Waterdeep & The North (FR1)
"The North... rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men.
"Waterdeep...crossroads of the world, City of Splendors. Here and wealth and goods from every corner of the Realms, intrigue and feuds and important personages of rank and influence. From the many-spired towers of Piergeiron's Palace to the living, ever-changing city of Waterdeep, and suggests many adventures therein.
"Partake of the sights, the bustle, and the intrigue -- rub shoulders with the powerful and famous -- feast your eyes on fabled treasures. Hear tales in the taverns such as can be heard nowhere else in all the world -- but keep your weapons ready and your wits sharp. Oh, and above all... enjoy your stay."
See the rest of the FR Series
1987 ... 64 pages ... TSR 9213 ... ISBN 0880384905
* 32-page guide
* 10 small-scale city maps
* one overall map of the city
* aerial view poster
"It is called the City of Splendors: Waterdeep, most populous and powerful of the cities of the North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the seiges of Dragonspear Castle. Success and death lurk in its shadowed entranceways and dimly-lit streets.
Come explore the greatest city of the Realms in this incredible new boxes set dealing with urban fantasy adventures. Waterdeep is detailed in no less than 10 expanded maps, embellished with typical building interiors suitable for use in any campaign setting. In addition, a full-size poster of Waterdeep is provided, along with a grand-scale three-dimensional map of Castle Waterdeep, hub of the city's government.
In addition to all these maps, a 32-page City System booklet provides encounters and street scenes, special features and details of Waterdeep, and methods for creating types of buildings in moments and filling the pockets of those unfortunate enough to get in a player character's way. Designed for use with Waterdeep, these new features are suitable for use anywhere in the Forgotten Realms!"
1988 ... Jeff Grubb & Ed Greenwood ... TSR 1040 ... ISBN 0880386002
I consider the Forgotten Realms City System set to be an underappreciated gem. It's difficult to grasp the size this map set. Here's a photo of me with the 10 maps of Waterdeep put together.
The set also has (not shown here) a smaller overall map of the city, a 32-page guidebook, and a poster with an artist's rendering: An aerial view of the city.
The City of Waterdeep Trail Map (TM4)
This trail map's title is a bit misleading, as Waterdeep only occupies a small portion of the map. The entire Forgotten Realms continental setting is mapped out, as well as major cities.
"A fantasy city can be a vast, sprawling, mazelike place. Main streets turn into blind alleys. Thriving markets adjoin crime-infested slums. The wise traveler avoids problems by consulting his Trail Map.
TM4 maps out not only the grand city of Waterdeep, but also to other cities featured in the Avatar trilogy: Shadowdale, fabled home of Elminster the Sage, and Tantras, a bustling port on the Dragon Reach.
All maps are full color, printed on a 36" by 57" sheets suitable for use in gaming or as a wall poster."
1989 ... TSR 9401 ... ISBN 0880387580
Volo's Guide to Waterdeep
"Well met, traveler!
"You hold in your hands an amusing and insightful guide to Waterdeep - the metropolis of the North, the City of Splendors. This handy pouch-sized tome presents Volo's choice of the finest, most spectacular, and least known (but most desired) information about the people, customs, and locations in Waterdeep - ranked with a handy coin, dagger, pipe, and tankard ratings system.
What it's like to attend a private party hosted by Waterdhavian nobles,
Where Waterdeep's ghosts walk,
Legends and clues about famous, as-yet-unrecovered treasures,
What fare a typical Waterdhavian menu offers you,
The best moon-kissed spots to meet Waterdhavians of the opposite sex,
Waterdeep's best shops and craftsmen,
The best places to dine, stay, see -- and, of course, avoid!
"Special note: This edition of Volo's Guide to Waterdeep, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster."
See the rest of the Volo's Guides
1992 ... 240 pages ... TSR 9379 ... ISBN 1560763353
City of Splendors
"Think you know everything there is to know about the City of Splendors? Think again! Based on material originally presented in FR1 Waterdeep and the North and City System, this box expands all that information and adds over 200 pages of new characters, magic, and excitement! Here's what's inside:
* A 128-page Campaign Guide with expanded city map keys and new information on every part of the city
* A 96-page Who's Who, giving you details on the nobles and other NPCs of Waterdeep (over 100 new characters in this book alone!)
* A 64-page Adventurer's Guide for players, with the Adventurers' Quarter, a new area of Waterdeep complete with over 50 new NPCs
* A 16-page Secrets of the City book, hiding the secrets of the NPCs and adventures of the Adventurers' Quarter
* 6 poster maps, including new maps of the city and two photo maps of the Adventurers' Quarter
- City map, north (1109XXX0701)
- City map, south (1109XXX0702)
- Adventurer's Quarter individual buildings "3-D" (1109XXX0703)
- Adventurer's Quarter overhead "3-D" (1109XXX0704)
- Castle Waterdeep (1109XXX0705)
- Thirsty Throat Tavern (1109XXX0706)
* 16 MONSTROUS COMPENDIUM Appendix pages, with 13 never-before-seen monsters to haunt the shadows of the city
Come explore the greatest city of the Realms in this compilation of everything about the City of Splendors. From the spires of Piergeiron's Palace to the depths of Undermountain, this city's sure to thrill players and Dungeon Masters alike for years."
1994 ... Steven Schend & Ed Greenwood ... TSR 1109 ... ISBN 1560768681
The Ruins of Undermountain
The classic Undermountain set was originally released in 1991 in the 1 1/4"-deep box style that TSR had been using for years. In 1993, they re-published the set in the 1 3/4"-deep box that they had begun to favor at the time. Other than trivial formatting changes, the contents of the two sets are identical.
* 128-page perfect-bound book
* 32-page book w/cover
* 4 fold-out maps
* 8 Monstrous Compendium pages (Beholder; Beholder-kin; Darktentacles; Ibrandlin; Scaladar; Sharn; Slithermorph; Snakes, Flying; Steel Shadow; Watchghost)
* 8 cardstock accessory sheets
"UNDERMOUNTAIN awaits you: the fabled and feared battleground of the Realms - "The Deepest Dungeon Of Them All."
DARE YOU FACE...miles upon miles of deadly traps, glittering treasures, strange and cryptic rooms, and slithering, skulking, lurking monsters? They await you underneath Waterdeep!
UNDERMOUNTAIN is a dungeon setting for AD&D 2nd Edition campaign play: the oldest, largest, and deadliest dungeon-crawl in the FORGOTTEN REALMS Campaign Setting. It is the place where intrepid adventurers endeavor to become veterans, to win a place among the rich and famous - if they survive its depths. Enter an endless maze where waiting death bears a thousand faces and treasures lie hidden in a thousand places.
It's just the setting for long-running, memorable, great AD&D game play, the perfect locale you'll never forget. So please, come in. Mind your step among the skulls. Oh, yes - good luck - you'll be needing it."
1991, 1993 ... TSR 1060 ... ISBN 1560760613
The Ruins of Undermountain II: The Deep Levels
"This sequel to The RUINS OF UNDERMOUNTAIN contains the 128-page Campaign Guide to Undermountain: The Deep Levels, a 32-page adventure booklet, a 16-page MONSTROUS COMPENDIUM booklet, four full-color, poster-size maps of the levels described in this boxed set, and a set of eight DM Assistance Cards to aid in trapping the corridors and rooms of this, the greatest and most dangerous dungeon in all the Realms.
The original campaign expansion set wasn't enough? Well, then, pack your gear and delve into Ruins of Undermountain II: The Deep Levels. The deep- dwellers await!"
1994 ... Donald Bingle & Jean Rabe & Norm Ritchie ... TSR 1104 ... ISBN 1560768215
Undermountain: The Lost Level
"'Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time -- gird yourselves for diplomacy as well as destruction. You'll find the last stronghold of an extinct dwarven clan -- do be good enough to extend the greetings of the Blackstaff to Bandaerl. There's also a dark vampiress who enjoys a good hunt, and be sure to mind the beholders -- they're trained to keep you from escaping. Enjoy, and don't say Khelben didn't warn thee.'
This DUNGEON CRAWL adventure includes 32 pages of combat and role-playing hearkening back to classic AD&D dungeons of old. This is a stand-alone module and does not require additional support materials. It can easily be inserted into a campaign on any world, but best fits an Undermountain or Waterdeep campaign within the Realms."
1996 ... Steven E. Schend ... 32 pages ... TSR 9519 ... ISBN 0786903996
Undermountain: Maddgoth's Castle
"'Ye want this ol' moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precious few treasures worth the death and agony and fear you'll face. Your problems are twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!). Second, you're looking for the lair of that lunatic wizard-murderer from Trades Ward. He's a dangerous lot, that Maddgoth, and many other met their ends by underestimating that pasty-faced little scarecrow. If you're looking to lay siege to Maddgoth's Castle, you're on your own. I've not visited it, and I'm not likely to, either. Truth be told, no adventurer I've heard of looked for Maddgoth's lair and returned to tell of it.
'Not that this scares bold heroes such as ye be, right? Well, the path to fame allows fools and champions alike, though fools often listen better than heroes. Until our coins are shared again, good fortune.'
-Mirt the Moneylender
This DUNGEON CRAWL adventure returns once again to the hallowed halls of Undermountain and into an adventure like those AD&D game archetypes of years past. This is a stand-alone module and does not require extra support materials. It can be placed easily into a campaign on any AD&D world, but best fits a FORGOTTEN REALMS campaign set in Undermountain or Waterdeep."
1996 ... Steven E. Schend ... 32 pages ... TSR 9528 ... ISBN 0786904232
"'Had I not seen the chaos that ensued, I would never have believed the tale Shadowdale's sage wove for me that day... Who would have believed that anything had the power to rip Halaster Blackcloak bodily from his Undermountain? Who again could predict the maelstrom of dangers that a dungeon gone mad would unleash upon an unsuspecting Realms? It is thanks to the brave and noble souls who dared reach into the villains' clutches to save the life of Halaster the Mad Mage that we all rise to greet another sun.'
-Gamalon Idogyr, starfaring mage formerly of Llorbauth
This DUNGEON CRAWL adventure returns once more to the hallowed halls of Undermountain, but it's a different day. At dawn of Highharvestide 1369, every practitioner of magic on the Sword Coast knew there was a problem. By midmorning, the Lords of Waterdeep confirmed the ill omens: Some brave souls worthy of the title 'Hero' must enter Undermountain on a mission to save Halaster Blackcloak! Could these heroes be your group of player characters?
This is a stand-alone module and does not require extra support materials. It can be placed into a campaign on any AD&D world, but best fits and impacts a FORGOTTEN REALMS campaign set in Undermountain or Waterdeep."
1997 ... Steven E. Schend ... 32 pages ... TSR 9538 ... ISBN 0786904518
"Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast North. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pits of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and others plot and trade with emissaries from the surface. Monsters prowl the dark recesses and alleyways, gangs of zombies shamble about performing menial labor, and anything and everything can be bought and sold: lethal poisons, foul tomes of forbidden magic, and slaves.
The only law is meted out by the enigmatic Skulls of Skullport, mysterious floating humanoid skulls whose capricious judgments and madness-induced destructiveness are the stuff of grisly travelers' tales. Gold rules the ever-present twilight, and only those with keen eyes and blades may keep it long.
This 96-page book contains:
• Maps and general information about the three layers and four wards of Skullport.
• Descriptions of over 100 notable sites in the wards.
• A partial map of the dungeons of Skullport -- where the Skulls throw the folk they let live!
• Descriptions of notable NPCs and power groups of Skullport.
Although no other FORGOTTEN REALMS setting products are required to use Skullport, this accessory can be used to provide supplemental information for the Ruins of Undermountain campaign expansion. Dungeon Masters can also use SKullport as a basis for an UNDERDARK city in their own campaigns."
1999 ... Joseph C. Wolf ... 96 pages ... TSR 11348 ... ISBN 0786913487
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