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.
Black Well Court (EL 7)
Opening west off Book Street, across from the end of Drakiir Street, this cramped courtyard is known for its long-polluted well of black water. It serves as the meeting place for many gangs of street ruffians, thugs, and cultists. As such, it is regularly patrolled by the Guard and the Watch, who often ?nd thugs, Dragon Cultists, or worshipers of Loviatar whipping an unfortunate victim kidnapped from somewhere nearby. Rumors persist of something living in the well, coming out at night to snatch and feed on passersby. The rumors are true.
Qikna: Meazel[MF]rogue 1/assassin 2; CR 7; Medium monstrous humanoid; HD 4d8+4 plus 1d6+1 plus 2d6+1; hp 38; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +5; Grp +7; Atk +9 melee (1d6+3/19-20, +1 short sword) or +8 melee (1d4+2 and disease, claw) or +8 ranged (1d8/19-20, light crossbow); Full Atk +9 melee (1d6+3/19-20, +1 short sword) and +6 melee (1d4+1 and disease, claw) or +8/+8 melee (1d4+2 and disease, 2 claws) or +8 ranged (1d8/19-20, light crossbow); SA death attack, disease, poison use, sneak attack +5d6; SQ darkvision 60 ft., evasion, trapfinding, uncanny dodge; AL CE; SV Fort +4, Ref +12, Will +4; Str 15, Dex 16, Con 13, Int 10, Wis 10, Cha 4.
Skills and Feats: Disguise +1, Hide +13, Move Silently +13, Spot +2, Swim +6, Tumble +7; Great Fortitude, Improved Initiative, Weapon Finesse.
Death Attack (Ex): If Qikna studies a victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Qikna's choice). If the victim of such an attack fails a DC 12 Fortitude save, he is paralyzed for 1d6+2 rounds or killed, as appropriate.
Disease (Su): Claw attack, Fort DC 13, incubation time 1d6 days, damage 1d2 Dex and 1d2 Con per day. Any victim that takes ability damage must succeed on a DC 13 Fortitude save or take 1 point of Dexterity drain and 1 point of Constitution drain instead of the normal damage for the disease.
Evasion (Ex): If Qikna is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Sneak Attack (Ex): Qikna does 5d6 extra points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks.
Trapfinding (Ex): Qikna can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Uncanny Dodge (Ex): Qikna retains his Dexterity bonus to AC even when flat-footed or targeted by an unseen foe. He still loses his Dexterity bonus if paralyzed or otherwise immobile.
Possessions: +1 studded leather armor, +1 short sword, light crossbow, 20 bolts, greenblood oil (3 doses).