not surprisingly, Force Grey is called may appeal any ruling of the Magisters located beneath Castle Waterdeep, and
out rarely, and its approach sends eve- in the Lords Court within two days. protected by magical wards and special
ryday civilians in the opposite direc- The Lords Court is chaired by Pier- cells to keep magical powers at bay.
tion. An assault by the Force usually geiron and two other masked Lords of Escape is possible, but rare. For player
results in the destruction of one or Waterdeep, and is held at the Castle characters, being sent into prison is vir-
more buildings, and widespread Waterdeep each day, beginning at noon. tual retirement for that character until
slaughter. They are used when no other This court hears all appeals, plus all the sentence is up. DMs may seek to
method is available. severe crimes. Justice is swift and usu- have their sentence commuted into
In cases where Force Grey is insuffi- ally accurate in Waterdeep. A magical some great act for the city, usually
cient (a tarrasque on the horizon), a society, backed up by detect lie spells involving great personal risk and/or
general call is made to all adventuring from the churches, can usually reach at danger. The individual will be quested
citizens to come to the aid of the city. the heart of the matter in a short time. and/or geased to perform the action,
This has not happened in the 40 years The suggested punishments listed for and if the PC breaks the spell, he or she
of Piergeirons rule. offenders may be lessened according to will be captured and slain upon return
Finally, individuals disrupting the situation, but ignorance of the law is no to Waterdeep.
peace may earn the wrath of the Red excuse for illegal behavior. There are
Sashes, a mysterious group that oper- no bail, no lawyers, and rarely any
ates within the city as rivals to the repeal of crimes. The Lords Court will
Lords of Waterdeep. Led by the The usually let a Magisters statement stand
One, this group of neutrally-aligned unless there is information brought to
characters are very effective in remov- light since then. In game terms, the
ing individuals who are creating prob- Court system of Waterdeep is 95%
lems for the city not bothering with the likely to render a correct verdict as to
niceties of arrest and trial. This Society, the matters of the situation. The rest of
while not a thieves guild, has many the time there are sufficient unknowns
characters with thiefly abilities in its that matters are dropped (unless the
ranks, and engages in a quiet approach case is severe, in which case the least

6
CODE LEGAL
Crimes and their corresponding sen- upon permission of a Lord or Magister, gold pieces) and flogging
tences, as administered by the Lords who will typically demand at least a par-
and Magisters of Waterdeep, can be tial payment immediately. Repetition of any Lesser
roughly summarized as set forth below. or Minor Offense Against
This system is known as the Code Sentences This Plaint: E or F (1
Legal and is only a basis for sentenc- A Death (instant) month) and/or H (up to
ing, not absolute rules. Note that both B Death (upon conviction) 1,000 gold pieces)
Lords and Magisters are free to deter- C Exile or Ban Against Future Entry
mine absolutely guilt and innocence, D Mutilation (loss of offending Willful Disobedience of
and set any lesser sentence they con- extremities, branding) Any Edict Uttered Against
sider fitting (or none at all) if a crime is E Enforced Hard Labor One by a Lord: H (up to
deemed justified or largely harmless F Imprisonment (dungeon) 1,000 gp) and/or C (up to 5
and unintentional. A single act can G Imprisonment (light work in Cas- years)
result in multiple charges, under one or tle compound)
more of the four Plaints. Magisterial H Fine (payable to City) LESSER: Unlawful Observation or
justice may be appealed to the Lords by I Damages (payable to injured par- Copying of an Official Docu-
anyone, but such appeals must be with- ty) ment F (3 weeks) plus H (300
in nine days of the initial sentencing, J Edict Against Convict (public pro- gp)
and non-citizens of Waterdeep must nouncement forbidding convict
persuade a citizen of the City to appeal to do something; e.g. continue in Assault Upon Any City Offi-
on their behalf. The four Plaints are the present business, repeat circum- cer Who Is Acting in the Line
four different classes of aggrieved par- stances that led to an offense, etc.) of Duty: F (1 week) plus H (as
ties; that is, those who are injured by a justice demands; usually
crime. They are Crimes Against The The First Plaint: based on ability to pay; flog-
Lords; Crimes Against The City; Crimes Crimes Against The Lords ging if unable to pay any
Against The Gods; and Crimes Against thing)
Citizens. Under each Plaint are four SEVERE: Treason (including Assault
classes of crimes. These four types of Upon a Lord): A Attempting to Discover the
offenses are Severe; Serious; Lesser; Identities of the Lords: H
and Minor. The sentences have been set Impersonation of a Lord: A (500 gold), J (Repetition of
forth below in a chart to save space. Crime)
After the letter that denotes a type of Impersonation of a Magis-
punishment, an amount (of time or ter: B after flogging MINOR: Blasphemy Against Lord,
money) usually follows. The commer- Magister, or any City Officer:
cial nature of the City, with its emphasis Forgery of an Official Docu- G (4 days) plus H (20 gp)
on mercantile trade and property, is ment: B or C (permanent)
clearly reflected in these typical pun- and D Impeding the Swift Process
ishment. The City is empowered to of Law by Delaying the
seize and sell the property of a convict Assault Upon A Magister: B Actions of the Guard, Magis-
to realize the money needed to satisfy or F (10 years) after flogging ters, or Watch: F (2 days).
the payment of fines or damages, with-
out the consent of a convict. The family, SERIOUS: Theft, Vandalism, or The Second Plaint:
clan, guild, or business partners of a Arson Against the Palace Crimes Against The City
convict are never liable for the pay- or Any Part of the City
ment of a convicts fines or damages, W a l l s : E (as justice SEVERE: Poisoning of Water (City
unless they can be proven to have aid- demands) plus H (costs of Wells; includes attempted
ed, abetted, ordered, or coerced a con- repairs plus 2,000 gold blockage or attempts to con-
vict into the criminal activity in pieces) trol public access, or charge
question. Temples and priesthoods are fees for such access): A
not permitted to pass or carry out sen- Impersonation of a
tences under the Third Plaint; only offi- Guardsman or Officer of Murder: B or E (10-15
cers of the City may do so. Convicted the Watch: F (as justice years)
beings may owe fines to the City and demands) plus H (5,000
pay as they can over time, but only

7
Spying, Sabotage: B or C MINOR: Bribery: G (1 week) and/or H The Third Plaint:
(permanent) plus H (costs of (amount of bribe or attempt- Crimes Against The Gods
repairs plus 2,000 - 5,000 gp) ed bribe)
or F (20 years) plus H SEVERE: Defiling of a Holy Place
Unlawful Flight Intrusion (Temple Burglary, Temple
SERIOUS: Fraud: C (permanent) and (into City airspace, of intelli- Arson, or Temple Vandal-
I (as justice demands) or F gent being flying by means of ism): C (5 years) and I (as jus-
(up to 10 years) and I, and J an aerial mount or magic): H tice demands) or E (up to 5
(300 gp) and J (in peacetime; years) and I or F (up to 3
Fencing Stolen Goods: G in wartime, sentence can be years) and I
(up to 2 years) and H (typi- A)
cally twice the price the SERIOUS: Theft of Temple Goods or
goods were sold for) and J Blasphemy Against Foreign Offerings (includes spoilage
Ambassadors: G (up to 1 or consumption of same): F
Unlawful Duelling (Man- week), I (50 gp) and J (up to 1 month) and I (dou-
slaughter): C (up to 5 years) ble the estimated value of
and I (to family, typically Vagrancy: F (overnight) the goods) and J
1,000 gp) or E (up to 3 years)
and I Littering (includes Relief of Tomb-Robbing (or Unlaw-
Human Wastes in Public): F ful Entry and/or Vandalism
Murder With Justifica- (overnight) and H (2 sp to 1 of a Tomb): G (up to 1 week)
tion: C (up to 5 years) or E gp, based on ability to pay) and I (costs of repairs and
(up to 3 years) and J replacements plus up to
500 gp, payable to whoever
Repetition of Any Lesser or Brandishing a Weapon Dan- maintains the tomb
Minor Offense Against This gerously or Threateningly temple, guild, City, or fami-
Plaint: F (1 month) and H Without Due Cause (note: ly) and J
(up to 1,000 gp) and J being in a brawl is not due
cause unless one is menaced Repetition of any Lesser
Bribery of a City Officer or with a weapon): F (overnight) or Minor Offense Against
Official (attempted or and H (1 gp) This Plaint: G (up to 1 week)
apprehended): C (up to 20 and H (up to 1,000 gp) and J
years) and confiscation of Dangerous Operation of a
all property except one Coach, Wagon, Litter or other LESSER: Assault Upon A Priest or
weapon, one weeks Conveyance (including Air- Lay Worshiper: I (of up to
rations, and clothes worn borne): H (5 - 50 gp, as justice 500 gp; payable to temple,
by offender demands; note that this will and usually based on ability
be in addition to the sentence to pay) and J (in addition to
LESSER: Unlawful Entry into the for any charges placed under charges placed under the
Harbor (1 charge per vessel The Fourth Plaint) Fourth Plaint arising from
per occasion): C (1 year) and such an assault)
H (500 gp) Leaving the city of Water-
deep after curfew by means MINOR: Public Blasphemy of a God
Unlawful Duelling (appre- other than the main gates: H or Priesthood: I (up to 10 gp,
hended; i.e. on fatality): G (1 (500 gp). based on ability to pay) and J
week) and H (100 gp) and J
Drunkenness (and Disorder-
Entry into City after Cur- ly Conduct) at Worship: I (up
few, or not by Main Gates: H to 5 gp, based on ability to
(100 gp) and C (1 year, if pay) and J
engaged in questionable
activities)

8
The Fourth Plaint: SERIOUS: Robbery: E (up to 1 month) Assault on Livestock (non-
Crimes Against Citizens and I (value of goods lost fatal): I (cost of medical atten-
plus up to 500 gp) tion plus up to 500 gp; maxi-
SEVERE: Arson (of Ship, Structure, mum damages always apply
or Stored Property): E (up to Burglary: F (up to 3 if livestocks breeding capa-
3 months) and I (value lost months) and I (value of bility is impaired)
plus up to 500 gp), and/or C goods lost plus up to 500 gp)
(up to 10 years) and I Unlawful Hindrance of
Theft or Killing of Live- Business: I (up to 200 gp) and
Rape: D and I (up to 2,000 stock: I (double cost of lost J (this charge includes
gp) or E (up to 5 years) and I, stock) instances of blocking access
or F (up to 10 years) and I to a place of business without
Repetition of any Lesser permission of owner or a
Assault Resulting In Mutila- or Minor Offense Against Magister; and trying to
tion or Crippling: D and I (up This Plaint: F (up to 1 week) frighten, disgust, or drive
to 2,000 gp) or E (up to 3 and I (double normal), or G away customers in or in
years) and I (up to 2 weeks) and I (dou- front of anothers shop)
ble normal)
Magical Assault: H (up to MINOR: Assault (without wounding
1,000 gp) and I (up to 2,000 Usury: I (City recovers or robbery): F (overnight) and
gp) and J excess over legal rates, 1 (up to 50 gp)
returns to injured party)
Forgery (not including offi- Excessive Noise (interfering
cial City documents): C (up to LESSER: Damage to Property: I (val- with sleep or business): I (up
20 years) and D and the con- ue of goods lost plus up to to 25 gp) and J
fiscation of all property 500 gp) and J
except 1 weapon, 1 weeks A DM should use the elbow room cre-
rations, and offenders cloth- Assault (Wounding): I (cost ated by this discretionary legal system
ing worn at the time of sen- of medical attention plus up just as the Lords do; to create any nec-
tencing to 500 gp) and J essary decrees to prevent player char-
acters from running amok. Magisters
Slavery: C (up to 10 years) and Lords have in the past made laws
and flogging if shackling, (edicts) specific to fit particular situa-
cruelty, whipping, branding, tions and crimes. In Waterdeep, at least,
or physical indignities are the guilty tend to be punished for their
observed crimes according to their severity.

9
THE BUILDINGS OF WATERDEEP
Each Dungeon Master should make Buildings in the City can be artificially
Waterdeep his or her own, filling in divided into four classes, as follows. The City of the Dead consists entirely of
details as necessary for exciting play, type A buildings which the DM should
and the day-to-day adventures of play Class A: The Palace, Castle Waterdeep, detail when called upon.
ing characters. To that end, the DM, other public structures (e.g. the Arena),
using the descriptions and room major temples (including The Plinth), 2. Determine number of stories in
designs found within as a base, should noble villas. These buildings are building, by deliberate choice or by
feel free to modify, change, add to, or unique, generally large and grand, and the methods that follow. Look for
subtract from the city, customizing random tables are not given here. the Type of building and roll or
Waterdeep to his own ends. New build- choose from that table.
ings may be designated as they become Class B: Grand houses (without
more important to the PCs, or neigh- grounds or walled gardens; villas Class B: (1d8)
borhoods changed to fit in with the always have such), large warehouses, 1. One story without basement
requirements of an adventure. prosperous businesses, guildhalls. 2. Two stories without basement
Buildings are numbered 1-282 in the Buildings in this class have up to four 3. Three stories without basement
official listing which follows, so in stories, and may have extensive cellars 4. Four stories, without basement
keeping with this, any newly desig- (usually connected to the sewers at 5. One story, with basement
nated buildings should have numbers some point). Most inns in the City fall 6. Two stories, with basement
higher than 282; If that elven fighter- into this class. 7. Three stories with basement
mage buys his own townhouse near the 8. Four stories, basement, tower with
Grey Serpent Inn, his house would be Class C: Row buildings. This class additional floors possible
listed as bldg 283, the temple his friends describes the great majority of city
set up to Waukeen 284, and so on. Mark buildings, of two or three stories, and Class C (1d4)
these locations on the map, and their usually having shops on the ground 1. Two stories without basement
reference locations, by grid, or location floor, with offices above and apart- 2. Three stories without basement
with streets, on a separate piece of ments above that (or just apartments). 3. Three stories with basement
paper (otherwise it is all too easy to lose This class includes most of the taverns 4. Two stories with basement
the locations of the buildings on such a and rooming houses in the City.
large map). Class D (1d4)
The layout of buildings in play may Class D: Lesser buildings (hovels, 1-2. One story, without basement
become important if PCs engage in sheds, small warehouses). This class 3. One story, with basement
extensive indoor thieving, stealthy consists of one-story buildings, usually 4. One story, with tower or partial
shadowing, and fighting. Space consid- of wood, and are mainly found in Dock upper level.
erations prohibit the provision of floor Ward, with a few in Southern Ward and
plans for every building in the city, but Trades Ward, and a handful in the part 3. Determine condition of building, by
the typical layouts provided on the of the docks which lies in Castle Ward. choice or rolling 1d8. Add one to
map may serve as basis for your own the roll if in Sea or North Ward, sub-
developments, and to be used as a Once the class of a given building has tract one if in Dock or Southern
quick location if the players need one. been decided by the DM, the following Ward.
A simpler version of these tables steps can be followed if speedy random 0-1 Derelict, boarded up, abandoned
appeared in FR1, Waterdeep and the generation of building features is 2 Ramshackle, in need of repair
North. desired. 3-4 Well-worn, heavy daily use, some
Random generation of the overall need of repairs
natures of buildings may be accom- 1. Determine the building Type, 5-6 In good condition, well-kept, and
plished using the table below. Random either through the DMs choice, or clean
generation of Class A buildings (see by rolling on the table below: 7 Under construction, or extensive
below) and of specific buildings intend- repair
ed beforehand for use in play is not rec- Ward B C D 8-9 New, well-cared for, and freshly
ommended. If a building so generated Castle 1-4 5-8 9-0 redecorated.
proves to be a new focal point of the North 1-6 7-0
campaign, then the DM is advised to Sea 1-7 8-0 4. Determine function of building, by
add it to the growing list of standard Trades 1-3 4-7 8-0 deliberate choice or by rolling 1d10.
buildings in his or her own version of South 1-2 5-7 8-0 Consult the table below according
Waterdeep. Dock 1 2-6 7-0 to Building Class.

10
Die 16 Fellowship Hall Guild HQ: Innkeepers
Result Class B Class C Class D 17 Palace Warehouse Warehouse
18 Palace Stables Stables
01 Warehouse (multi-story, Warehouse Warehouse 19 Palace Paddocks Paddocks
with elevator or interior 20 The Dragons Head Tavern
hoist) 21 The Golden Key Ansilver the Locksmith
02 Warehouse (multi-story Ground floor shops with Warehouse 22 The Master Bakers Hall Guild HQ: Bakers
with elevator or interior offices above 23 The Crawling Spider Tavern
hoist) 24 The Elfstone Tavern
03 Offices of Major BusinessGround-floor shops with Warehouse 25 Velstrodes House Private Home
apartment above 26 Halambar Lutes & Harps Music Shop
04 Offices of Major BusinessLarge shop with storage Warehouse 27 Hilmer Warehouse Armor Warehouse
above (roll 1d4; even = 28 Halls of Hilmer Master Armorer
proprietor lives above; 29 Balthorrs Rare and
odd = proprietor lives Wondrous Treasures Shop, warehouse, and fence
elsewhere and hires 30 Tower of the Order Guild HQ: Magic-users
night watchman) 31 The Smiling Siren Nightclub
05 Rooming House Rooming House Dwelling 32 Blackstaff Tower Private home of powerful mage
(single 33 Phalantars Philtres Medicine and herb shop, fence
family) 34 Guildhall of the Order Guild HQ: Furriers and Woolmen
06 Rooming House Rooming House Rooming 35 The Jade Jug Inn
House 36 The Blue Jack Tavern
07 Ground-floor shop with Ground-floor shops with Shop 37 Pewterers Guildhall Guild HQ: Pewterers & Casters
apartments above offices and apartment 38 Olmhazans Jewels Jewelry store
above 39 House of Fine Carvers Guild HQ Fire Carvers
08 Ground-floor offices Ground-floor shops with Office 40 The Pampered Traveler Inn
with apartment above offices and apartment 41 The Singing Sword Tavern
above 42 The Market Hall Guild HQ: Farmers and Grocers
09 Residence of a family of Apartment block Dwelling 43 Spires of Morning Temple complex of Lathander
noble birth (multi- 44 Walking Statue Enchanted Statue
family) 45 Fair Winds Rental Villa
10 Residence of a noble Apartment Block Dwelling 46 Marblehearth Rental Villa
individual (space 47 Stormwatch Rental Villa
shared with 48 Heroes Rest Rental Villa
rental 49 House of Heroes Temple complex of Tempus
storage 50 Halazars Fine Gems Jewelery Store
space) 51 The Ships Wheel Tavern
52 Pilgrims Rest Inn
A Brief Description of City 53
54
The Wandering Wemic
House of Purple Silks
Inn
Festhall
Buildings 55
56
Gournars Tavern
House of the Moon Temple of Selune
57 Tchazzam Noble family villa
The ten large-scale maps have a number of buildings marked by number. 58 Maerghouns Inn Inn
These structures have had been described more fully in FR1, Waterdeep and 59 Daters Inn Inn
the North. What follows is a summarized version of that information for use 60 House of Inspired Hands Temple of Gond
by owners of City System as a quick gazetteer of the city. Those seeking fur- 61 The Fiery Flagon Tavern
ther information on these buildings are encouraged to either check into FR1 62 Ruldegost Noble family villa
or to make it up on their own. 63 The Dragon Tower Private Home of powerful mage
64 Ilzimmer Noble family villa
Bldg Description Notes 65 Urmbruck Noble family villa
1 Mirts Mansion Private Manor House 66 Moonstar Noble family villa
2 Crommors Warehouse Warehouse, front for Fence 67 Assumbar Noble family villa
3 Sailors Own lkvern 68 Cassalanter Noble family villa
4 The Yawning Portal Inn 69 Zulpair Noble family villa
5 The Red-Eyed Owl Tavern 70 Husteem Noble family villa
6 The Sleepy Sylph Tavern 71 The Tower of Luck Temple of Tymora
7 Barracks Quarters for the City Guard 72 Wavesilver Noble family villa
8 Smithy City Guard Smithy 73 Naingate Private Home of powerful mage
9 Bell Tower Signal Tower 74 Melshimber Noble family villa
10 Lharilstars House Private Home 75 Ilitul Noble family villa
11 The House of Gems Guild HQ: Jewellers 76 The Ladys Hands Shrine of Mielikki
12 Mother Tathlorns Festhall and Spa 77 Shrine of Silvanus Shrine of Silvanus
13 Leones House Private Home 78 Emvoelstone Noble family villa
14 Shyrrhrs House Private Home 79 Hiilgauntlet Noble family villa
15 The Map House Guild HQ Map-makers 80 The Temple of Beauty Temple of Sune

11
Bldg Description Notes 146 Kormallis Noble family villa
81 Gauntyl Noble family villa 147 Majarra Noble family villa
82 Eltorchul Noble family villa 148 Rum Noble family villa
83 House of Wonder Temple of Mystra 149 Stormweather Noble family villa
84 Eirontalar Noble family villa 150 Jardeth Noble family villa
85 Selchouns Sundries General store 151 Hawkwinter Noble family villa
86 Thongolir Noble family villa 152 Gralhund Noble family villa
87 Tesper Noble family villa 153 The Raging Lion Inn
88 Dezlentyr Noble family villa 154 A Maidens Tears Tavern
89 Tesper Noble family villa 155 The Misty Beard Tavern
90 Nesher Noble family villa 156 The Cliffwatch Inn
91 Brokengulf Noble family villa 157 Cliffwatch Stables Stables
92 Belabranta Noble family villa 158 Zun Noble family villa
93 Irlingstar Noble family villa 159 Ilvastarr Noble family villa
94 Gundwynd Noble family villa 160 Husteems House Private Home, Fence
95 Tessalars Tower Private Home of Powerful Mage 161 Mariners Rest Tombmariners
96 Raventree Noble family villa 162 Hall of Heroes Tombwarriors
97 Bladesemmer Noble family villa 163 Hall of Sages Tombsages
98 Manthar Noble family villa 164 Warriors of Waterdeep Monument
99 Artemel Noble family villa 165 The Merchants Rest Tomb
100 Ammakyl Noble family villa 166 Ahghairons Statue Monument
101 Silmerhelve Noble family villa 167 House of the Homeless Tombpoor
102 Rosznar Noble family villa 168 Inn of the Dripping Dagger Inn
103 Jhansczil Noble family villa 169 The Riven Shield Shield Shop
104 House of Crystal Guild HQ: Glass-Blowers 170 Splendons House Private Home
105 House of Crystal Warehouse 171 Mhairs Tower Private Home of Powerful Mage
106 Adarbrent Noble family villa 172 Dunblast Roofing Co. Roofers
107 Agundar Noble family villa 173 Gondalims Inn
108 Kothont Noble family villa 174 The Citadel of the Arrow Guild HQ: Bowyers
109 Sultlue Noble family villa 175 Saerns Fine Swords Weapons Shop
110 The Galloping Minotaur Inn 176 Costumers Hall Guild HQ: Tailors
111 Sulmests Splendid Shoes Shoe Store 177 Thentawas Boots Shoe store
112 Meraedos Fine Furs Fur Shop 178 The Unicorns Horn Inn
113 Phylund Noble family villa 179 Orsabbas Fine Imports General store
114 The Gentle Mermaid Tavern & Festhall 180 Riautars Weaponry Weapon shop
115 Maernos Noble family villa 181 House of Song Guild HQ: Musicians
116 Cragsmere Noble family villa 182 Patient Fingers Finework Woodcraft shop
117 House of Healing Guild HQ: Apothecaries 183 Office of the League Guild HQ: Basketmakers
118 Amcathra Noble family villa 184 Warehouse of the League Warehouse
119 Lanngolyn Noble family villa 185 House of Cleanliness Launderers Guild
120 Mascalan Noble family villa 186 The Old Guildhall Guild HQ: Plumbers
121 Rilmost Noble family villa 187 Thond Glass and Glazing Glass shop
122 Piiradost Noble family villa 188 Belmonders Meats Butcher shop
123 Crommor Noble family villa 189 The Zoarstar Guild HQ: Scribes & Clerks
124 Brossfeather Noble family villa 190 House of Textiles Guild HQ: Weavers
125 Wands Noble family villa 191 The Gentle Rest Inn, Fence
126 Hunabar Noble family villa 192 Gentle Xest Stables Stables
127 Durinbold Noble family villa 193 Felzouns Folly Tavern
128 Hothemer Noble family villa 194 Surthlans Metalwares Metalwork shop
129 Margaster Noble family villa 195 The Guild Paddock Guild HQ Stablemasters
130 Thorp Noble family villa 196 The Golden Horn Gambling House
131 Estelmer Noble family villa 197 Meiroths Fine Silks Cloth shop
132 Maerklos Noble family villa 198 Bowels of the Earth Tavern/Dive
133 Ulbrinter Noble family villa 199 Cobblers & Corvisers Guild HQ: Cobblers
134 Hriiat Fine Pastries Bakery shop 200 House of Eight Guild HQ: Lamplighters
135 The Grinning Lion Tavern, Fence 201 Eight Warehouse Guild warehouse
136 Gost Noble family villa 202 Stationers Hall Guild HQ Stationers
137 Lathluke Noble family villa 203 The Plinth Interdenominational Temple
138 Nandar Noble family villa 204 The Grey Serpent Inn
139 Thann Noble family villa 205 Wheel Hall Guild HQ: Wheelwrights
140 Thunderstaff Noble family villa 206 The Stone House Guild HQ: Roofers & Carpenters
141 Anteos Noble family villa 207 Brian the Swordmaster Smithy
142 Phull Noble family villa 208 The Jade Dancer Tavern & Festhall
143 Snome Noble family villa 209 Nueths Fine Nets Net shop
144 Helmfast Noble family villa 210 The Spouting Fish Tavern
145 Roaringhorn Noble family villa 211 The Red Gauntlet Tavern

12
Bldg Description Notes 277 The Splintered Stair Inn
212 Pelauvirs Counter Goods Store 278 The Rearing Hippocampus Inn
213 The Swords Rest Tavern 279 The Metal House of Wonders Guild HQ: Armorers
214 House of Good Spirits Guild HQ: Vintners & Brewers 280 Turnstone Plumbing Plumber
215 Redbridle Stables Stables 281 Dhaermos Warehouse Warehouse, Fence
216 Coach & Wagon Hall Guild HQ: Wagomnakers 282 Selunes Smile Inn
217 Saddlers Hall Guild HQ: Saddlemakers
218 Flurmastyrs House Private home of powerful mage The above is not an exhaustive list (except in the case of Guild HQs and
219 Builders Hall Guild HQ: Masons Noble Family Villas). There are many more taverns, inns, shops, and what-
220 Nelkaush the Weaver Textiles Shop all littered throughout the city, along with private craftsmen, personal
221 The Full Cup Tavern homes, stables, and the like. As DM, feel free to add as you see fit (and
222 The Road House Guild HQ: Coachmen perhaps even removing a few of the above structures or changing their
223 Prestars Furniture Furniture shop purpose in play).
224 Hlakken Stables Stables
225 Metalmasters Hall Guild HQ Metalworkers Guide to Services
226 Bellisters Hand Goods Shop
227 Bellisters House Goods Warehouse The prior list is useful in determining what is nearby when characters are on
228 Orms Highbench Trading Company the map. To find a specific tradesman, noble family, or individual, the follow-
229 Athlals Stables Stables ing listing is more helpful. Following each building is its number on the map,
230 Cookhouse Hall Inn then the maps number, and the coordinates (vertical, then horizontal). A-1 is
231 Gelfuril the Trader Goods store located in the left lower corner of any given map. Also listed are brief descrip-
232 The Copper Cup Tavern, Inn, & Festhall tions of most buildings.
233 Thomm Warehouse Warehouse, Fence
234 Melgards Fine Leathers Leather shop WAREHOUSES
235 The Butchers Guildhall Guild HQ: Butchers Crommors Warehouse 2 2-Q27
236 Jemurils House Private Home Hilmer Warehouse 27 8-I3 Armorers warehouse
237 Fish Warehouse Warehouse House of Crystal 105 9-G2 Glassmakers warehouse
238 Smokehouse Smokehouse Warehouse of the League 184 8-F14 Guild Warehouse
239 Telethar Leatherworks Leather shop Chandlers Warehouse 200 8-C9 Candles and oil
240 Torpus the Rumer Hide and leather tanning Bellisters House 227 6-U20
241 League Hall Guild HQ: Skinners & Tanners Thomm Warehouse 233 6-S19
242 Mariners Hall Guild HQ: Mariners Fish Warehouse 237 6-Q17 Fish Warehouse
243 Shipmasters Hall Seacaptains Inn House of Tarmagus 253 7-C9
244 Watermans Hall Guild HQ Watermen Warehouse of Fellowship 254 7-C9 Guild Warehouse
245 The Sleeping Snake Tavern Red Sails Warehouse 265 7-E6 Rental Space
246 Nestaur the Ropemaker Ropemakers Shop Helmstar Warehouse 266 7-E4
247 Khostal Hannass, Fine Nuts Nut and food shop Dhaermos Warehouse 281 2-O31
248 Felhaurs Fish Shop Fish shop
249 The Blushing Mermaid Inn, Tavern, and Festhall INNS, TAVERNS, NIGHTCLUBS, & FESTHALLS
250 Seaswealth Hall Guild HQ Fishmongers Sailors Own 3 2-M27 Tavern
251 Full Sails Tavern Tavern, Guild HQ Sailmakers Yawning Portal 4 7-S6 Inn
252 Arnagus the Shipwright Shipwrights shop Red-Eyed Owl 5 7-S7 Tavern
253 House of Rumagus Warehouse The Sleepy Sylph 6 7-S8 Tavern
254 Warehouse of the Salters Warehouse Mother Tathlorns 12 3-C35 Fest-Hall and Spa
255 Coopers Rest Guild HQ: Coopers Dragons Head Tavern 20 3-F28 Tavern
256 Shippers Hall Guild HQ: Shippers The Crawling Spider 23 8-J1 Tavern
257 The Blue Mermaid Tavern The Elfstone Tavern 24 8-F3 Tavern
258 The Hanged Man Tavern Smiling Siren 31 3-U28 Nightclub
259 House of Pride Perfume Shop The Jade Jug 35 8-E7 Inn
260 The Purple Palace Fest-Hall The Blue Jack 36 8-F7 Tavern
261 The Sleeping Wench Tavern The Pampered Traveler 4 8-P5 Inn, Highly rated
262 The Hanging Lantern Escort service The Singing Sword 41 8-B3 Tavern
263 Muleskull Tavern Tavern; Guild HQ: Dungsweepers The Ships Wheel 51 4-Q15 Tavern
264 The Mermaids Arms Inn, Tavern, & Festhall Pilgrims Rest 52 4-Q16 Inn
265 Red Sails Warehouse Warehouse, Fence Wandering Wemic 53 4-R17 Inn
266 Shipwrights House Guild HQ Shipwrights House of Purple Silk 54 4-P17 Festhall
267 Helmstar Warehouse Warehouse, Fence Gounars Tavern 55 4-Q18 Tavern
268 The Ships Prow Inn Maerghouns Inn 58 4-R19 Inn
269 The Thirsty Sailor Tavern Dacers Inn 59 4-S17 Inn
270 Warm Beds Inn Fiery Flagon 61 4-T17 Tavern
271 Zorth Ulmaril Lanternmakers Shop The Gentle Mermaid 114 9-N4 Festhall and Tavern
272 The Bloody Fist Tavern(Dive) The Grinning Lion 135 9-E11 Tavern
273 Three Pearls Nightclub Nightclub The Raging Lion 153 9-S17 Inn
274 The Thirsty Throat Tavern A Maidens Tears 154 9-R17 Tavern
275 Serpentil Books & Folios Books, Fence The Misty Beard 155 9-N18 Tavern
276 Blackstar Inn Inn The Cliffwatch 156 9-L17 Inn

13
Inn of the Dripping Dagger 6 8 8 - O 7 Inn SHOPS
Gondalims 173 8-J8 Inn The Golden Key 21 3-G34 Locksmith
The Unicorns Horn 178 8-F8 Inn Halambar Lutes & Harps 26 8-H3 Musical Instruments
The Gentle Rest 191 8-Cl3 Inn Balthorrs Treasures 29 8-M2 Goods & Curios
Felzouns Folly 193 8-A15 Tavern Halls of Hilmer 28 8-I4
The Golden Horn 196 8-C7 Gambling House Phalantars Philtres 33 8-F5 Herbs, Spell components
Bowels of the Earth 198 8-A8 Tavern (Dive) Olmhazans Jewels 38 8-G7
The Grey Serpent 204 7-Q13 Inn Halazars Fine Gems 50 4-K34 Jewelry
The Jade Dancer 208 7-B17 Tavern & Festhall Selchouns Sundries 8 5 4 -S2 5 Goods
The Spouting Fish 210 6-V15 Tavern Sulmests Splendid Shoes 111 9-G5 Shoes and Roots
The Red Gauntlet 211 6-U17 Tavern Maraedos Fine Furs 112 9-G5 Furs and clothing
The Swords Rest 213 7-P16 Tavern Hriiat Fine Pastries 134 8-U12 Bakery
The Full Cup 221 7-D20 Tavern Dunblast Roofing Co. 172 8-J10 Roofing and Carpentry
The Copper Cup 232 6-R20 Tavern, Inn, & Festhall Saerns Fine Swords 175 8-I8 Weapons
The Sleeping Snake 245 6-V12 Tavern Thentawas Boots 177 8-F9 Boots
The Blushing Mermaid 249 7-B10 Tavern, Inn, Festhall Orsabbas Fine Imports 179 8-F10 Exotic Goods
Full Sails 251 7-B7 Tavern Riantars Weaponry 180 8-E10 Weapons
The Blue Mermaid 257 7-D8 Tavern Patient Fingers 182 8-E12 Woodcarving & Toys
The Hanged Man 258 7-C10 Tavern Thond Glass & Glazing 187 8-D12 Glassblowers
The Purple Palace 260 7-F11 Festhall Belmonders Meats 188 8-D11 Butchers
The Sleeping Wench 261 7-E9 Tavern Surtlans Metalwares 194 7-U17 Metalwork
Muleskull Tavern 263 7-D7 Tavern Meiroths Fine Silks 197 8-B8 Clothing, silk
The Mermaids Arms 264 7-C6 Inn, Tavern & Festhall Brian the Swordsmaster 207 7-K15 Smithy, Weapons
The Ships Prow 268 7-I3 Inn Nueths Fine Nets 209 6-V17 Fishing nets
The Thirsty Sailor 269 7-14 Tavern Pelauvirs Counter 212 6-T19 Goods
Warm Beds 270 7-G6 Inn Nelkaush the Weaver 220 7-E21 Clothing
The Bloody Fist 272 7-H9 Tavern (Dive) Prestars Furniture 223 6-V21 Furniture
Three Pearls 273 7-I10 Nightclub Bellisters Hand 226 6-U20 Crafts, Goods
The Thirsty Throat 274 7-K12 Tavern Orms Highbench 228 6-T20 Trading Company
Blackstar Inn 276 7-N7 Inn Gelfuril the Trader 231 S-Q19 Goods
Splintered Stair 277 7-L5 Inn Melguards Fine Leathers 234 6-S19 Leather goods
Rearing Hippocampus 278 7-L3 Inn Telethar Leatherworks 239 6-R16 Leather goods
Selunes Smile 282 6-T13 Inn Torpus the Tanner 240 6-S16 Hides & Leather
Nestaur the Ropemaker 246 6-U12 Rope
STABLES Khostal Hannass, Nuts 247 7-Cl2 Nuts & sweetmeats
Palace Stables 18 3-I24 Felhaurs Fine Fish 248 7-C12 Fish
Palace Paddocks 19 3-J24 Arnagus the Shipwright 252 7-B6 Ships
Cliffwatch Inn Stables 157 9-L17 House of Pride 259 7-D13 Perfume
Gentle Rest Stables 192 8-C14 See fences Zorth Ulmaril 271 7-H7
The Guild Paddock 195 8-B17 Guild Stables Serpentil Books 275 7-N10 Books & Scrolls
Redbridle Stables 215 7-N20 Turnstone Plumbing 280 7-Q3 Plumbers
Hlakken Stables 224 7-C21
Athals Stables 229 6-T22 FENCES
Crommors Warehouse 2 2-Q27 Ships and Cargo, 40%
PRIVATE HOMES Balthorrs Treasures 29 8-M2 Gems,Coins 40%
Mirt the Moneylenders 1 2-P20 Retired Fighter Phalantars Philtres Magic Items 35%
Naneatha Lhaurilstar Courtesan The Grinning Lion 135 9-E11 Spices, Wine 60%
Leone the Fighter 13 8-D3 Fighter Orsabbas Fine Imports
Shyrrhr Lady of the Court The Gentle Rest 191 8-C13 Horses, 40%
Velstrode the Venturer 25 8-H4 Merchant Thomm Warehouse
Khelben Arunsun Magic-User Helmstar Warehouse 267 7-G3 Carvings, Statues 35%
Maaril 63 4-V19 Magic-User The Bloody Fist Armor, weapons 40%
Nain 73 5-B17 Magic-User Serpentil Books Maps & Books, 30%
Tessalar Magic-User Animals, Slaves 30%
Orlpar Hulsteem Noble, Fence (#135)
Myrmith Splendon 170 8-N8 Fighter TEMPLES AND SHRINES
Mhair Szelture 171 8-N9 Magic-User Spires of the Morning Lathander
Kappiyan Flurmastyr Magic-User House of Heroes 49 4-M16 Tempus
Jemuril 236 6-Q18 Dwarven Fighter House of the Moon Selnue
House of Inspired Hands Gond
RENTAL VILLAS Tower of Luck 71 5 -C 2 1 Tymora
Fair Winds 45 4-F16 The Ladys Hands 76 5-E7 Mielikki
Marblehearth 46 4-F17 Shrine of Silvanus 77 5-E17 Silvanus
Stormwatch 47 4-E18 Temple of Beauty 80 5 -F2 4 Sune
Heroes Rest 48 4 - C1 8 House of Wonder 83 5 -C 2 4 Mystra
The Plinth 203 7-V13 Multi-denominational

14
STREET SCENES
Waterdeep, like most major cities, is a continually active, bus- 04 Wagon unloading supplies
tling place, where all manner and types of people are involved 05 4-5 porters
in their own day-today business. For most adventurers, who 06 Non-human (orc, ogre) porter
is on the street and what they are doing is only important in 07 Two merchants haggling
certain instances. For example, for a fighter heading across 08 Innocent bystander
town, just who he happens to see will have little impact on his 09 Barman or restauranteur buying supplies
task. However, for a thief trying to pickpocket or a cleric 10 City Watch, patrol of 4
attempting to evade the disguised agents of an evil magician, 11 Hard currency girls
knowing who is in the immediate surroundings is of vital 12 Beggar (10% chance thief level 1-4)
importance. 13 Innocent bystander
In cases where the surrounding people are important, these 14 Runner in the livery of Waterdeep
tables can create the framework for a typical street scene. In 15 Wagon unloading supplies
most situations these will provide nothing more than local 16 Noble in travel chair
color for a brawl, potential witnesses to a crime, and situa- 17 Street vendor
tions the characters can use in dealing with others. These 18 Concerned citizen
tables are not to be used every time the player characters step 19 Trotting cart with 2 passengers
out onto a street, as this would slow down play. Use them only 20 2-3 fishwives arguing
when it becomes important to find out who is around at the 21 Magic-User (level 1-6)
time. 22 Group of thugs
Tables of typical street scenes are provided for each ward 23 Broken cart or wagon
of Waterdeep. The time of day will affect both the number of 24 Two guildsmen in discussion
individuals on the scene, and the types of those individuals. 25 Apprentice in the livery of a guild
Roll a four-sided die to determine the number of entries from 26 Innocent bystander
the table which will be used to set the scene. Roll percentile 27 Foreign merchant
dice on the specific ward table to determine an entry, and 28 Empty wagon
then take that entry, and every entry beyond it, until the pre- 29 Moneychanger with 3 guards
determined number of entries is reached. For example, if the 30 Hard currency girls
ward in question has 3 entries in mid-afternoon, a single roll 31 Cryer advertising a merchants wares
could produce a street scene with a merchant haggling with a 32 Street vendor
customer, a group of children playing, and a wagon unloading 33 Merchant making a sale
supplies. If the encounter occurs after dark, add 20 to the per- 34 Trotting cart, empty of passengers
centile roll. 35 Group of mendicants cadging for coins
Roll a four-sided die for the number of entries to be used. 36 Concerned citizen
Modify by the following information: 37 Runner in the livery of a noble house
Time 38 Minor official of Waterdeep (scribe or clerk)
Morning (Dawn to 10:00 AM) +2 39 Non-human merchant (dwarf, elf, halfling, gnome)
Midday (10:00 AM to 4:00 PM) +1 40 Children playing
Evening (4:00 PM to Dusk) +2 41 Street vendor
Night (Dusk to Midnight) 0 42 Porters unloading a wagon
Witching Hour (Midnight to Dawn) -1 43 Gridlocka number of wagons narrowing traffic
Season 44 Cryer advertising a tavern or festhall
Winter -2 45 Fishwives engaged in gossip
Spring 0 46 Journeyman in the livery of a guild
Summer +1 47 Old war veteran watching the world
Autumn 0 48 Street vendor
Moderators prerogative +1 49 4-5 human porters carrying goods
Dock Ward +2 50 Two merchants in heated discussion
City of the Dead -2 51 Beggars (10% thief level 1-4)
52 Small children
CASTLE WARD 53 Jongleur/Minstrel/Entertainer
54 Cryer for entertainer or theater
01 City Guard, patrol of 6 55 Innocent bystander (10% thief level 2-8)
02 Messenger in the livery of a noble house 56 Obvious tourists from the hinterlands
03 Local merchant 57 Street vendor

15
58 Political speaker with crowd 117 Lamplighters
59 Cleric (levels 1-6) 118 Merchant en route home
6 0 F or e i gn me r ch an t 119 Drunken foreigner
61 Concerned citizen 120 Monster encounter
62 Detachment of the Guard-12 soldiers
63 Fighter (level 1-8) SEA WARD
64 Porters unloading a wagon
65 Cryer in palace livery 01 City Guard, patrol of 6
66 Unremarkable messenger 02 Messenger in the livery of a noble guild
67 Grocer directing wagon unloading 03 Noble party
68 Carriage with livery of noble house 04 Wagon making deliveries
69 Construction on nearby building 05 4-5 porters
70 Dungsweepers 06 Strolling minstrel
71 Artist sketching 07 Two nobles in discussion
72 Merchant fawning over a noble 08 Inno cent byst ander
73 Old coots 09 Clerical instructor and group of 4-16 students
74 City Watch, patrol of 4 10 City Watch, patrol of 4
75 Obvious tourists from the hinterlands 11 Noblewomen out for a stroll
76 Innocent bystanders 12 Beggar (10% chance thief level 1-4)
77 Messenger wearing the device of a guild 13 Innocent bystander
78 Young couple oblivious to the world 14 Runner in the livery of Waterdeep
79 Two men making a secret transaction 15 Wagon moving towards one of the gates
80 Wagon pulled by oxen 16 Noble in portage chair
89 Bearers carrying large cloth burdens 17 Street vendor
90 Cryer for eatery or tavern 18 Concerned citizen
91 Minor, harried official 19 4-5 human porters
92 Merchant in front of his store 20 2-3 gladiators in demonstration
93 Shady individual lurking near corner 21 Magic-User (level 1-6)
94 Innocent bystander 22 2 clerics in religious discussion
95 Band of ruffians 23 Broken cart or wagon
96 Old drunk propped against a wall 24 Two guildsmen in discussion
97 Horses tied up in front of building 25 Young nobleman
98 Obvious tourists from the hinterlands 26 Inno cent byst ander
99 City Watch, patrol of 4 27 Fo reign m erchant
100 Flying creature (hippogriff, griffon, pegasus, flying 28 Empty wagon
carpet, etc.) 29 Moneychanger with 3 guards
101 Lamplighters 30 Children at play
102 2-3 men dressed in black 31 Cryer advertising an upcoming gala
103 Hard currency girls 32 Street vendor
104 Ruffians 33 Merchant making a delivery
105 Innocent bystanders, out too late 34 Trotting cart with 1 passenger
105 Gang of low level (1-3) thieves 35 Group of clerics exhorting to the masses
106 Runner for some guild 36 Concerned citizen
107 Wizard (level 9-15) 37 Runner in the livery of a noble house
108 Drunken rowdies 38 Minor official of Waterdeep (scribe or clerk)
109 Party of tourists with guide 39 Non-human merchant (dwarf, elf, halfling, gnome)
110 Monster encounter 40 Children playing
110 Lamplighters 41 Street vendor
111 City Watch, patrol of 4 42 Porters unloading a wagon
112 Party of tourists with guide 43 Craftsmen arguing over a nobles business
113 3-4 men in shadows 44 Cryer advertising a tavern
114 Lone horseman 45 Servants engaged in gossip
115 Courting lovers 46 Journeyman in the livery of a guild
116 Carriage with drawn curtains 47 Servants running an errand

16
48 Street vendor 107 Cleric (level 9-15)
49 4-5 human porters carrying goods 108 Drunken noble rowdies
50 Ragged cleric (level 2-8) looking to convert others 109 Party of tourists with guide
51 1-4 beggars (5% thief level 1-4) 110 Monster encounter
52 Small children, playing with dogs 111 Lamplighters
53 Jongleur/Minstrel/Entertainer 112 City Watch, patrol of 4
54 Cryer for entertainer or theater 113 3-4 men in shadows
55 Innocent bystander (10% thief level 2-8) 114 Lone horseman
56 Obvious tourists from the hinterlands 115 Courting lovers
57 Gardeners working on trees 116 Carriage with drawn curtains
58 Religious speaker with crowd 117 Lamplighters
59 Cleric (levels 1-6) with group of followers 118 Courting lovers
60 Foreign merchant 119 Drunken foreigner
61 Concerned citizen 120 Monster encounter
62 City Watch, patrol of 4
63 Fighter (level 1-8) NORTH WARD
64 Porters unloading a wagon
65 Cryer in noble livery 01 City Guard, patrol of 6
66 Unremarkable messenger 02 Messenger in the livery of a noble house
67 Noblewoman directing construction 03 Local merchant
68 Carriage with livery of noble house 04 Wagon unloading supplies
69 Construction on nearby building 05 4-5 porters
70 Dungsweepers 06 6 laborers on a break
71 Artist working on a wall mural 07 Two nobles in intense discussion
72 Merchant fawning over a noble 08 Inno cent byst ander
73 old coots 09 Barman or restauranteur buying supplies
74 City Watch, patrol of 4 10 City Watch, patrol of 4
75 Obvious tourists from the hinterlands 11 Hard currency girls
76 Innocent bystanders 12 Beggar (20% chance thief level 1-4)
77 Messenger wearing the device of a guild 13 Innocent bystander
78 Young couple oblivious to the world 14 Runner in the livery of Waterdeep
79 Iwo young nobles in a loud, angry discussion 15 Wagon unloading supplies
80 Wagon loaded with furniture 16 Noble in portage chair
89 Bearers carrying large cloth burdens 17 Street vendor
90 Cryer for restaurant 18 Concerned citizen
91 Minor, harried official 19 Noblewoman returning from shopping with 4 bearers
92 Merchant making a delivery, with wagon 20 2-3 mercenaries arguing
93 Shady individual watching a nearby noble home 21 Magic-User (level 1-6)
94 Innocent bystander 22 Group of mangy-looking thugs
95 Band of young nobles 23 Broken cart or wagon
96 Old man eating 24 Two guildsmen in casual discussion
97 Young man with bulky object, looking over his shoul- 25 Apprentice in the livery of a guild
der 26 Innocent bystander
98 Obvious tourists with guide 27 Foreign merchant, lost
99 City Watch, patrol of 4 28 Empty wagon
100 Flying creature (hippogriff, griffon, Pegasus, flying 29 Moneychanger with 3 guards
carpet, etc.) 30 3-4 servants, gossiping
101 Lamplighters 31 Cryer advertising am upcoming noble festivity
102 2-3 men dressed in black 32 Street vendor
103 Courtesans en route home 33 Merchant making a sale
104 Nob l e r uf f i an s 34 Trotting cart with 1 passenger
105 Innocent bystanders, out too late 35 Group of beggars
105 Gang of low level (l-3) thieves climbing over a wall 36 Concerned citizen
106 Nobles out for an evening stroll 37 Runner in the livery of a noble house

17
38 Minor official of Waterdeep (scribe or clerk) 99 City Watch, patrol of 4
39 Non-human mercenary (dwarf, elf, halfling, gnome) 100 Flying creature (hippogriff, griffon, pegasus, flying
40 Children playing carpet, etc.)
41 Street vendor 101 Lamplighters
42 Porters unloading a wagon 102 2-3 men dressed in black
43 CollisionTwo wagons or carriages, owners are argu- 103 Courtesans with escort
ing 104 Ru ffians
44 Cryer advertising a tavern or festhall 105 Innocent bystanders, out too late
45 Servants engaged in gossip 105 Gang of low level (1-3) thieves
46 Journeyman in the livery of a guild 106 Runner for some noble house
47 Raggedy priest talking to himself 107 Wizard (level 9-15)
48 Street vendor 108 Drunken rowdies
49 4-5 human porters carrying goods 109 Party of tourists with guide
50 Two nobles in heated discussion 110 Monster encounter
51 Beggars (10% thief level 1-4) 110 Lamplighters
52 Smal l ch i l dr e n 111 City Watch, patrol of 4
53 Jongleur/Minstrel/Entertainer 112 Party of tourists with guide
54 Cryer for entertainer or theater 113 3-4 men in shadows
55 Innocent bystander (10% thief level 2-8) 114 Lone horseman
56 Dancing bear or other animal with owner 115 Courting lovers
57 Street musician 116 Carriage with drawn curtains
58 Laborers cleaning up a wall 117 Lamplighters
59 Cleric (levels 1-6) 118 Noble en route home, drunk
60 Foreign merchant 119 Lost, confused foreigner
61 Concerned citizen 120 Monster encounter
62 Detachment of the Guard12 soldiers
63 Fighter (level 1-8) TRADES WARD
64 Porters unloading a wagon
65 Cryer in noble house-livery 01 City Guard, patrol of 6
66 Unremarkable messenger 02 Messenger in the livery of a merchant guild
67 Merchant making deliveries to noble house 03 Group of tradesmen
68 Carriage with livery of noble house 04 Wagon being loaded
69 Construction on nearby building 05 4-5 porters
70 Dungsweepers 06 Drunken old sot
71 Artist doing portraits 07 Merchant haggling with customer
72 Merchant fawning over a noble 08 Innocent bystander
73 Old coots 09 Guildsman with 4 apprentices
74 City Watch, patrol of 4 10 City Watch, patrol of 4
75 Lower-class Waterdhavians from Docks Ward 11 Noblewomen out for a stroll
76 Innocent bystanders 12 Beggar (10% chance thief level 1-4)
77 Messenger wearing the device of a guild 13 Innocent bystander
78 Young couple oblivious to the world 14 Runner in the livery of Waterdeep
79 Man buying a small item from another man 15 Wagon moving towards one of the gates
80 Wagon moving furniture 16 Innkeep and customer arguing about a bill
89 Bearers carrying large cloth burdens 17 Street vendor
90 Religious parade or procession 18 Concerned citizen
91 Minor; harried official 19 4-5 human porters
92 Noble woman with three bodyguards 20 2-3 common laborers on a break
93 Shady individual lurking near corner 21 Magic-User (level 1-6)
94 Innocent bystander 22 2 clerics in peaceful religious discussion
95 Band of ruffians 23 Broken cart or wagon
96 Minor city official taking a nap 24 Two guildsmen in discussion with a merchant
97 Horses tied up in front of building 25 Children playing
98 Obvious tourists from the hinterlands 26 Innocent bystander

18
27 Foreign merchant the city
28 Empty wagon 89 Bearers carrying large cloth burdens
29 Moneychanger with 3 guards 90 Cryer for tavern or festhall
30 Street vendor 91 Minor, harried official
31 Cryer advertising a local shop 92 Merchant loading a wagon
32 Messenger in guild garb 93 Caravan driver dickering with a local merchant
33 Merchant making a delivery 94 Innocent bystander
34 Trotting cart with 1 passenger 95 Band of young nobles
35 Wild-eyed speaker yelling from a soapbox 96 Non-human fighters (elf, dwarf, gnome, etc.)
36 Concerned citizen 97 Inebriated sell-sword
37 Runner in the livery of a noble house 98 Obvious tourists with guide
38 Minor official of Waterdeep (scribe or clerk) 99 City Watch, patrol of 4
39 Non-human merchant (dwarf, elf, halfling, gnome) 100 Flying creature (hippogriff, griffon, Pegasus, flying
40 Children playing carpet, etc.)
41 Street vendor 101 Lamplighters
42 Porters loading a wagon 102 2-3 men dressed in black
43 Craftsmen arguing over a piece of work 103 Hard currency girls
44 Cryer advertising a tavern 104 Ruffians
45 Townspeople engaged in gossip 105 Innocent bystanders, out too late
46 Journeyman in the livery of a guild 105 Gang of low level (1-3) thieves breaking into a building
47 Trotting cart without passengers 106 Townspeople out for an evening stroll
48 Street vendor 107 Cleric (level 2-8)
49 4-5 human porters carrying goods 108 Drunken rowdies
50 Ragged cleric (level 2-8) looking convert others 109 Merchants talking at doorway to shop, after closing
51 1-4 beggars (5% thief level 1-4) hours
52 Small children, playing with dogs 110 Monster encounter
53 Jongleur/Minstrel/Entertainer 111 City Watch, patrol of 4
54 Cryer for entertainer or theater 112 Party of adventurers
55 Innocent bystander (10% thief level 2-8) 113 3-4 men in shadows
56 City Watch, patrol of 4 114 Lone horseman
57 Laborers patching the cobblestone street 115 Torchlight celebration
58 Cryer with news of the city 116 Carriage with drawn curtains
59 Cleric (levels 1-6) with group of followers 117 Lamplighters
60 Foreign merchant 118 Courting lovers
61 Concerned citizen 119 Drunken foreigner
62 City Watch, patrol of 4 120 Monster encounter
63 Fighter (level 1-8)
64 Porters unloading a wagon SOUTHERN WARD
65 Foreign merchant
66 Unremarkable messenger 01 City Guard, patrol of 6
67 Two foreign merchants arguing in different languages 02 Messenger in guild livery
68 Wagon overloaded with supplies 03 Local merchant
69 Construction on nearby building 04 Wagon unloading supplies
70 Dungsweepers 05 4-5 porters
71 Moneylender with 3 guards 06 Non-human (orc, ogre) porter
72 Merchant fawning over a noble 07 Two townspeople haggling with merchant
73 Old coots 08 Innocent bystander
74 City Watch, patrol of 4 09 Barman buying supplies
75 Obvious tourists from the hinterlands 10 City Watch, patrol of 4
76 Innocent bystanders 11 Hard currency girls
77 Messenger wearing the device of a guild 12 Beggar (20% chance thief level 1-4)
78 Bad-tempered mercenaries 13 Innocent bystander
79 Two young lovers in a loud, angry discussion 14 Representative of a trading coster
80 Wagon loaded with street-sweepings, heading out of 15 Wagon unloading supplies

19
16 Townspeople out shopping 69 Construction on nearby building
17 Street vendor 70 Dungsweepers
18 Concerned citizen 71 Large pile of garbage, yet to be hauled away
19 4-5 human porters 72 Merchant haggling with two adventurers
20 2-3 fishwives arguing 73 Old coots
21 Young toughs hanging out 74 City Watch, patrol of 4
22 Group of thugs 75 Obvious tourists from the hinterlands
23 Abandoned cart or wagon 76 Innocent bystanders
24 Two craftsmen in discussion 77 Messenger wearing the device of a guild
25 Apprentice in the livery of a guild 78 Townsman arguing with merchant over freshness of
26 Trotting cart without passengers produce
27 Foreign merchant 79 Two men making a secret transaction
28 Foreign mercenaries, working as wagon guards 80 Wagon pulled by oxen
29 Moneychanger with 3 guards 89 Bearers carrying large cloth burdens
30 Hard currency girls 90 Cryer for eatery or tavern
31 Cryer advertising a merchants wares 91 Minor, harried official
32 Street vendor 92 Merchant in front of his store
33 Merchant making a sale 93 Shady individual lurking near corner
34 Two foreign caravan owners arguing in different lan- 94 Trotting cart with two passengers
guages 95 Band of ruffians
35 Group of mendicants cadging for coins 96 Old drunk propped against a wall
36 Concerned citizen 97 Horses tied up in front of building
37 Runner delivering a small item (sword, jewelry, food) 98 Obvious tourists from the hinterlands
38 Minor official of Waterdeep (inspector, census-taker) 99 Young drunk sleeping at side of the building (10%
39 Non-human merchant (dwarf, elf, halfling, gnome) chance dead)
40 Children playing 100 Flying creature (hippogriff, griffon pegasus, flying-
41 Street vendor carpet, etc.)
42 Cryer with printed one-sheet pamphlets 101 Lamplighters
43 Gridlocka number of wagons narrowing traffic 102 2-3 men dressed in black
44 Cryer advertising a tavern or festhall 103 Hard currency girls
45 Townspeople engaged in gossip 104 Ruffians
46 Journeyman in the livery of a guild 105 Innocent bystanders, out too late
47 Old war veteran watching the world 105 Gang of (2-5 level) thieves
48 Street vendor 106 Runner for some guild
49 4-5 human porters carrying goods 107 Foreign assassin on a mission (level 6-9)
50 Two merchants in heated discussion 108 Drunken rowdies
51 Beggars (10% thief level 1-4) 109 Party of tourists with guide
52 Small children 110 Monster encounter
53 Jongleur/Minstrel/Entertainer 111 City Watch, patrol of 4
54 Cryer for entertainer or theater 112 Party of drunken tourists with guide
55 Innocent bystander (10% thief level 2-8) 113 3-4 men in shadows
56 Obvious tourists from the hinterlands 114 Lone horseman, hood pulled over the head
57 Street vendor 115 Middle-aged couple walking home
58 Political speaker with crowd 116 Carriage with drawn curtains
59 Cleric (levels 1-6) 117 Lamplighters
60 Foreign merchant 118 Merchant en route home
61 Concerned citizen 119 Drunken foreigner
62 Detachment of the Guard-12 soldiers 120 Monster encounter
63 Fighter (level 1-8)
64 Porters unloading a wagon DOCK WARD
65 Cryer in palace livery
66 Unremarkable messenger 01 City Guard, patrol of 12
67 Grocer directing wagon unloading 02 Messenger in the livery of a merchant guild
68 Caravan of odd animals (camels, oxen, baluchitherium) 03 Dock workers

20
04 Wagon making deliveries 56 Obvious tourists from the hinterlands
05 4-5 porters 57 Dockworkers on a break
06 Beggar (10% chance thief level 1-6) 58 Political speaker with crowd
07 Two townsfolk in discussion 59 Cleric (levels 1-6) with group of followers
08 Innocent bystander 60 Foreign merchant
09 Ragged priest exhorting to the masses to repent 61 Concerned citizen
10 City Watch, patrol of 4 62 Single drunken adventurer
11 Drunken adventurers 63 Mermen making a purchase from a human merchant
12 Beggar (10% chance thief level 1-6) 64 Trotting cart without passengers
13 Innocent bystander 65 Cryer for a tavern or festhall
14 Runner in the livery of Waterdeep 66 Unremarkable messenger
15 Wagon moving towards one of the docks 67 Newly-demolished building
16 Sailors on leave 68 Carriage with drawn curtains and livery of a noble
17 Street vendor house
18 Concerned citizen 69 Workmen replacing a destroyed wall or window
19 4-5 human porters 70 Dungsweepers
20 2-3 young toughs in a fight 71 Children writing graffiti on a wall
21 Magic-User (level 1-6) 72 Two merchants haggling
22 2 clerics in religious discussion 73 Old coots
23 Broken and abandoned cart or wagon 74 City Watch, patrol of 4
24 Group of youths gambling with dice 75 Nervous tourists from the hinterlands
25 Snooty young nobleman 76 Innocent bystanders
26 Innocent bystander 77 Messenger wearing the device of a guild
27 Foreign merchant 78 Young couple oblivious to the world (10% pair of
28 Empty wagon thieves)
29 Moneychanger with 8 guards 79 Two young men in a loud, angry discussion
30 Children at play 80 Wagon loaded with furniture
31 Cryer announcing arrival of a ship 89 Bearers carrying large cloth burdens
32 Street vendor 90 Cryer for tavern or festhall
33 Merchant making a delivery 91 Minor, harried official
34 Trotting cart with 1 passenger 92 Merchant making a delivery, with wagon
35 Group of tough-looking townsfolk, betting on a dog- 93 Shady individual watching a nearby merchant home
fight 94 Innocent bystander
36 Concerned citizen 95 Band of young toughs
37 Runner in the livery of a noble house 96 Old man eating
38 Minor official of Waterdeep (scribe or clerk) 97 Young man with bulky object, looking over his shoul-
39 Non-human merchant (dwarf, elf, halfling, gnome) der
40 Children playing 98 Obvious tourists with guide
41 Street vendor 99 Mangy dog
42 Porters unloading a wagon 100 Flying creature (hippogriff, griffon, pegasus, flying
43 Craftsmen arguing carpet, etc.)
44 Cryer advertising a tavern or festhall 101 Lamplighters
45 Townspeople engaged in gossip 102 2-3 men dressed in black
46 Journeymen in the livery of a guild 103 Hard currency girls
47 Servant running an errand 104 Young toughs
48 Street vendor 105 Monster encounter
49 Non-human porters carrying goods 105 Gang of low level (1-3) thieves climbing over a wall
50 Old man with book under his arm (perhaps a sage or 106 Townspeople out for an evening stroll
mage, or merely an accountant or moneylender) 107 Cleric (level 2-8)
51 1-4 Beggars (20% thief level 1-4) 108 Drunken rowdies
52 Small children, playing with dogs 109 Party of tourists with guide
53 Juggler being harassed by his audience 110 Monster encounter
54 Cryer for entertainer or theater 111 Young vandals
55 Innocent bystander (10% thief level 2-8) 112 5-7 men dressed in black

21
113 Carriage of a noble, the arms blackened out 43 Craftsmen arguing quietly
114 Lone horseman 44 City Watch, patrol of 4
115 Courting lovers 45 Townspeople engaged in gossip
116 Carriage with drawn curtains 46 Journeyman in the livery of a guild, taking a nap
117 Monster encounter 47 Servant running an errand
118 Private warehouse guard 48 Hard currency girls
119 Drunken foreigner 49 4-5 human porters carrying goods
120 Monster encounter 50 Old man with book under his arm (perhaps a sage or
mage, or merely an accountant or moneylender)
CITY OF THE DEAD 51 1-4 Beggars (20% thief level 1-4)
52 Small children, playing with dogs
01 City Guard, patrol of 12 53 Orator, speaking well of the dead
02 Mourners visiting a tomb 54 City Watch, patrol of 4
03 Cleric (level 4-7) with class of students 55 Innocent bystander (10% thief level 2-8)
04 Gardeners trimming the topiary 56 Obvious tourists from the hinterlands
05 Two merchants having a quiet discussion 57 Workers on a break
06 Beggar (10% chance thief level 1-6) 58 Political speaker with crowd
07 Two townswoman talking 59 Cleric (levels 1-6) with group of followers
08 Innocent bystander 60 Foreign merchant
09 Ragged priest exhorting to the masses to repent 61 Concerned citizen
10 City Watch, patrol of 4 62 Single young woman
11 Sleeping adventurer (10% chance dead) 63 City Guard, 12 soldiers
12 Beggar (10% chance thief level 1-6) 64 Trotting cart without passengers
13 Innocent bystander 65 Quiet cryer handing out pamphlets for a tavern
14 Mourners visiting a tomb 66 Unremarkable messenger
15 Two tourists in trotting cart 67 Mourners en route to a tomb
16 Children playing 68 Carriage with drawn curtains and livery of a noble
17 Street vendor house
18 Concerned citizen 69 Workers refinishing the surface of a building
19 Young couple with picnic 70 Dungsweepers
20 City Watch, patrol of 4 71 Children writing graffiti on a wall
21 Magic-User (level 1-6) studying his books 72 Two merchants haggling
22 2 clerics in religious discussion 73 Old coot, taking a nap
23 Pile of broken branches and uprooted plants, to be 74 City Watch, patrol of 4
removed 75 Tourists from the hinterlands
24 Group of youths gambling with dice 76 Innocent bystanders
25 Young nobleman 77 Messenger wearing the device of a guild
26 Innocent bystander 78 Young couple oblivious to the world
27 Foreign merchant 79 Two young men in a loud, angry discussion
28 Empty wagon 80 Funeral procession, led by cleric level 1-3
29 Funeral procession, led by cleric level 1-4 89 Bearers carrying large cloth burdens
30 City Watch, patrol of 4 90 Messenger scanning the crowd for some particular
31 Children at play person
32 Street vendor 91 Minor, harried official
33 Stonemasons polishing buildings and statuary 92 Two old men playing cards
34 Trotting cart with 1 passenger 93 Shady individual
35 Gardeners replanting uprooted flowers 94 Innocent bystander
36 Concerned citizen 95 City Watch, patrol of 4
37 Runner in the livery of a noble house 96 Old man eating
38 Minor official of Waterdeep (scribe or clerk) 97 Young man with bulky object, looking over his shoul-
39 Non-human merchant (dwarf, elf, halfling, gnome) der
40 Children playing 98 Obvious tourists with guide
41 Street vendor 99 Dog
42 Noble funeral procession, led by cleric level 4-7 100 Flying creature (hippogriff, griffon, pegasus, flying

22
carpet, etc.) wounded, and otherwise help, unless this endangers their
101 City Watch, patrol of 4 own lives. In cases of conflict, they will serve as witnesses.
102 2-3 men dressed in black
103 Hard currency girls TROTTING CARTS: A trotting cart is a two-wheeled carriage
104 Young toughs similar to the Earths rickshaw, which carries up to two peo-
105 Monster encounter ple comfortably. The carts are operated by the Fellowship of
105 Gang of low level (-3) thieves looking for an easy mug- Carters and Coachmen, and cost 1 cp to travel anywhere in
ging the city.
106 Young lovers making a night-time rendezvous
107 Cleric (level 2-8) DUNGSWEEPERS: Streetcleaners, members of the
108 City Watch, patrol of 4 Dungsweepers Guild. They wear caps with orange and red
109 Magic-user (level 1-8) hustling to make an appointment feathers as badges of their craft. They carry brooms, shovels,
110 Monster encounter rakes, and other instruments of destruction.
111 Young vandals
112 5-7 men dressed in black CRYERS: Cryers are the chief method of advertising and
113 Hard currency girls announcement in the Realms. Those for particular establish-
114 Lone adventurer, sleeping (20% chance dead) ments declare the fineness of the product or services, while
115 Courting lovers those for the city itself note some upcoming festival or impor-
116 Carriage with drawn curtains tant local news (a fine way of passing along information in the
117 Monster encounter campaign). Cryers for noble families announce weddings,
118 Townsperson buying something from a thief funerals, and births.
119 Drunken foreigner
120 Monster encounter LAMPLIGHTERS: Only found in the city after dark, these are
members of the Guild of Chandlers and Lamplighters, noted
Notes: by their black caps with a golden flame device on either side.
Their job is to light a maintain the various iron-posted lamp
Most of the above are fairly self-explanatory, in particular bowls around the city. For a small gratuity they will also serve
since they are to provide local color for other encounters as guides through the city at night, providing light for trav-
and player character actions. A few need further explanation elers in need. If attacked, or threatened, they will flee, as most
below: of the guild is quite young.

CITY GUARD: The army of Waterdeep, its members are 2d NOBLE IN PORTAGE CHAIR: Portage chairs are wheel-less lit-
level fighters, wearing scale mail and shield (AC 5), armed ters carried by 2 or 4 servants, and are the travel medium of
with long swords, daggers, and darts laced with a paralytic choice of older nobility and those unwilling to walk through
agent (save against poison or be paralyzed 1-4 turns). Guard the streets. A two-person chair carries one passenger, while a
parties in Waterdeep usually have a leader (Sergeant) of 5th four-person chair carries four House Hothemer has a portage
level. chair carried by two ogres, which carries two normal-size
passengers, or the rather portly Malas Hothemer.
CITY WATCH: Usually found in patrols of 4, consisting of two
1st level patrolmen, one armar (Sergeant) of 2d level, and one HARD CURRENCY GIRLS: Soiled doves. Ladies of the evening.
civilar (Captain) of 3d level or higher. They are garbed in leath- Dance-hall girls with hearts of gold.
er armor of green, black, and gold (AC 7). They carry stout
rods of heavy wood (clubs in combat), daggers, and short RUFFIANS and THUGS of various descriptions: Treat as 1st or
swords. 2d level fighters (50% chance each) armed with short swords,
daggers, saps, and/or cudgel-like clubs.
INNOCENT BYSTANDERS: Common townsfolk without spe-
cial ability, rank, or immediate purpose. Can be male or MONSTER ENCOUNTERS: See page 25
female, native or foreign, or of any race. They will tend to
not get involved with any disturbance, and flee if directly
threatened.

CONCERNED CITIZENS: These are like Innocent Bystanders,


but if they witness any crimes or wrongdoing, will immedi-
ately try to summon the authorities, will lend aid to the

23
CREATING STATS AND BACKGROUND FOR
SCENIC CHARACTERS
These scenic characters are not intended to have deep involve- Two merchants arguing in the street is a slice of urbanized life, but
ments or long combats with the player characters, but there is not something that will bring the characters directly into conflict
always the chance that some interplay will occur. A thief may decide unless they so choose it.
that an NPC noble looks a particularly inviting target for his pick- City encounters can be defined in two types: friendly and
pocket skills, or a paranoid PC fighter may think that those figures unfriendly. A friendly encounter can be a character seeking a favor,
lurking in the shadows may be waiting for him. greeting the player characters, offering them a drink, passing on
Wizards, clerics, and other PC types have a level listing with their information (even bad news) or other, general positive matters.
entry. Other characters encountered can use the table below. Unfriendly encounters include, rowdies, drunks, bullies, characters
of radically different alignments or attitudes, and all Monster
% Roll Level
encounters. Encounters that would be considered Neutral, having
01-90 0-level townsperson (1-6 hit points)
no interest in the characters one way or the other, would be covered
91-97 1-6 level character class (of type below)
under the Street Scenes section. For example, a wizard who may
98-00 1-10 level character class (of type below)
actively befriend or hire the party would be an encounter, as would
Classes for special townsperson encounters one attacking from out of the blue. A wizard from the street scenes
% Roll Character Class and Notes would have no interest one way or the others with the PCs (though
01-40 Fighter (+1 to hit from strength) that may change depending on their actions towards him).
41-50 Cleric
51-70 Magic-User Typical Encounters
71-00 Thief (+1 to AC from Dexterity)
Armor class is normally determined by description: those listed as Roll 1d8 and 1d12 to generate a number between 2 and 20.
Mercenaries will have heavier armor than those entries listed as DAYTIME ENCOUNTERS
Merchants. 1 in 20 chance per hour on the streets
Finally, there is a 60% chance that a special character will have a
magical item of some type conforming to his class, and a 40% chance NIGHT-TIME ENCOUNTERS
that having one, he will have a second. These items will be chosen by 1 in 10 chance per hour on the streets
the DM for the encounter from the magic lists (no random rolls) with Roll Encounter
the following criteria: 2 Monster Encounter
1) The items are easily concealed or normal looking for that char- 3 Unfriendly Fighter (levels 11-20)
acter type (a mercenary may have magical plate mail, but a 4 Unfriendly Cleric (levels 11-20)
merchant, on whom it would look decidedly different, would 5 Unfriendly Thief (levels 1-10)
not). 6 Friendly Paladin (levels 1-10)*
2) The item should be one the DM is familiar with (shy away from 7 Friendly Cleric (levels 1-10)
items that require a lot of research, have a number of options, 8 Unfriendly Nobleman
and need a lot of cross-checking). 9 Friendly Merchant (selling wares)
3) The item should be one that the DM is prepared to let fall into 10 City Watch
the hands of the PC without unbalancing play. (Look, Phred, 11 Friendly Drunk
the magic-user had a sphere of annihilation in his pocket. 12 Friendly Street Vendor
Lucky us!) 13 Friendly City Official
14 Unfriendly City Official*
Looking for People 15
16
Unfriendly Drunk
Unfriendly Cleric (levels 1-10)
When looking for a particular type of character (merchant, trot- 17 Unfriendly Magic-User (levels 1-10)
ting cart, errand-runner, rich noble), there is a 10% chance that 18 Unfriendly Thief (levels 11-20)
type is readily available. If a thief PC sits in front of a bar, looking 19 Unfriendly Wizard (levels 11-20)
for a rich mark, or a newly-robbed fighter comes barrelling into 20 Monster Encounter*
the street looking for the Watch, there is a 10% chance that the rich * = Monster Encounter if at night
mark or the Watch is within hailing distance,
If the PC stays in one place, there is a 10% chance per turn that the Listing of Encounter Frequency
type of individual being sought will saunter by. If the character goes COMMON
looking out on the streets (and takes a chance with encounters), this Friendly non-player character classes
rises to 20% per turn. The Watch, Guard, or local militia (looking for one felon or
Characters can never go searching for Monster Encounters. They another)
are not that cooperative. UNCOMMON
Unfriendly non-player characters
Random Encounters in the City Friendly player character types, levels 1-10
Monster encounter at night
Random encounters differ from the Street Scenes in a number of
ways. First, the street scenes are window dressing, which the player RARE
characters can interact with, but are not required to respond to. Unfriendly player character types, levels 1-10

24
Friendly player character sub-class types, levels 1-10 Orcs (bands of less than 10)
Friendly player charcater types, levels 10-20 Bats, common
Bats, giant
VERY RARE Raven, ordinary
Unfriendly player character sub-class types, levels 1-20 Raven, huge
Unfriendly player character class types, levels 11-20 Rats, ordinary
Monster encounters during the day Unfriendly character classes will be of the shoot first, loot later
Unique individualsNPCs such as Piergeiron, Mirt, or other nota- variety. They may attack for a number of reasons: money (thieves),
ble personalities of the Realms. Many are detailed in FR1, Water- possible magical items (mages), sacrifices (clerics), or general mali-
deep and the North, and are not repeated here, nor are they added ciousness (any of the above).
to our typical table. It should be noted that the chances of
encountering the Lord of Waterdeep, Piergeiron Paladinson, is UNCOMMON
equivalent to having a monster encounter in the middle of the Way Wights Troglodytes
of the Dragon at noon! Wraiths Dark Elves
Werewolves Giants, hill and frost
Friendly or unfriendly character class encounters have a 40% Ghouls Ogres
chance of being individuals, otherwise having 1-10 comrades readily Wereboars Kobolds
available for a fight. These comrades can be of the same class as the Wearbears Ores (bands of 20-40)
individual (30% chance) of general 3d level, or be merely ruffians Ape, carnivorous Mermen
and brigands (fighters or thieves, your choice), of 2d level the rest of Minotaurs
the time. Centipedes, giant
Raven, giant
MONSTER ENCOUNTERS RARE
2 1-2 Dopplegangers Will-O-Wisps Carrion crawlers
3 1-2 Spectres Mongrelmen Bugbears
4 1-3 Will-O-Wisps Weretigers Weasels, giant
5 1-10 Mongrelmen Foxwomen Seawolf (greater or lesser)
6 1-4 Weretigers Wereshark Lizard men
7 1-3 Wraiths Gargoyles Giants, all others
8 1-2 Wights Brownies Shadows
9 1-4 Wererats Kenku
10 2-8 Unfriendly fighters (levels 1-6) VERY RARE
11 2-8 Unfriendly thieves (levels 1-6) Ghosts Mind flayers (illithids)
12 Drunken mercenary (level 1-10) Trolls Dopplegangers
13 2-12 Wild dogs Rakshasa Drelb
14 2-5 Werewolves Vampires All giant spiders
15 2-5 Ghouls Medusae Spectres
16 2-5 Ghouls led by a ghast Otyugh or neo-otyugh (gulguthra)
17 1 Foxwoman Mummies Margoyles
18 1-3 Gargoyles Demons, devils, daemons, modrons, devas, and other powerful
19 1-2 Ghosts extradimensional creatures
20 1-2 Vampires All other monsters (Note that particularly large and/or destructive
Note most houses in Waterdeep (at least the stone ones) are made creatures such as liches, dragons, wyverns, and the like will bring
with a mortar that prevents magical entrance, and backed up by out the Guard, the Watch, and most available adventurers in a
clerical wards (enhanced yearly by the local temples at a reasonable determined effort to locate them. The sighting of a beholder on
fee) to deter all but the most determined monsters and undead. No the docks of Waterdeep three winters ago resulted in four weeks
protection is perfect, however, and anyone who has gone out of his of turmoil, at the end of which it was determined that the entire
or her way to offend the undead natives of Waterdeep may awaken affair was a hoax. Such encounters do occur in Waterdeep, as the
one evening with said creature standing at the foot of his or her bed. bulk of the Undermountain is still unexplored, but they are very,
Monster Frequency in City very rare.)
COMMON
Unfriendly thieves (level 1-6)
Unfriendly fighters (level 1-6)
Unfriendly clerics (level 1-6)
Unfriendly Magic-Users (level 1-6)
Drunken NPC typeslikely loud and hostile
Wererats
Wild dogs
Giant rats

25
RECURRENT SITUATIONS
One handy device for DMs running city and maintains a non-stop torrent of giant princeling, who is in town
encounters is to create a stable of catch-phrases, sayings, and religious engaged in careful negotiation about
recurrent NPC situations. This sup- proverbs (not all of them being appro- setting up civilized ties between the city
porting cast can appear throughout a priate for the moment). The DM can and his peoples fortress-villa. Killing
partys stay in a city, giving the setting a leave him in the crowd as a speaker the giants would result in a diplomatic
sense of continuity, and also as a haranguing the citizenry to straighten incident (speak with dead spells would
jumping-off place for further adven- up, fly right, and engage in a regular reveal the killers), and punishment
tures. These recurrent situations can program of dental hygiene. Or, the DM would be swift (paying to raise the
be used as comic relief, as a delaying can be cruel and choose one of the PCs dead, plus a mission to aid the giants).
device to slow down player characters, as a potential apostle or would-be con- The hill giants mean no harm, and are
or if a full-blown encounter would slow vert. Who knows, in a few years the friendlier than their wilder brothers to
down play too much. Care should be raggedy priests faith could have its the north. The bodyguard only gets to
taken not to overuse such schticks- own temple in Waterdeep. carouse when the princeling has gone
they are provided solely for entertain- to bed, and so they will be seen over the
THE OFFICIAL: A nuisance encounter,
ment, and should not outweigh the next month or two on the streets, or
this is a by-the-book low-level official of
player characters own adventures. singing lusty songs in various bars.
the city government who, given the
Some useful tricks and schticks to use time, will make an individuals life mis- THE SAGA OF JANSZOBUR: Janszobur
in Waterdeep include: erable with a continual barrage of petty is described in full on page 52 of FR1,
THE KNOWLEDGABLE STREET VEN- complaints ranging from littering to Waterdeep and the North. He is a 4th
DOR: This bit of local color is often failure to keep a weapon peace-bonded. level barbarian of the Snow Cat
heard before he is seen, pushing his He will write citations in unreadable Nomads, who is on a quest to find a
cart through the cobblestone streets of handwriting, the only legible part being warrior-priestess who will (legend says)
Waterdeep, bellowing at the top of his the amount charged (never more than lead his people to greatness. He is
lungs, CRAN-BERRIES! BREAD-FRUIT! 10 gp). Surprisingly, the Official gives all relentless (if slightly inebriated) in his
GET YUIR RRRRADDISHES! The street of the money he collects to the City Gov- quest, and will try to enlist the PCs in
vendor peddles whatever fruit and veg- ernment, and is recognized as a full- his aid. Of course, his approach is to
etables he can get his hands on. More fledged arm of its collection bureau. break down available doors, looking for
importantly, he is a gossip-monger of Play him for comic relief, or to infuriate his War Queen. If the DM wishes to
the first water, and knows most of the that chaotic-aligned player character. pursue the matter fully, Janszobur may
business of the day in Waterdeep. This Try to avoid getting him killed; it may be find his War Queen among the PCs, or
makes him an excellent guide, as he can wise to keep a detachment of the Watch with the PCs help. Travel to his peoples
point the characters in the right direc- nearby. camp should be long and dangerous,
tion. (Oh, its outfitting a caravan you and capped with a trial of
THE DRUNKEN GIANTS: This should
want? Have you tried the Gentle Rest start with a night encounter, where the worthiness battle with some beast
stables for your mounts? Good prices, party runs into a gang of 3-5 (depending such as a remorhaz.
but the previous owners might not on the strength of the PCs) hill giants, THE DANCING BEAR: Another street
know theyre gone yet!) The street ven- drunk beyond belief, bellowing at the entertainer, this time an accordion-
dor has a great deal of street-level top of their lungs. They have large, player with a dancing bear. The pair are
knowledge, which he will be all-too-
semi-full kegs under their arms, which usually seen, squealing and dancing, as
willing to pass onto others. If the char-
they can hurl as boulders if need be. passers-by toss them money. They will
acters become friendly with him, he
The largest one challenges a PC to a seek to step into any situation where
will take their association as a close one,
fair fight (no weapons or magic, use wrong-doing seems to be occurring,
hailing them from across busy streets
the Unarmed Combat Tables in and will summon the Watch if things go
so all know they are around, and telling Unearthed Arcana). Losing to the giant badly. Elestar, the accordion player,
everyone else how great a fighter will result in a few lost hit points and seems very capable and his bear, Han-
(cleric/mage, etc.) a particular PC is. damaged pride (the giant will be cau- sel, incredibly intelligent, able to under-
THE RAGGEDY PRIEST: A low-level (3d tious not to kill a PC in town), while stand human speech. This is because
or 4th) cleric of some minor saint or beating him will result in the others Elestar is a 10th level ranger, and Han-
lesser-known religion (perhaps one bor- immediately adopting the PC as a mem- sel his friend and ally, a werebear. Do
dering on a cult), this poorly-dressed ber of their band and insisting that he not let the players in on this, but the
individual is out looking for believers. or she come along to join them. Giants pair may provide a service as guardian
He acts like he has been hit by a are very rarely seen in Waterdeep- angels for PCs who are in situations
feeblemind spell one time too many, these are the bodyguards of a young over their heads.

26
PICKING POCKETS
53-63 1-4 10 gp Trade Bars
Short Version 64-70 1-6 25 gp Trade Bars
71-74 1-3 50 gp Trade Bars
Occasionally PCs will find it in their interest to check out what is in the 75-86 1-10 Toals (2 gp coin of Waterdeep)
pockets of a non-player character. This is often the result of removing 87-90 1-6 Harbor Moon (50 gp coin of Waterdeep)
their belonging from pockets, cutting purse-strings, or checking the 91-94 1-4 Iron Trade Bars (5 gp trade bar of Mirabar)
bodies of the unconscious or deceased. 95-96 1-6 Electrum Moons (1 ep coin of Silverymoon)
Most NPCs will have 1-6 items from the table below. Add 1 to the die 97-98 Valuable message
roll for NPCs found in the North and Sea Wards, subtract 1 from the die 99-00 Small non-magical book
roll for those in the Dock Ward (even most nobles know not to carry their
life-savings in this rough neighborhood). SPECIAL ITEMS

% Roll Item These are selected solely by the DM, and include treasure maps, impor-
01-80 Common Item (Subtable A) tant messages or information, and magical items. They will be often
81-95 Valuable (Subtable B) trapped, warded, or otherwise protected from theft. A gem of seeing for
96-00 Special example, may be in a small locked box with a magic mouth placed upon
it, programmed to shout Thief! if anyone but the owner touches it.
Common Items (DM may add or delete from the list as he sees fit, given
the area of the encounter).
01-05 Dagger
Picking PocketsLong Version
06-08 Single Key
09-11 Comb The following tables should be used for predetermined characters, or in
12-13 Brush situations where a large-scale delineation will not slow down play. Note
14-15 Blank Parchment that many items here may proved to be useful in a combat or thieving sit-
16-18 Waterskin uation. THIS IS NOT a treasure table, to be rolled after the combat is
19-24 Laundry Ticket resolved, but should be used BEFORE character action.
25-35 Food Decide which of these categories the potential victim(s) in question
36-39 Holy Symbol or Lucky charm belong to:
40-41 Pieces of Chalk Merchant
41-44 Toy (Dice, ball and jacks, etc) Craftsman
45-48 Small flute or musical instrument Laborer
49-52 Talis Deck (playing cards) Mercenary
53-56 Soap (Bar or in a pot) Warrior
57-58 Perfume or Cologne (in potion vial) Farmer
59-60 1-8 Needles Errand-runner
61-64 Tobacco and pipe Knave
65-66 Ink in vial Noble
67-68 Spectacles or Magnifier Beggar
69-72 Printed Hand-out, badly smudged Each of these categories is briefly described hereafter, and for each the
73-80 Knife combination of tables to roll on is given. DMs should roll twice or more
81-85 Soft cap or hat on each table, or choose specific items from the tables.
86-88 1-4 Darts
89-94 Handkerchief Merchant: including all independent operators engaged in trade and
95-96 Note with unimportant writing (The DM may use this as a red commerce, including moneylenders and-moneychangers, ferrymen, and
herring to distract PCs or lead them into new adventures) tavernmasters. It does not include craftsmen (see below).
97-00 ThieftrapSmall mousetrap-like device, cost 10 gp, placed in
pocket to catch fingers of the casual thief (unless traps are cor- Craftsman: Craftsmen and women are those who earn a living by skilled
rectly detected for). 1 point damage, and thief is immediately handiwork of some sort, independently or in the service of another. This
detected. includes smiths, coopers, harness-makers, tanners, potters, carpenters,
masons, wood carvers, wagon-makers, and magic-users.
Valuable Items
% Roll Laborer: This category takes in all presently-employed individuals who
01-08 1-6 cp earn a living by the strength of their bodies, performing some unskilled
08-16 Above and 1-6 sp or routine task not requiring complex training. This includes miners,
17-23 Above and 1-6 gp farmhands, dock men, and all other loaders and unloaders of goods, and
24-29 Above and 1-6 ep those who dig graves, pits, trenches, and the like.
30-34 Above and 1-6 pp
35-37 Gem worth 100-600 gp Mercenary: This category includes all hireswords, those independents
38-39 Jewelry worth 200-800 gp who fight for the pay of any master rather than in the continuous service
40-41 Key Ring of 2-20 keys, one of which is a skeleton key (10% of only one. Mercenaries are generally better fighters than warriors (see
working on locked doors) below) but are almost always more poorly equipped. This category
42-50 Small sack of 50 gp includes caravan guards; caravan masters are usually considered as mer-
51-52 Small sack of 50 pp chants (see above) for belongings and warriors (see below) for armor and

27
weaponry. tables 1 and 3. Beggars and knaves roll on subtable 2 at + 2 on rolls (con-
sider scores of 9 and 10 as 7 and 8).
Warrior: This category includes men-at-arms, the watch, and guards,
sworn to the service of an individual, family, or guild. The bodyguards of Subtable 1 (1d6) General Dress
nobles and other important personages fall into this category. 1. Cloak w/hood
2. Robe (or long skirt for women)
Farmer: This category includes all who independently (or, for a fee, 3. Tunic & hose
working the land of another absent individual) earn their living by rais- 4. Tunic & breeches
ing produce on the land. Farmhands are considered laborers (see above); 5. Surcoat or overtunic
their masters are farmers. This category includes independent drovers 6. Smock
and herdsmen.
Subtable 2 (1d8) General Footgear
Errand-Runner: This category includes messengers, servants, and the 1. High, hard boots,
apprentices and assistants to all the above categories; they are generally 2. Low, hard shoes
younger and less well-trained than their masters/employers. 3. High, soft boots
4. Low, soft shoes
Knave: This catch-all category includes jobless persons: hangers-on, 5. Slippers
roust-abouts, street youths, ruffians, thugs, and thieves, the rabble of 6. Clogs
any settlement. 7-8. Cloth-wraps (strips of cloth tied and twisted around calves and
feet)
Noble: This category includes gentry, envoys and dignitaries of churches,
(including clerics) guilds, and state, and visiting VIPs. The actual wealth, Subtable 3 (1d10) General Accessories
dress, or even presence of this category at all will vary according to your 1. Belt, leather
world and the specific location; it is suggested that the DM make deliber- 2. Cap, felt
ate selections from tables rather than rolling randomly. 3. Cap, leather
4. Hat, woven straw
Beggar: This category includes diseased (e.g., with leprosy) and disabled 5. Purse on straps
persons, those forced to beg. (Able-bodied, sham beggars should be con- 6. Satchel, leather, w/drawstrings
sidered as knaves.) 7. Pouch, leather, w/wooden toggle fastening
8. Girdle, broad (fitted cummerbund belt)
Master Chart: Tables for each class 9. Apron
10. Headscarf
Merchant: Tables B,H,J,K, and I
If traveling overland or part of caravan: Add D and F TABLE B: Garments, Fine
Roll on all subtables as applicable (that is, dont roll for male garb for
Craftsman: Tables A,E,G,J, and K women, or female gear for men).
If traveling overland or part of caravan: Add D and F
Subtable 1: (ld20) Male Garb
Laborer: Tables A, E, and I 1. Doublet & hose (fitted)
If traveling overland or part of caravan: Add D,G, and K 2. Cotehardie (fitted tunic w/short, flared sleeves), worn over long
sleeved jupon, and hose
Mercenary: Tables A,C,D,G, and K 3. Short gown with voluminous bagpipe sleeves, and hose
If traveling overland or part of caravan: Add F and H 4. Tunic and breeches
5. Doublet and hose, with leggings
Warrior: Tables B,C,D,G, and K 6. Pantaloons
If traveling overland or part of caravan: Add F and I 7. Surcoat (sleeveless and long, with matching shield-cover, if shield is
borne)
Farmer: Tables A,D, and J 8. Gorget (throat-plate) of silver set with gems
If traveling overland, add FG, and K 9. Chaperon (hood with dangling end to wrap around face or neck in
If encountered home on the farm, add E and I cold or wet)
10. Roundlet (large, frilled cloth hat, worn over cap)
Errand- 11. Coif (bonnet with chin strap)
Runner: Tables A (B if applicable), DE,G,J, and K 12. Hood (covers neck, shoulders, and head; cutout for face)
If at home add E and I 13. Hat (beaver hat, conical but rounded, with turned-up brim)
14. Cloak, dagged (ragged edges, cut in repeating patterns with tassels
Knave: Tables A,D,K, and G (if applicable) or cords)
15. Belt, jewelled, with three strands and filigreed buckle; one strand is
Noble: Tables B,D,F,H,K; I and J at DMs optionchoose from these long and dangles from the front)
tables as opposed to rolling randomly 16. Harness (shoulder to waist ornamental strap with bells strung on it)
17. Houppelande (male version; surcoat with bell-shaped sleeves),
Beggar: A,D,G, and K, Table I at DMs option worn over long-sleeved doublet
18. Robes; two or three worn one over the other, outermost with orna-
TABLE A: Garments, Everyday mental sleeves (dangling empty)
Roll once on each subtable. For well-to-do individuals, roll twice on sub- 19. Breeches, cross-gartered, with jerkin

28
20. Sash and breeches, with bell-sleeved shirt 6. Crispine (gold-thread circular hair net)
7. Gorget (linen wrapped around head and neck, to frame face)
Subtable 2: (1d6) Male Footgear 8. Escoffion (two-horned headdress with veil)
1. Walking boots (heavy leather, with heels) or buskins 9. Diadem; jewelled head-band
2. Shoes, pointed and bejewelled 10. Hood (of parchment, stiffened and painted, adorned with cloth or
3. Shoes with very long points, turned up with gold or silver knee-to- silk)
point chains 11. Liripipe (later form: throat scarf covering chin to shoulders, like an
4. Bucket-topped boots, ornamented all-the-way-around stand-up collar)
5. Riding boots; thigh-high and of soft leather 12. Bonnet, linen, pleated and embroidered, with tassels
6. Slippers, embroidered 13. Fur cap
14. Tiara, of wire filigree studded with gems (e.g., rose quartz, emer-
Subtable 3: Female Garb ald, or carbuncle)
1. Cote/cotte/cotehardie (fitted tunic), worn over skirts 15. Headscarf, of green, flame-orange, white, or red silk
2. Bliaut (finely-pleated overdress, with embroidered neck, sleeves, 16. Soft hat, trimmed with gems, fur, and feathers
and hem), worn over plain cotte 17. Cap-of-coins, strung on wire
3. Houppelande (large, trailing skirt), worn with kirtle (a silken unde- 18. Bucket-hat of black velvet, with trailing ribbons
rgown) 19. Cockscomb of wire filigree trimmed with feathers
4. Surcoat (overgown) with tippets (strips of fur or cloth hanging from 20. Hawk-head mask of felt painted and trimmed with feathers, gems
elbows), worn over chemise for eyes, etc., to resemble real bird perched on head of wearer (bill
5. Gown (stola), worn with fine linen under-trousers, and mantle (a fit- forming prow of brim), plumage shielding head and tail trailing out
ted cloak) behind; various other birds possible
6. Embroidered, close-cut mock version of mans clothing
Subtable 7: Possible fabrics for fine garments
Subtable 4: Female Accessories (1d20) Choose from those available.
Roll or select 2-3 items from the list. Cloth of gold Used by royalty or titled nobles only
1. Shawl Sable fur Used by royalty or titled nobles only
2. Gloves Camlet Made from camels hair; heavy and expensive
3. Scarf Cloth of silver
4. Hair-ribbon Silk, sheer Gauzy, fine, translucent
5. Frontlet; richly embroidered bodice Samite Thick silk
6. Girdle, jewelled and studded with gold Moire Stiff, water-marked silk
7. Walking-stick, of apple-wood, with silver bird, flower, or heraldic Satin Sheen-finished, fine silk
device on top Velvet Silk cut so as to have nap
8. Mantel (fitted cloak) with jewelled breast clasp Brocade Silk woven in contrasting colors and textures
9. Sleeves (separate from dress); bejewelled, puffed, and slashed Damask Linen or cotton, with pattern in weave
10. Purse (amoniere) with needlework, attached to girdle Linen
11. Garter or anklet, bejewelled Tisshew Gauzy linen weave
12. Bracelet; gold filigree with gems Wool Heavy-work; warm, mainly used for outergarments
13. Earrings; gold with gems Keyrse Very fine wool, like a veil
14. Necklace; gold chain with gems and ornaments of precious metals Musterddevelys Greyish, soft wool
15. Ring(s), gold and/or silver, set with gems
16. Tussoire (clasp and chain which hangs from girdle to hold one side TABLE C: Harness (body armor)
of long gown up, for walking with ease) Roll once on Table 1 and twice on Table 2. (Warriors roll three times on
17. Mask or face-veil Table 2, and re-roll any results below 56 on Table 1.)
18. Pendant; large gem on chain
19. Pectoral; necklace with plates of ivory, silver, polished abalone, or Subtable 1 (d100) Armor
obsidian joined with filigree wire, and trimmed with hanging gems 01-20 Leather jerkin (only)
20. Eyepatch, bejewelled and with trim of tiny teardrop rock crystal 21-35 Leather armor
gems 36-44 Padded armor
45-55 Studded leather
Subtable 5: (1d4) Female Footgear 56-60 Ring mail
1. Sandals 61-70 Scale mail
2. Slippers 71-83 Chain mail
3. Pattens (ornamental wooden clogs, worn with slippers or boots) 84-89 Splint mail
4. Boots 90-94 Banded mail
95-99 Plate mail
Subtable 6: (1d20) Female Headgear 00 Field Plate Armor
1. Circlet, gold
2. Hennin (long, conical steeple hat with lappets, dangling head ribbon, Subtable 2 (other protection)
and veil, drapery hanging from point of hennin) 01-33 High, hard boots, with armored insteps
3. Wimple and veil 34-50 Skullcap or sallet (metal cap)
4. Gable headpiece (brocade, gem-encrusted cap with gable-like flaring 51-58 Helm with visor
side points) 59-65 Gauntlets
5. Caul (hair net with diadem and silk draperies) 66-89 Shield

29
90-00 Buckler 91 Ladder, wooden, 12-20 in length
92-95 Poles, 10
TABLE D: Personal Belongings 96-99 Measuring cord (knotted at regular intervals), usually 12-20
Characters using this table will always have a leather backpack, canvas in length
dunny-bag, muslin sack, leather pouch and satchel, or the like, and: 00 Chalk, 1-4 pieces

% Roll Items TABLE F: Traveling Goods and Gear


01-25 Skin of water and food Follow the four steps below in the order given. Cargo (materials car-
26-35 Skin of wine and food ried for trade) should be determined deliberately by the DM, and are not
36-40 Earthen jug of milk, wrapped in skin, tied in leather thong given here; Table J gives a random selection.
41 Ink, vial 1. Choose afoot (or afloat) and alone, or using beasts of burden: mules,
42 Parchment, 1-6 scrips horses, oxen, camels, or others (e.g. yaks, dogs, reindeer; elephants,
43-44 Quills (for pens) pack lizards).
45-47 Pipe and pouch of tobacco 2. Choose conveyance (or none): wagons, litters (covered cargo or pas-
48-50 Tapers, 1-6 senger cubicle on poles, borne on shoulders of 2 or 4 men or beasts),
51-53 Candlestick, travelers travois (two poles with cargo lashed to them, and between thempoles
54-64 Candles, 1-3, tallow and ground form triangular shapedragged behind men or beasts of
65-75 Tinder box or flint & steel burden), sledges or sleighs (dragged behind teams of men or beasts;
76-78 Drinking jack (hollow-horn drinking cup) best in snow).
79-81 Mirror (small metal hand-held type) and comb 3. Tack if beasts used (select): saddles, saddle blankets, saddle bags,
82-87 Bowl, wooden bridles, nosebags (feedbags), leading reins, whips, hobbles, harness,
88-92 Lamp barding (beast armor). If beasts of burden are not used, tack will
93-96 Lamp oil in flask include sacks, ropes, tumplines (leather straps, circular, go around
97 Symbol, holy, wooden (iron or silver possible), or lucky keep- heavy load and forehead of carrier, load carried on back).
sake 4. Accoutrements:
98-99 Thieftrap (see description in Short Version)
00 Family treasure: valuable piece of jewelry, minor magical item % Roll Item
(e.g., Quaals feather token), treasure map, or the like, well- 01-20 Tent(s)
hidden) 21-26 Stakes, wooden
27-35 Rope, 1-4 50 long coils
TABLE E: Tools 36 Pennants(s)
Pick deliberately for craftsmen. Otherwise, roll three times on the 37-45 Bundle(s) of firewood
table, re-rolling when the result is inappropriate. Parenthetical remarks 46 Chopping block
refer to the items use in combat to hit and inflict damage. 47-55 Torches, 1-20
56-75 Water, 2-12 costrels (small leather barrels with shoulder
% Roll Tool straps and central neck), or 1-6 wooden barrels (in wagon)
01-11 Mallet, wooden (as Hammer) 76-80 Maps (trade routes, surrounding lands); usually scratched or
12-18 Chisel(s), (1-4) with canvas satchel (as Darts) burned on leather hides, rolled and stored in leather bags
19-23 Sickle, draw-knife, or coracle (as Knife) 81-86 Poles (for tents, probing rivers for ford-footing, erecting fenc-
24-27 Hammer (as Hammer) es and tripods)
28-33 Iron nails, bag of 20-50 87-89 Snares, wire, and spring-jaws (for game and protection against
34-37 Spike(s) (1-12), iron, large (as Darts) intruders)
38-40 Wedges, iron, 1-3 90-94 Stew cauldrons(s), cast iron (1-2)
41-45 Chain, 1-3 12-lengths (in leather pack) (as Morning Star) 95-97 Lamp oil in small wooden barrel(s) (1-2)
46-48 Tongs, iron (as Club) 98-99 Skillet(s), cast iron
49 Anvil iron 00 Spare wheel(s) for wagons/spare poles for litters and travois/
50 Pincers, iron (as Club) spare runners for sledges, spare horseshoes, etc.
51 Saw (differing sizes, from jewellers to cross-cut 2-man wood-
cutters) (as Club) TABLE G: Carried Coinage (Everyday monies)
52-57 Bar, iron (as Morning Star) Money carried in pouch, money belt, or purse
58-62 Shovel (as Quarter Staff) % Roll Amount
63-64 Whetstone 01-04 6 cp
65 Oil, non-flammable lubricant, in glass or clay vial, wrapped in 05-18 3 cp, 1 sp
leather 19-26 11 cp, 1 sp
66-70 Rags, 1-6 27-36 6 cp, 2 sp
71-75 Sack, heavy canvas (1-2) 37-44 15 cp, 4 sp, 1 ep
76-77 Sack, muslin (1-4) 45-51 2 cp 3 sp, 2 ep
78-82 Tarpaulin, canvas 52-58 4 cp, 6 sp, 1 gp
83 Twine, ball (50-90) 59-65 1 cp 3 sp 5 ep
84 Scissors, iron (rarely, of gold or silver, or plated) (as Knife) 66-71 2 cp, 4 sp, 2 gp
85 Buckle(s) or clasp(s) (1-8) 72-77 1 sp, 4 ep, 1 gp
86-87 Leather thongs, 1-12 78-82 2 cp, 2 sp 4 ep 3 gp
88-89 Leather straps 83-86 3 cp, 6 sp, 4 ep, 3 gp
90 Awl or punch, iron, with wooden head (as Dart) 87-90 4 sp, 1 ep, 4 gp

30
91-93 3 sp 15 gp ornamental or semi-preciouscf. Gems, in DMG)
94-96 3 sp, 3 ep, 6 gp 44-45 Ball (rubber or leather stuffed with dried seeds) and jacks
97-98 1 cp, 2 sp, 4 ep, 9 ep (brass, 3-14)
99-00 3 sp, 11 gp 46-55 Cards
56 *Magic: spell scroll, information (item command word, being
TABLE H: Wealth truename, wizards name and location of abode, etc.), minor
magical item
Choose from list according to situation. Roll randomly if large caravan, or 57 *Map: (to) treasure hoard, wizards keep, sprite settlement,
family hoard, or thieves spoils/mercenaries plunder. Wealth can be the hidden pass, magical gates, and the like
life savings of a traveler or displaced person, cash carried by a person 58-60 Thread or wool, 1-6 balls
often engaged in commerce, or items worn or carried by rich persons. 61-68 Pets (chipmunks, songbirds, snakes, ferrets, cats, dogs, mon-
keys, lizards, even beetles possible)
% Roll Amount or Item(s) 69-70 Doll or toy (ball, carved wooden soldiers or horses, etc.)
01-20 Bars, silver (3-60), each of 25 gp value 71-77 Basket, straw, or cane
21-30 Bars, gold (448), each of 100 gp value 78-80 Walking stick/cane/crutch
31-45 Chest (iron-bound), of 250 gp 81-84 Soap tin clay or metal pot)
46-55 Chest (iron) of 500 gp 85-86 Mask (ornamental-perhaps adorned with gems or filigree,
56-65 Chest of 500 sp feathers, and fur; or for concealmentblack silk or tanned
66-70 Coffer of 50 pp leather)
71-75 Casket, of delicately carved ivory (value: 20 gp) of 100 87-88 Toothpicks, wooden (for nobles: gold or electrum with jewelled
cabochon-cut star rose quartz stones (value of each: 50 gp) or heads)
at DMs option, another gem type (bloodstones, zircons, etc.) 89-91 Tea/coffee/cocoa/chicory/equivalent brewing-drink, dry ingre-
76-86 Ring, gold, worked (value: 3 gp) dients, in earthen metal pot
87-90 Ring, gold, set with a ruby (value: 1002 gp) 92 *Book or ledger (perhaps magical)
91 Ring, gold, set with a band of four emeralds (value: 4003 gp) 93-94 *Legal deed, proclamation, heraldic grant-of-arms, (royal)
92 Plates (2-12), gold, inlaid with lapis lazuli, ivory, or turquoise commission, writ, letters-patent, or pass
(value, each: 25-100 gp) 95 Corpse (in shroud, casket, or bag) or memorial stone (borne in
93 Sack of 300 ep wagon, sledge, travois, or litter)
94 Coffer of mixed jewelry (all pieces wrapped in velvet or silk), 96 Cage (iron, wrought) for pets, captured animals, or prisoners
e.g. necklace of strung pink pearls, value: 8000 gp; silver (various sizes possible)
gorget inset with a spiral of rubies: 12,000 gp; coronet of gold 97-98 Needles (and/or pins), 1-8 in number, of bone, brass, iron, or
inlaid with diamonds, value: 50,000 gp; pectoral of silver with wood
moonstones, value: 1000 gp 99-00 *Key(s), single on girdle-thong or neck chain, or ring of 1-20
95-96 Religious statuettes, icons, and/or censers, bowls, candlesticks,
holy symbols (usually of gold encrusted with precious metals TABLE J: Goods
and inlaid with precious stones; values vary, but usually 500 gp
and up for each piece) These include the delivery of small finished pieces, samples, recent pur-
97 Furs and skins, 1-20, rare and exotic (e.g., bugbear, jaguar, lam- chases, etc.)
masu, owlbear, black boar, giant lynx, dire wolf, etc.)
98 Chains, gold filigree, delicate (value: 25-100 gp) Approximate
Gold chains vary in length, are usually joined to form a circlet, Market
belt, headband and veil, or shoulder-mantle, but are too soft to Value
constrict any but the smallest of creatures, hold up any weight, % Roll Item of One
or fasten against any force. Such Item
99 Rare spices in gold, silver, and carved jade vials, 1-8 in number, 01-05 Glass jug(s), goblet(s), and/or bowl(s) 3 cp
value: 1-20 gp each (a vial of saffron is worth 40 gp) 06-15 Tobacco or snuff 1 cp
16-20 Pomander (ball) or perfume (vial) or incense
00 Perfumes and scarce substances (e.g., ambergris), in silver and stick(s)
glass vials, 1-20 in number, value: 2 sp-5 gp each 1 gp
21-23 Brass censer or lamp 5 sp
24-25 Vellum, 1-4 hides stretched on wooden frames
TABLE I: Miscellaneous and scraped 1 gp
26-28 Inks, 1-8 glass vials, stoppered with corks and
Roll twice per person, or (preferably) choose deliberately from list. Per- sealed with wax; all colors possible 6 sp for
sonal items of value (marked thus: *) will typically be hidden (in lockets, sepia; up to 2
boot heels, sewn in belt, cloak-hem, or hat). gp/vial for
gold; red is
% Roll Item next most
01-05 Splint and/or sling valuable
06-20 Rags/bandages/towels 29-32 Clothing, fine (see Table A) varies
21 Harp 33-34 Birds, pets, or live food creatures, in cages
22-24 Flute (tin whistle) varies (cage: 1 gp)
25-28 Drum (stretched type leather thump or bongo type), or tam- 35-40 Copperware (bowls, trays, ewers, and pots) varies (app. 5
bourine gp)
29-36 Dice, pair (1d6) 41-43 Silver trays, cups, and pipkin (small dipping cup) varies (app.
37-43 *Pretty pebbles, 1-3, keepsakes (at DMs option, some may be 15 gp)

31
44-45 Carved wooden stools 2cp TABLE K: Weaponry
46 Statuette(s), carved ivory, jade, or obsidian 20-200 gp
47-53 Livestock varies Mercenaries and warriors roll three times on Subtable 2; all others roll
54-55 Parchment, 1 ream (of 50 pages, in canvas bag- twice on Subtable 1. If results inappropriate (e.g., horsemans weapons
bound between two boards for protection) 2 gp for individual on foot, or duplications), re-roll.
56-62 Wine, 3 gills (or noggins), glass bottles each
held in wicker carrier 1 cp/gill to 2 Subtable 1
gp/gill % Roll Weapon
(varies with 01-10 Bo stick
quality) 11-24 Bow with quiver of 2-24 arrows
63-66 Knives, of iron with wooden handles 5 sp-1 gp 25-38 Club
67-73 Candles, in bundles of 12 (scented and colored 39-53 Dagger
wax with untrimmed wicks) 1 sp/candle 54-66 Hand Axe
74-77 Harness (for horseor other creature at DMs 67-70 Javelin
option) 12 sp 71-79 Sling w/pouch of 1-20 stones
78-82 Skewers, tongs, and pokers, wrought iron 1-6 sp 80-93 Staff, quarter
83-86 Herbs: Parsley, sage, garlic, rosemary, thyme, 94-00 Staff, short
marjoram, mint, oregano, savory, etc. (sprig or
leaves) 4 sp-2 Subtable 2
gp/sprig % Roll Weapon
(rare spices 01-40 Dagger
ten to 41-46 Flail, horseman's
twenty times 47-55 Glaive
as much; see 56-64 Lance (light horse) or hammer
Table H) 65-75 Mace (footmans or horsemans)
87-90 Lock, brass, with hasp (fist-sized: both larger 76-84 Sword, long
and smaller sizes more expensive; usually 85-88 Sword, short
comes with 2 keys) 5 gp 89-91 Sword, bastard
91-93 Hinges, wrought iron (large, door size) 1 gp/each (2 92-00 Spear
needed for
most doors)
94-95 Spectacles, magnifying-glass or pince-nez
(ground glass in brass wire frame; gold or silver
plated more expensive) 3 gp
96-98 Shears, brass 1 gp
99-00 Tiles, clay glazed and painted with colored
designs 2 cp/each (1
cp/each for
plain tiles)

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