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Waterdeep Information

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Waterdeep Information

Post by mltillis »

I will post information, that I feel is common knowledge, from time to time. This will assume that most everyone in the region is aware of it, and that the characters have been in the area long enough to pick it up from general gossip.

Waterdeep Map

Note that this is a PDF download
This is map of the city of Waterdeep in Adobe PDF format (Adobe Acrobat Reader required to view). It includes all structures, landscape, roads and the sewer system. Most buildings detailed in 2e and 3e Forgotten Realms products are present, with labels and short descriptions. The map is 1:3048 scale and viewable on a 0 to 6400% zoom level (small enough to show 5'x5' grid squares). Please be aware that this is a HUGE map.


http://www.candlekeep.com/downloads/ez_waterdeep.zip
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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http://www.io.com/~bret/seadogs/calendar.html

The Calendar of Harptos

This calendar is common enough to apply to all regions within the Realms (especially the northern regions). The year consists of 365 days: 12 months of exactly 30 days each (due to the single moon and its followers), plus five days that fall between the months. These days are special occasions.

Although the months that comprise a year are standardized, the system of dating years varies from place to place. Usually years are numbered from an even of great political or religious significance. Each nation or region has cultures with unique histories, and thus, different reckonings. The system of naming the months is named for its inventor, the long-dead wizard Harptos of Kaalinth, and is in use throughout the North.

Months are subdivided into three ten-day periods. These are known variously as eves, tendays, weeks, domen, hyrar, or rides throughout the Forgotten Realms. While rides is the standard term in Cormyr and the Dalelands, the text uses weeks to avoid confusion. However, in the Realms, the phrase "a week to ten days" means the same as "six of one, a half-dozen of the other."



Month Name Common Name
1 Hammer DeepWinter
Holiday: Midwinter
2 Alturiak The Claw of Winter
3 Ches The Claw of Sunsets
4 Tarsakh The Claw of the Storms
Holiday: Greengrass
5 Mirtul The Melting
6 Kythorn The Time of Flowers
7 Flamerule Summertide
Holiday: Midsummer
8 Eleasis Highsun
9 Eleint The Fading
Holiday: Highharvestide
10 Marpenoth Leaffall
11 Uktar The Rotting
Holiday: The Feast of the Moon
12 Nightal The Drawing Down
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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It is the year 1372 DR (Dale Reckoning)

Hammer: The City of Shade Appeared
Midwinter: The God "Bane" returned
Mirtul: Tilverton obliterated
Midsummer: Campaign Begins: Shieldmeet
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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Lliira's Night

A nightly celebration, honoring the Lady of Joy with dances and balls, held the 7th of Flamerule. Although the celebration is carried all over the city in many festhalls, the highlight of the night is the Cynosure Ball, wich is sponsored by the Lords, the local clergy of Lliira and several noble families.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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The Safehaven Inn is an inn and tavern located in the Adventurer's Quarter, South Ward, Waterdeep.

This new three-story stone and timber structure is one of the tallest large buildings in this part of the city. Large wooden plank signs swing in the breezes at the inn’'s second story; their faces are carved with five runes: The elder runes of Lammath (“safety and shelter”) and Retniw (“camping place”), a Harper'’s mark of "Safe Haven", and the elvish and dwarvish runes for "Safe Refuge". Above the heavy ash-wood double doors on Slop Street, golden letters are set in the stones of the arch, proclaiming the inn “"The Safehaven."” (There is a small service entrance off Kerrigan'’s Court usable only by the staff.)

Inside, the entryway has two stairways leading up to an open balcony overlooking the taproom. A halfling-sized desk is set by the left stairwell for guests to be checked in and other taproom patrons to be tended. The large building's main floor is surrounded on the north side with a massive oak bar and barstools, the wall behind dominated by three large tuns of beer and smaller casks of wine. The floor contains fifteen round tables (seating for six at each) amply dispersed around the room, and four large support pillars hold up the third floor, smaller booths lining the walls and supporting the balcony. The fireplace hearth in the western wall is huge, and its six-foot depth opens through to the kitchen; food is cooked over the same fire, and inviting flames are rarely obscured by boiling pots or spits (though the delicious odors of the kitchen permeate the taproom constantly!).

The second floor is little more than an encircling balcony over the taproom with 12 spacious rooms for 3 sp per night each; rates are 25 sp for a tenday stay, and no one (unless known and befriended by the owners) is allowed to room for more than two tendays'’ stretch. The lockable rooms provide a large bed, table, washbasin, mirror, and small chest for storage; room fees also include a free dinner each day. Each room has a window looking out onto the streets, but there are no window ledges, thus making it a little more difficult for thieves to enter. The first door after the right-hand stairwell opens up to a small staircase to the third floor and the converted suites of the inn’'s owners. Inn patrons are not allowed up to the suites or into the kitchen, and little is known about any cellars in the inn.

The Safehaven is one of the most popular inns in the ward, its tables always filled by early evening with diners and bar patrons and its rooms quickly filled after that. Through the diligence of the headwaiter and the unspoken threat of the bouncers, few troublemakers ever disturb the peace here. Many nobles flock to this inn for the sumptuous meals and easygoing company, as well as the nightly musical entertainment by Arkiem Arren. The inn is built upon the site of a former warehouse of Lhorar Gildeggh, the exiled Guildmaster of Waterdeep; many whisper that the bones of many of his opponents rest beneath the inn still.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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Undermountain

The great dungeon of Undermountain, also known as the Halls of the Mad Mage, is a vast subterranean complex carved into the roots of Mount Waterdeep and the great plateau on which the City of Splendors sits. Although Undermountain extends underneath the entire city and even beneath the sea floor to the west, the bulk of the dungeon lies beneath Mount Waterdeep (hence the name), as well as the western reaches of Castle Ward and Dock Ward.

The majority of Undermountain was created and expanded from the natural caverns already in the area by a powerful and ancient wizard named Halaster Blackcloak, who dwells in Undermountain and uses it as his personal playground and laboratory. Over the next thousand years he populated these areas with various monsters, magical experiments, numerous portals and traps. Around 1306 DR the City of Waterdeep started exiling convicted felons to the depths of Undermountain.

Undermountain as at least nine levels deep and possibly deeper. The third level contains Skullport, also known as the Port of Shadows. Many magical portals lead into Undermountain from all over Faerûn.

While Halaster quested on other planes and sequestered himself in his tunnels, his tower fell into ruin. When Halaster was yet active in the outside world, his home was considered an accursed place, so settlers in the area largely left the crumbling tower alone. In time, the city now known as Waterdeep came to huddle against the mountain and reach down to the harbor. As the city sprawled outward, it reached and encompassed the ruins of Halaster's home. Undermountain was known to these early settlers, and they often punished criminals by sending them into its depths. So it was for many years until an adventurer named Durnan delved into the depths beneath the tower and returned, laden with riches, to tell the tale. Durnan demolished the last remnants of Halaster's above-ground abode and built an inn over the well he had used to descend into the depths. He called his inn the Yawning Portal, and Durnan works there to this day, serving patrons and inviting the brave or the foolish to try their hands at the halls of Undermountain.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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The Cynosure was an immense marble temple constructed by a consortium of wealthy patrons in dedication to the "Overgod", Ao. It was constructed at the supposed site of the death of the god Myrkul during the Time of Troubles in Castle Ward, Waterdeep. The ornate building, constructed in the Chessentan style, soon fell into disuse due to both mortal and divine disiniterest, and so was purchased by the city to serve as a convention hall and public space, for rental by guildmasters and the truly impressive visiting bard. It is also the site of the annual Cynosure Ball, sponsored by the Lords of Waterdeep on Lliira's Night.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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Sea Ward
Waterdeep’s wealthiest ward is notable for the many-spired, grand homes of the nobility, the gleaming edifices of the city’s leading temples, and the imposing towers of the city’s premier wizards. Other notable landmarks include the Field of Triumph ($77), the lush Heroes’ Garden ($70), and the Sea’s Edge Beach.

North Ward
Waterdeep’s quietest ward is also one of its wealthiest. North Ward is home to most of the middle class and lesser noble families. This ward has few notable landmarks other than the Cliffwatch, and it all but shuts down at dusk. This placid reputation belies the intrigues and scheming that goes on behind closed doors, and the volumes of smuggled goods that lie in cellars beneath the city streets.

Castle Ward
Castle Ward lies in the heart of Waterdeep, wrapping around the eastern slopes of Mount Waterdeep. This ward is home to the city’s administrative buildings and buildings of state. The ward’s most prominent landmarks include Ahghairon’s Tower (C79), Blackstaff Tower (C6), Castle Waterdeep (C76), Piergeiron’s Palace (C75), the Market, and Mirt’s Mansion (C52).

Trades Ward
Trades Ward lies in the eastern half of Waterdeep, encircling the western and southern walls of the City of the Dead. Given over almost entirely to commerce, Trades Ward lacks the feeling of community found in the more residential wards, but retains the hustle and bustle of a marketplace throughout the day and night. Notable landmarks of Trades Ward include the Court of the White Bull, the Plinth (T38), and Virgin’s Square.

The City of the Dead
This walled enclosure on the eastern edge of Trades Ward is the general cemetery for the City of Splendors, and its size nearly makes it a ward in and of itself. Many citizens visit the City of the Dead’s parklike green lawns and white marble tombs during the day, for it is one of the few places dominated by greenery that the citizens of Waterdeep can share within the city walls. A Watch contingent keeps the cemetery peaceful, and various members of the Guild of Chandlers and Lamplighters keep torches lit around and inside a number of the tombs. The grounds are off-limits after dusk, and the gates are locked. Nevertheless, many individuals still hold clandestine meetings at night in the City of the Dead, despite the slight risk of undead escaping from a warded tomb to prowl the sprawling cemetery.
Although it has only been in its current form since the Year of the Riven Skull (1250 DR), the area has served as the city burial ground for centuries. The cemetery ran out of room in the Year of the Stranger (1064 DR), prompting the city to build a low wall around it and replace the individual graves with magic tombs linked by portals (constructed primarily by the mage Anacaster) to infinite demiplanes. Two years later, the high number of undead prompted the Lords to erect higher, defensible walls around the cemetery and to lock and ward the magic tombs. There have been few incidents since.

Dock Ward
Waterdeep’s most notorious and colorful ward is also the oldest. Traveler’s tales portray it as a lawless, brawling place of drunks, smugglers, roaming monsters, and fell magic, which is not all that far from the truth. The bustling harbor scene and its attendant activities dominate this ward.

The Warrens
Beneath the heart of Dock Ward lies one of Waterdeep’s lesser-known neighborhoods. Reachable through narrow winding tunnels leading off various dark alleys, the Warrens have been centuries in the making, starting with ancient stone houses built along hilly streets. From time to time a higher fl oor has been added to a building, or a walkway built to add living space or to connect houses, even those across a street from each other. Over time, parts of streets have been completely hidden from the sun, and the lowest floors of many buildings have become cellars. Subsequent rebuildings have shored up the lowest inhabited floors and worked from there. The slow result of Waterdeep’s reach for the grander and larger and taller is the forgotten layer known as the Warrens, home to many of Waterdeep’s small folk. Many gnomes, halflings, and even the occasional dwarf have found congenial and discreet housing amid the dark cellars and narrow tunnels, for stout halfling warriors guard most entrances, keeping the Warrens free of humans and their ilk.

South Ward

Once known as Temple Ward, Southern Ward lies in the southeastern corner of Waterdeep, bounded by Trades Ward to the north and Dock Ward to the west. "Caravan City", as this oft-forgotten ward is sometimes known, is a homely, friendly, busy, and largely poor area of Waterdeep. Notable landmarks of Southern Ward include Caravan Court, the Adventurer's Quarter, and Waymoot.

Deepwater Harbor
The naturally sheltered, deepwater basin that gives Waterdeep both its name and its wealth is a bustling place. Its chill waters are kept fairly clean by the diligent work of the Guild of Watermen and the merfolk of Tharqualnaar. The mariners of the Guard control access to the harbor above the waves, using the retractable chain-nets and walls of the defensible harbor to bar entrance or exit by particular ships.

Deepwater Harbor is divided into two smaller harbors—the Great Harbor, through which commerce and transportation flows, and the Naval Harbor, restricted for the use of the navy. Two major islands, Stormhaven and Deepwater, enclose the harbor. Notable landmarks include Boatscrape Cove, where ships are beached to be cleaned of barnacles and worse; Deepwater Beach, where mermaids often come to sun and flirt with the guards; the Sea Stacks, sharp rocks that deter the close approach of sailing ships; and Umberlee’s Cache, the subsea depression that leads to flooded caverns in the depths.

Waterdeep’s sewers empty into the harbor at places covered with extremely large and strong gratings, regularly patrolled by bands of merfolk. The merfolk use catch-nets on poles to scoop and gather the debris into large tow-globes for transport far out to sea. The harbor’s rocky, sloping bottom is thinly covered with mud, especially at the southern end of the harbor. It is kept free of plants and litter by the merfolk. Due to the cleanliness of the harbor and the undersea lighthouse known as Deepwater Beacon (H7), there are no penalties to Spot checks beneath the harbor’s surface.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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The Pilgrim’s Rest

The Pilgrim's Rest is located in Sea Ward, Waterdeep.

Located in the triangular northwestern angle of the intersection of Diamond Street and Satchel Alley, this is the humblest of Sea Ward’'s inns and the cheapest. It'’s usually crammed with faithful worshippers who have come to the city to visit one of the temples (hence its name). There’s actually nothing special about this place— which means that it would be a first-class inn anywhere else in the whole of Faerun. One can get a private room for 9 sp/night, with stabling and a solid evening meal included in the price. A two-share (two double beds, usually rented to two couples) is 6 sp/bed per night. A common room (8 beds or more) is 4 sp/ night per person.

Maerghoun’s Inn

Maerghoun's Inn is located in Sea Ward, Waterdeep.

Located on the west side of the Street of Whispers, just north of Diamond Street, this old, opulent inn of scented purple hangings, flickering lamps, and dark wood paneling is much favored by young couples and by Waterdeep's paid escorts. No food or drink is available, but you are free to bring it in or have it delivered. Utmost discretion is observed. Each room has inner curtains, so that staff can bring things or do things in one part of a room without seeing or being seen by the guests in another part of the same room.

Maerghoun's is notable for its large round beds, complimentary purple silken house robes, and soundproofing. Extreme privacy is the watch word. The inn is used by many to conduct sensitive business deals.

The Wandering Wemic

The Wandering Wemic is located in Sea Ward, Waterdeep.

Located in the angle between an alley and two streets, this large, recently opened inn offers ample, airy, well-lit rooms, new furnishings, clean surroundings, high rates, and an efficient, numerous staff-including bouncers to keep undesirables out. The 10 sp/room per day rate includes stabling, a valet service for cleaning and repairing clothes and boots, and a bottle of wine per head per evening, but no food. It provides a good place for wealthy merchants who want no trouble over a place to stay.

Golden Harp Inn

The Golden Harp Inn (Sea Ward, Waterdeep) is a comfortable two-story stone and slate inn, cheery and well lit at all times and noted for the magical harp that appears in mid-air at odd times to sing and play ancient ballads by itself.

Dacer’s Inn

Dacer's Inn is located in Sea Ward, Waterdeep.

Located south of the temple of Gond on Seawatch Street, this fine old inn caters to rich sailors who want to stagger to bed from the Fiery Flagon as late as possible and to the constant trade of pilgrims and others visiting the temple. As a result, it is a very prosperous place that is well-built and incorporates all the innovations and improvements that Gondfolk suggest, such as dumbwaiter shafts that bring hot food to each room, sliding bolts recessed into every room door, alarm gongs on each floor, pumped water on tap in each room, and such-like, and avoids a lot of the more ostentatious frills that some places north of Mount Waterdeep indulge in.

Dacer’'s is a quiet, luxurious place to stay and is almost worth the 8 sp/night per head it costs to stay there (stabling and simple meals are included). Only water and zzar - —at 12 sp/bottle— - are available to drink. Dacer’'s will send runners for food you order from street vendors or cooks elsewhere, and have it delivered to your room, a rare luxury that is most appreciated on wet days.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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Wyvern’s Rest

Wyvern's Rest (Sea Ward, Waterdeep), a former watchpost and blockhouse, this one-story stone tavern is a favorite of watch and guard members, it's hallmark being the stuffed wyvern that looms over the bar.

The Fiery Flagon

The Fiery Flagon is a tavern in the Sea Ward of Waterdeep.

This odd, cramped place stands on the west side of Seawatch Street, across the street from the House of Inspired Hands. A relic of the time when sailors lived on the mud flats north of Mount Waterdeep and the rich had yet to migrate north from Castle Waterdeep, it is famous among sailors up and down the Sword Coast, who throng to visit it when they make land at the city.
The ruffians and lowlives are kept out by the prices. The splendid but simple meals are 70 cp/plate, and drink goes by the tankard: 3 coppers for rough ale, 5 coppers for good ale, 10 cp for zzar, and then steeply upwards for wine and spirits, up to 14 sp for the best firebelly whiskey. Ulscaleer is proud of the fact that you can'’t drink even the finest wine out of anything but a tankard in his place. He has little use for dandified nobles and snobs of any sort.

The Ship’s Wheel

The Ship's Wheel is located in Sea Ward, Waterdeep.

Located on a corner just inside West Gate, this place is a little less high-nosed and a lot less clean and bright than Gounar'’s. It’s also probably the safest tavern you’'ll ever see. Old men come here to watch each other’'s hair fall out over drinks that cost 4 sp/glass or 10 sp/bottle, with double those prices for fine wines.

Adorned in the front lobby with a gleaming ship’'s wheel large enough for a titan (of all the city’s taverns, only Gounar’'s and the Wheel have front lobbies), this is the place for those with too much money or too many years to want to go to Gounar’'s.

The Broken Lance

The Broken Lance (Sea Ward, Waterdeep), is a cozy tavern frequented and staffed by the athletes and fighters from the Field of Triumph (the eel pie is the house specialty!)

Gounar’s Tavern

Gounar's Tavern is located in Sea Ward, Waterdeep.

This is one of the most brightly lit taverns you’ll ever see. It gleams and sparkles with mirrored glass and cut glass faux gems everywhere to catch and throw back the many glowing globes that hang in the air. It’'s bright because citizens go here to be seen and to survey each other as much as to relax over a drink.

The words slick and on display come to mind. On the other hand, if you want to be noticed in Waterdhavian high society, this is the place. Expect to pay 6 sp/glass for drinks and double that for quality wines. If bought by the bottle, drinks are 25 sp and up.

The Sleepy Slyph

The Sleepy Sylph is a tavern located in Castle Ward, Waterdeep.

This popular tavern stands at the southwest corner of the intersection of Rainrun and Snail Streets, at the other end of the same small block of buildings as The Red-eyed Owl. Its frankly risque signboard depicts the sylph the tavern is named for.

But while the Owl is a cozy local watering hole, this place caters to visitors. Lots of colored driftglobes float about, and many scantily clad waitresses (wearing diaphanous robes and fairy wings of silken gauze stretched over fine wire) hurry about, dodging the strolling minstrels hired by the tavern.

Under the many-hued, drifting lights, patrons can eat almost nothing and drink as much as they can afford. Only skewered whole fowl - —chicken, quail, turkey, or pheasant— - are on the menu (1 sp each). Each fowl comes with a darkbread trencher and a plate of lemon slices that most patrons use to cut the grease from their fingers after eating the fowl.

Drink is 3 cp/tankard for ale, 5 cp for bitters, 7 cp for stout, 1 tp/ tallglass for zzar or house red or white wine, and 2 sp to 25 sp by the bottle for more exotic things. Locals in the neighborhood no doubt come here for a single drink, to enjoy the music and to watch the waitresses— - and then go to the Owl, just steps away to eat and drink at about a third the price. (I saw more than watching going on, but turned modestly back to my glass, which was practically sobbing to have more little drinks poured into it.)

For the money, though, you get spotless white tablecloths, good food brought to you in a hurry, music, and a chance to see other rich folk dining. If you aren’t rich, why are you here?

The House of Purple Silks

The House of Purple Silks is a festhall in Sea Ward, Waterdeep.

Standing on the west side of Seawatch Street, just south of its intersection with Diamond Street, this is one of the most famous pleasure palaces of the Sword Coast. For decades, its name has been synonymous with decadent dalliance. Its trademark is the sheer purple silks worn by its ladies.

Inside, it’s a series of warm, carpeted rooms crowded with cushions, bold guests, and bolder staff ladies. Not a place for the bashful. Highly recommended. Rumored to have contraband hidden inside some cushions, and under certain areas of carpet.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Common Knowledge

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Waterdeep Sewers

Waterdeep's sewers run beneath the entire city, with the notable exceptions of the harbor islands and the heart of Mount Waterdeep, forming a subterranean "dungeon" between the surface and the depths of Undermountain. The uppermost portions of the sewers are in present use and fairly good repair, thanks to the efforts of the Cellarers' and Plumbers' Guild. Many older, smaller tunnels are walled up and not in use - at least, not to carry sewage.

These are of two sorts of passageways- primary and secondary, according to size. Primary passages are 20 feet across and contain 3-foot-wide rail-less walkway ledges on both sides. Sewer workers cross passages by means of their 16-foot "catch-poles" to vault across or by the use of boards, which they lay down as temporary bridges. The catch-poles are also used for reaching below water level to clear debris from sewer gratings. Secondary passages are 12 feet across with a single 3-foot-wide ledge on one side (usually the more southerly or easterly). There are countless feeder pipes (any sewer pipe less than 1 foot in diameter) and tertiary tubes (which can be crawled through by a Medium or smaller creature) .

Junction rooms are usually 30-foot-by-30-foot stone cubicles, 20 feet high with a sitting ledge near the ceiling, above the muck. Surface shafts are 6 feet in diameter with iron rungs set in the walls to use as ladders to and from the sewers. The entrance to a surface shaft is a 3-foot-wide hole capped by a removable metal (or metal-banded wood) cover.

Waterdeep's sewers have masonry ceilings, walls, and floors. The floors are considered to be light rubble, thanks to all the debris that has been deposited over the years, adding 2 to the DC of Balance and Tumble checks.

Air: The air supply is reasonably good (from a survival standpoint) in the sewers, as the numerous small feeder pipes bring stench-ridden air down from the surface in addition to refuse.

Ambient Noise: The echoing water flow produces lots of noise, providing a -4 circumstance penalty on all Listen checks in the network.

Disease: The sewers are filled with tainted water. Any activity that results in a character's nostrils, mouth, eyes, or ears getting wet requires a DC 16 Fortitude save to avoid contracting blinding sickness. Anyone injured by a slashing or piercing attack (including natural bite, claw, gore, and sting attacks) must make a DC 12 Fortitude save or contract filth fever. Creatures who have survived in the sewers for an extended length of time are assumed to be immune to both afflictions.

Gratings: Sewer gratings are stout, but many are often old and rusty. They could be permanently set into stone walls or set to swing open on pivots when unlocked.
Iron Gratings: 2 in. thick; hardness 10 (8 if rusty); hp 60 (30 if rusty); break DC IS (23 if rusty).

Illumination: Generally, there is no light in the sewers except beneath a sewer grate, where the filtered sunlight is equivalent to an immovable torch.

Scent: A terrible stench pervades the entire network, providing a -4 circumstance penalty on Survival checks for tracking when relying on scent.

Tracking: Walkway ledges are generally coated in a thin sheen of slime, making them "firm ground" for purposes of tracking.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Re: Waterdeep Information

Post by mltillis »

"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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Marshall
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Re: Waterdeep Information

Post by mltillis »

Adventurers' Quarter

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1: Essimuth's Equipment
2: Temple of Good Cheer
3: Madame Garah's Boarding House
4: Amrani's Laundry
5: Piatran Clothiers
6: Home of Rokkek Ingerr
7: Hemmerems' Stables
8: Kolat Towers wizard tower
9: Watch Guardpost
10: The Garrulous Grocer
11: Krabbellor Silversmiths
12: Laran's Cartographers
13: Waukeen's Wares moneylender and pawn
14: The Safehaven Inn
15: Ingerr & Ingerr Warehouses
16: The Beer Golem Tavern
17: Phaulkonmere manor
18: The Waterdeep Daily Trumpet
19: Helm's Hall orphanage
20: Tymora's Blessing tavern
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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