Вы находитесь на странице: 1из 7

Welcome, my

intrepid friends, to a guide


not only to the Forgotten Realms®
of myth and legend but on how to best
explore their most intriguing features:
the monster-plagued, treasure-laden dungeons
that plunge deep beneath the earth and riddle
the highest mountains.

With my capable help, you will become both wise


in the ways of such places and wary of their dangers.
If you value your life, do not enter
a dungeon without this book!
— Volothamp Geddarm,
your industrious guide
and servant

Printed in China
Wizards of the Coast, Dungeons & Dragons,and their respective logos are
trademarksof Wizards of the Coast LLC. Copyright © 2016 by Wizards.
Used with permission.
Elminster letter: 170mm x 210mm, two folds

3
Well met, adventurer!
I am known to many as Elminster Aumar, Sage of Shadowdale, a wizard
of some repute and a friend to all. The book you hold in your hands was
written by the adventurous scamp, Volothamp Geddarm, or Volo as he is
widely known.
Now if you have known Volo for as many years as I have, you may also
be wondering how someone so unsuited to adventuring life can become
one of the most well-known experts on the Forgotten Realms. Well, as a
wizard, and one chosen by Mystra herself, all I can tell you is that Volo
leads a charmed life. He may be neither well-born nor skilled in battle
(fleeing headlong is more his forte), yet his odd blend of cowardice and
curiosity seems to serve him admirably as he buffoons his way through
dungeons and domains wisely shunned by those with greater power.
It would appear that Volo has been made for this world, for Toril is more
than amply supplied with dungeons, dungeons, and more dungeons, from
simple burial crypts to labyrinthine subterranean cities linked to the
Underdark and an entire lightless Realms Below. Now that I think of it,
perhaps you have been given the spark of adventure yourself, for here you
are, holding a book filled with the secrets of dungeonology and danger.
So heed Volo’s writings, if ye dare.
Perhaps you’ll even survive a delve or two. Perhaps.
Cordially,

Elminster of Shadowdale
2

THE FIVE MILE PRESS - SAMPLE PAGES


VOLOTHAMP GEDDARM’S

Dungeonology
Illustrations
The images in this book were created by Aaron J. Riley, Alex Stone, Autumn Rain Turkel, Ben Oliver, Beth
Trott, Brian Matyas, Brynn Metheney, Carlos Nunez de Castro Torres, Chris Seaman, Christopher Burdett,
Claudio Pozas, Clint Cearley, Conceptopolis, Cory Trego-Erdner, Craig J Spearing, Cynthia Sheppard,
Daniel Landerman, Daren Bader, David Palumbo, E. M. Gist, E.W. Hekaton, Emi Tanji, Emily Fiegenschuh,
Emrah Elmasli, Eric Belisle, Eva Widermann, Filip Burburan, Guido Kuip, Howard Lyon, Ilich Henriquez,
James Zhang, Jared Blando, Jason A. Engle, Jesper Ejsing, Julian Kok Joon Wen, Kekai Kotaki, Kieran
Yanner, Lake Hurwitz, Lars Grant-West, Lindsey Look, Mark Behm, Matt Stawicki, Max Dunbar, Michael
´
Berube, Michael Komarck, Mike Schley, Milivoj Ceran, Min Yum, Olga Drebas, Randy Gallegos, Raymond
Swanland, Richard Whitters, Robert Raper, Rob Rey, Robert Lazzaretti, Sam Burley, Sam Wood, Scott M.
Fischer, Thom Tenery, Tom Babbey, Toma Feizo Gas, Tyler Jacobson, Tyler Walpole, Victor Maury, Vincent
Proce, Wayne England, William O’Connor and Zack Stella.

Knowledge
d, no is power!
“Leave no page unrea
ma p
chest unopened, no
rea lm
unexplored, and no
undiscovered!”
– A du ngeonologist’s credo

A tale of riches
to rags, indeed!

Special Thank
The author an s
d his presente
like to proffer rs would
their undying
the following thanks to
souls for their
enduring
kindness:
Ed Greenwood
Kate Irwin
Adam Lee
First Published in Australia in 2016 by The Five Mile Press Pty Ltd, 1 Centre Road, Scoresby, Victoria, 3179 Australia David Gershm
an
www.fivemile.com.au Hilary Ross
A Division of Bonnier Publishing Australia Jamie Doyle
www.bonnierpublishing.com Simon Doyle
Devised and produced by Studio Game, part of Studio Press, an imprint of Templar Publishing, part of the Bonnier Publishing Group, The Plaza, 535 King’s Road, London, SW10 0SZ James Tavend
ale
Written by Matt Forbeck. Introduction written by Ed Greenwood. Designed by Ian Upstone, Mark Golden, Gareth Butterworth and Helen Chapman.
Project managed by Kirsty Walters and Helen Wicks.
An epic adventure through
Copyright © 2016 by Wizards of the Coast LLC. the Forgotten Realms®
All rights reserved
ISBN 978-1-76040-454-3 Disclaimer
Printed in China 5 4 3 2 1 Templar Publishing, Wizards of the Coast, Tym Waterdeep Limited, Volothamp Geddarm, Elminster Aumar, Matt Forbeck and Ed Greenwood are not responsible for any readers who enter a portal found
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand and all other Wizards of the Coast product names and their respective logos are trademarks in a mirror, doorway, wardrobe, or other similar (or dissimilar) framing device and find themselves transported to a world of adventure, whether in reality or their imaginations, wherein they may or
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likeness are property of Wizards of the Coast. This material is protected under copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. may not become legendary heroes. Or who may become curious about dungeons and/or dragons and start playing games involving them. Okay, maybe that last one. But you’ll thank them for it.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

THE FIVE MILE PRESS - SAMPLE PAGES


Chapter I: Welcome to Adventure! My History
My trusty
quill
For those of you not familiar with my earlier works,
An Introduction to Dungeonology starting with ‘Volo’s Guide to All Things Magical’, I am,
Welcome, friends new and old and those of you who thirst for adventures filled with in fact, the legendary Volo, author of more than a dozen
both fortune and glory! If you’re hunting for wisdom to steer you well on your chosen guidebooks detailing the lands of Faerûn (FAY-rune).
course toward becoming a hero, you’ve procured the right book no doubt, and you may Most of them focused on the Sword Coast, of course,
but they are now sadly all well out of date, having been
rest well having placed your trust in me, Volothamp Geddarm, your faithful guide.
written and published over a hundred years ago.
Call me Volo, of course. All my friends do, and by the time you finish devouring this tome, you
Rest assured that I’ve already opened negotiations
will no doubt feel you owe me your life for having forewarned you of the dangers that lie ahead.
with my publisher to update those classic tomes. I have
What I have to impart to you is more precious than gold, and you will treasure it all the more.
no doubt that each of them will outsell their original
editions, especially now that I have had the benefit of so
A Gift for You many years to hone my perspective on their respective
What is my gift for you? Why wisdom, of course. I speak not of the puffed-up, philosophical flappery you hear bandied about your local tavern, but subjects.
of the needful kind of wisdom that can save your life. This is the sort of hard-won knowledge that only comes from having been all over and around How is it that I’ve returned to this world after over a
(and far below!) this wondrous world of ours, these places known as the Forgotten Realms. century, you might ask? Do I secretly have elven blood
running through my veins? Did I stumble upon a fabled
fountain of eternal youth? I’m afraid that epic tale is
Only the brave become
true Dungeonologists. far too long to sandwich between the pages of this
guidebook. Sadly, it is a tale that will have to wait for
another time.

Adventure awaits you!

Table of Contents
Chapter I: Welcome to Adventure!
Chapter II: The Adventuring Party
Chapter III: Dungeonology Equipment
Chapter IV: Magic and Magic Items
Chapter V: The Lands of the Forgotten Realms
An Honest Plea Volo’s Most Wondrous Map of the
Sword Coast
If such warnings would deter you, I advise you to turn back now! Chapter VI: Rogues and Traps
The promise of fortune and glory may have drawn you to this path,
Chapter VII: Fortune and Glory
but pay attention to that shiver down your spine and follow it in the
opposite direction. Place this book down, hand it to a more courageous
Follow Me Chapter VIII: Clerics
friend, and never let your desires wander in this direction again! A life of adventure is both terrifying and wonderful! Within this book, Chapter IX: The Five Factions
I’ll describe places where only heroes have set foot, and I’ll give you the
tools and knowledge you need to survive and become heroes yourselves! Chapter X: Monsters
Chapter XI: Villainous Threats
You’re so lucky. I almost wish I were you.
Chapter XII: Heroes and Legends
But enough of that! Turn the page, and let’s commence!
THE FIVE MILE PRESS - SAMPLE PAGES Chapter XIII: Last Words
Your dashing
For the Bravest Souls host, Vo lo.
Still with me? Excellent!
Some have told me that perhaps I should be more gentle on aspiring adventurers. That I
should handle them with kid gloves rather than gauntlets forged from a dragon’s hide.
While I understand the sentiment, I assure you that I am doing them a favour. Anyone
who can be dissuaded from such a life by mere words, does not have a fraction of the
fortitude necessary to actually survive in a dungeon, much less triumph.
I’m glad to see that you’re made of stronger stuff, my friend. You’ll need it.

Into the Dungeons


The Forgotten Realms, particularly the Sword Coast, are filled with dungeons
of all sorts and types. These range from those that are little more than
fortified cellars all the way up to underground complexes large enough to
house entire civilisations. Each of them share a number of common features:

pThey sit underground, protected from the


light of day.
pMonsters and villains work, live and thrive
within their bounds.
pThey’re often protected with traps, both
mechanical and magical, and feature
secret walls and passages.
pThey’re filled with treasures of all kinds.
pThose who discover and reveal their secrets
are destined to be acclaimed amongst the
greatest heroes in history.

THE FIVE MILE PRESS - SAMPLE PAGES


While I realise that most of the people in the
Marching Order world (and, in particular, the audience for my
Chapter II: The Adventuring Party Another thing you need to establish straight off, preferably
before you enter a dungeon and meet up with your first
Races books) are human, they aren’t the only sorts
you can recruit to join your adventuring party.
deadly den of monsters, is a marching order. After all, the
hallways in many dungeons can be a little tight so you can’t
Get Your Party Started often expect to charge into battle in a formation more complex
� �
The first thing you need to gather before heading off on an adventure of any kind is than single file. Proud Dragonborn
descendants of
a stalwart group of trustworthy friends. Certainly, you can try to raid a dungeon on dragons Tall, strong and covered with colourful scales, the
your own, but it’s not nearly as much fun. And if you happen to be struck down in dragonborn resemble dragons, minus the wings
your endeavor, who’s going to be there to rescue you? and tails. Like their draconic ancestors, they have
a breath weapon related to the colour of their
A group of adventurers is known as a “party,” and not just because they like to celebrate their successes
scales. They’re relatively rare, but they make a
together at the end. Your party should be as close to you as your family – assuming your family can cast
splash wherever they go! They come of age at 15
spells, kill monsters and bring you back from the edge of death.
and live up to 80 or so.

Building a Party
Most parties are comprised of four kinds of heroes: wizards, fighters, rogues and clerics. They each Of otherworldy
have their own skills at which they excel, the details of which I’ll explore in later chapters. The grace
important thing is that those abilities complement one another. When that happens, the party as a
whole becomes much more powerful than the sum of its parts.
� Elves �

Slender and fast, elves prefer to enjoy nature’s bounty and


Stealthy beauty. They can see by starlight alone. Oddly, they don’t
Masters of Priestly
magic scoundrels champions need to sleep at all, instead resting in a meditative trance
Skilled for a mere four hours a day. They come of age at 100 and
combatants can live to be 750 or so.

Bo ld and
hardy

� Dwarves �

Short and stocky, dwarves generally like to live


underground in mines or complexes they’ve carved
out of solid rock. They can see well in all but total
darkness and are incredibly skilled at stonework.
They come of age at 50 and can live to be 350 or so.
Tricky and
� Wizards � � Fighters � � Rogues � � Clerics � nimble
These masters of magic hang Experts with weaponry and Specialists in liberating things from Possessing the power to both One Order Possibility
back so that they have room to skilled in combat, fighters their owners, rogues skulk about smite and heal, clerics wade into
hurl fireballs and fry foes with stand up front and take the and stab foes in the back when the the fight when they can and then
i Rogues up front (to check for traps);
� �
furious spells. monsters straight on. opportunity presents itself. help the others recover from their
i Fighters next (to charge past the rogues when a Gnomes
wounds afterward. fight starts); Short and slim, gnomes are sharp and clever,
and they can see in all but total darkness.
i Clerics next (to heal the fighters); They tend to live in forests, rocky regions,
Other Sorts in hollow trees, or underground. They’re
While these four kinds of heroes are the most common found in any party, there are all sorts of variants on them too: barbarians, bards, druids, i Wizards in the back (to lob spells over the others). excellent tinkerers, deft at both illusions and
paladins, rangers, sorcerers, warlocks and more. I’ll describe portions of this panoply of archetypes in depth in later chapters. For now just remember mechanics, but beware, they like playing the
you need muscle (fighter-types), magic (wizard-types), cunning (rogue-types) and healing (cleric-types). That should give you a party capable of Some parties like to throw an extra fighter in the rear as worst tricks! They come of age at 50 and can
conquering even the most dangerous dungeons and whatever they contain. well, to protect the wizards from anyone (such as a rival live up to 500 years.
rogue) sneaking up behind them.

THE FIVE MILE PRESS - SAMPLE PAGES


Curious and
refined
There is No “I” in Party
� �
Don’t skimp on forming your party thinking that fewer people will mean more treasure Half-Elves
for you. Many would-be heroes have met their end by indulging their foolish greed.
The product of a union between a human and an
Think on this. Without fighters, the party cannot take on fierce and angry monsters. elf, half-elves move between the lands of both races.
Without rogues, the party falls victim to traps. Without wizards, the party is vulnerable to They’re larger than regular elves but can still see
magic. Without clerics to heal injuries, no one in the party can last long. in the dark. I find them to be wonderful travelling
companions, able to reach beyond their own homes
You don’t have to rally half a town to your banner to form a party, but find the people
with ease. They come of age at 20 and can live up to
you need to fill the roles required. Otherwise, the tales of your adventures are sure to be
180 years.
cut short.
Fierce and
strong
� �
Half-Orcs
The product of a union between a human and an orc,
half-orcs are larger and stronger than humans, and they can
see in the dark as well as any orc. While they are shunned
Hired Help in some regions, they are more accepted among orcs than
any of the other main races, and I enjoy their excellent if
While heroes may well be spectacular individuals, they still can’t do it all. Even the most
sometimes dark sense of humour.
well-rounded and best equipped party can’t know everything or cover every contingency.
Sometimes heroes can’t manage all the equipment they need to haul along with them. Or
Small and
they may require guides in a foreign land, translators who can help with the local tongues, practical
� �
or transport to distant realms. Halflings
Novice heroes often can’t afford to pay for help, but once you start making a name for Short and stout (about the size of a human child),
yourself I recommend hiring some people blessed with the knowledge, skills, equipment, halflings enjoy food, drink, stories and songs
or abilities you need. Call them hirelings, porters, guides, or whatever you like. Pay them more than most. They are swift and quiet but also
well and treat them fairly, for you may wind up relying on their loyalty with your life. lucky and brave. For these reasons, they make
excellent rogues, despite how likable they are. It’s
rare to find a mean halfling!

Variety in all
things
� �
Humans
If you don’t know humans, you’ve led a particularly sheltered
life. They occupy every corner of Toril, dominating most
regions by means of numbers and ambition. They come of
age in their teens and live only about 90 years. Perhaps their
shorter lifespan explains their energy. They only have so many
years, and endeavour to spend them well.

Self-reliant
and suspicious

� �
Tieflings
Rare but distinctive, tieflings (TEEF-lings) have
infernal blood in their ancestry, as evidenced by
their distinctive horns and tails. They’re charming
and smart, but they are nonetheless often treated
with distrust. I’ve never met an elderly tiefling, but
the ones I’ve known have proven to be excellent and
loyal friends.

THE FIVE MILE PRESS - SAMPLE PAGES

Вам также может понравиться