Excerpts 06/01/2005


City of Splendors: Waterdeep Excerpt
By Eric L. Boyd



The shining jewel of the Forgotten Realms setting is yours to explore! This supplement provides you with an overview of the city that includes history, a who's who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers nonplayer characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more. The excerpts below include information on researching in Waterdeep, details about Halaster's heirs and the Shadow Thieves, a prestige class called the Sun Soul monk, a description of Black Well Court, and monster statistics for the walking statues of Waterdeep. For cover text from this book, check out the May 2005 Preview.

Halaster's Heirs

Muiral the Misshapen

Centuries ago, Halaster Blackcloak and his seven apprentices established Halaster's Hold and began exploring the dwarven delvings beneath the plateau. Of the Seven, one is known to be dead and two are known to still live -- Trobriand the Metal Mage and Muiral the Misshapen. In addition, in the years since Halaster claimed the Underhalls for his own, the Mad Mage has taken on additional apprentices, some of whom still stalk the depths of Undermountain.

In the Year of the Gauntlet (1369 DR), the events of Halaster's Higharvestide upset the delicate status quo in the Underhalls of the Mad Mage. Among the tumultuous events of that day, Trobriand was attacked by his abandoned experiments and driven from his lair in a deep sublevel of Undermountain, and Muiral was expelled into the streets of Waterdeep by means of a malfunctioning portal. Trobriand convinced Muiral to return to the first level of Undermountain, where the madness-inducing magic of Undermountain was at its weakest.

There the two ex-apprentices forged an alliance, agreeing to work together to carve out a new domain largely beyond the reach of the Undermountain's maddening taint, but sufficiently within Halaster's Halls to allow them to continue to pursue their interests.

As word spread of a hidden arcanists' academy located in the first level of Undermountain near the shaft to the Yawning Portal (C48), dozens of dark arcanists flocked to their service, drawn from across the North and the length of the Sword Coast.

Base of Operations: Level 1 of Undermountain, in the vicinity of the Yawning Portal.

Halaster's Heirs (Minor Arcane): AL CE, NE, LE; 15,000 gp resource limit; Membership 40; Isolated (humans 36, shield dwarf 2, other 2); Dues 25 gp per month (250 gp to join).

Authority Figures: Muiral the Misshapen (see below); Trobriand the Metal Mage (see below).

Important Characters: Errya Eltorchul (CE female Tethyrian human rogue 2/wizard 3, viperlike daughter of Lord Thesp Eltorchul); Nandel Greenward (CE female Illuskan human wizard 13/archmage 2); Tehss Maerklos (LE female Illuskan human wizard 9, heiress to the noble House Maerklos).

Associated Classes: Adept, sorcerer, wizard.

Associated Skills: Concentration, Craft (alchemy), Knowledge (arcana), Knowledge (dungeoneering), Spellcraft, Use Magic Device.

Requirements: You must craft at least one magic item for the guild per month; the item crafted must be worth at least 100 gp.

Favored in Guild Fringe Benefit: You can learn rare or unique spells created by Halaster or his apprentices (such as Halaster's blacksphere*, Halaster's fetch* variants, Halaster's image swap*, Halaster's light step*, Halaster's shaking hand*, Halaster's teleport cage*, Trobriand's baleful teleport*, Trobriand's crystalbrittle*, Trobriand's glassee*) any time you have the opportunity to learn new spells, but you may not learn more than one such spell per level gained. The guild subsidizes your monetary expenses when creating constructs, reducing the raw materials cost by 10%.

Muiral and Trobriand are the undisputed masters of the academy.

Trobriand the Metal Mage

Trobriand is the most powerful surviving ex-apprentice of Halaster, having long ago made his peace with his former master. Known as "the Metal Mage" for his penchant for creating metal constructs, Trobriand avoids direct combat, preferring to allow his creations to fight for him. The Metal Mage appears as a thin, clean-shaven man with long, steel-gray hair. He is unnaturally tall, but he stoops in his old age, bringing his eyes to about 6 feet from the floor.

Trobriand kept to his heavily guarded laboratories in the depths of Undermountain (UM L7) for centuries until he was driven forth by the events of Halaster's Higharvestide. Of the Seven, he kept the firmest grip on his sanity, but even he succumbed in part to Undermountain-instilled madness. Having finally recognized the danger posed by remaining therein, the Metal Mage now seeks to establish a new stronghold in the Lands of Light, preferably on the site of Halaster's Hold, now occupied by the Yawning Portal tavern.

Trobriand is the true leader of Halaster's Heirs, and he is responsible for training most of the school's newly recruited apprentices. Only his deft touch keeps Muiral from rampaging through the streets of Waterdeep. Trobriand continues to design and build constructs of metal, including helmed horrors[MF], iron golems, and scaladars*.

Trobriand the Metal Mage: Male Tethyrian human wizard 12/techsmith[FP]5/archmage 1: CR 18; Medium humanoid; HD 13d4+26 plus 5d6+10; hp 85; Init +4; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +9; Grp +8; Atk +12 melee (1d8+2/x3, +3 warhammer); Full Atk +12/+7 melee (1d8+2/x3, +3 warhammer); SA arcane fire, spells; SQ construct sense, gondsman, summon familiar, technical knack +4; AL NE; SV Fort +7, Ref +8, Will +12; Str 9, Dex 10, Con 15, Int 21, Wis 12, Cha 10.

Skills and Feats: Appraise +5 (+7 weapons and armor), Concentration +23, Craft (armorsmithing) +29**, Craft (weaponsmithing) +26**, Disable Device +10**, Gather Information +2, Knowledge (arcana) +26**, Knowledge (architecture and engineering) +14**, Knowledge (dungeoneering) +16**, Knowledge (local Waterdeep) +26**, Search +5 (+7 secret doors), Spellcraft +28, Survival +1 (+3 underground); Craft Construct[B], Craft Magic Arms and Armor[B], Craft Staff, Craft Wondrous Item, Forge Ring, Improved Initiative, Martial Weapon Proficiency (warhammer)[B], Scribe Scroll[B], Skill Focus (Craft [armorsmithing]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Weapon Focus (warhammer)[B].

**Might benefit from technical knack (see below).

Languages: Chondathan, Common, Draconic, Lantanese.

Arcane Fire (Su): Trobriand can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (440 feet) that deals 1d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.

Construct Sense (Su): Trobriand can communicate telepathically with any construct within 60 feet. He can make a DC 15 Spot check to recognize a construct for what it is.

Gondsman: Trobriand has constructed a gondsman -- a loyal mechanical warrior, assistant, bodyguard, and friend named Crunch.

Crunch: Gondsman; CR --; Medium construct; HD 8d10 plus 20; hp 64; Init +1; Spd 30 ft.; AC 22, touch 11, flat-footed 21; Base Atk +6; Grp +10; Atk +11 melee (1d12+7/x3, +1 greataxe) or +10 melee (1d8+6, slam); Full Atk +11/+6 melee (1d12+7/x3, +1 greataxe) or +10 melee (1d8+6, slam); SQ construct traits; AL N; SV Fort +2; Ref +3; Will +3; Str 18, Dex 12, Con --, Int 4, Wis 13, Cha 6.

Skills and Feats: Listen +8, Spot +9; Alertness, Cleave, Power Attack.

Languages: Common.

Possessions: +1 mithral chain shirt, +1 greataxe.

Metal Domain: Trobriand gains the granted power of the Metal domain (free Martial Weapon Proficiency [any hammer] and free Weapon Focus [any hammer]).

Technical Knack (Ex): Trobriand has an innate familiarity with the workings of mechanical gadgetry and science that allows him a +4 competence bonus on all Appraise, Craft, Disable Device, Knowledge, and Open Lock checks involving some sort of mechanical, technological, or explosive circumstance.

Wizard Spells Prepared (caster level 18th): 0 -- detect magic, mending (3); 1st -- color spray (DC 16), mage armor, magic missile (3), magic weapon, shield; 2nd -- detect thoughts (DC 17), flaming sphere (DC 18), see invisibility, web (DC 17); 3rd -- arcane sight, dispel magic, fireball (DC 19), fly, Trobriand's crystalbrittle* (DC 19); 4th -- animate dead, detect scrying, enervation (+9 ranged touch), lesser globe of invulnerability, minor creation; 5th -- baleful polymorph (DC 21), fabricate, hold monster (DC 20), major creation, wall of force; 6th -- chain lightning (DC 22), legend lore, Trobriand's baleful teleport* (DC 21), wall of iron (DC 21); 7th -- forcecage, greater teleport, spell turning; 8th -- greater shout (DC 24), iron body, polymorph any object (DC 24); 9th -- wish.

*New spell described in Chapter 7.

Spellbook: Trobriand knows dozens of worthwhile spells and a few odd spells of particular use to a wizard specializing in the creation of metal constructs. He knows many of the wizard/sorcerer spells in the Player's Handbook as well as all of the spells in this book created by Halaster/Halaster or Trobriand himself.

Possessions: Bracers of armor +6, +3 warhammer, amulet of health +4, iron bands of Bilarro, master ring of the scaladar*, ring of the ram, staff of rejecting* (25 charges).

*New item described in Chapter 7.

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