TSR 9262 FR8 Cities of Mystery Boxed Set.pdf

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Cities of Mystery
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OFFICIAL GAME ACCESSORY
Cities of Mystery
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Putting the PCs to Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Where to Locate Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Keeping the Party Together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Hamlet or Metropolis? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
33
What Kind of Government?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
39
Charting the Government
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 How to Use the Fold-ups
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 41
40
. . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Sauter, City on the Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Makeup of the Population . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 City Adventures
Taxes: A Fact of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Encounters in the City
Fabricating a History
Ike Likes Spiders and Snakes . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
A Citys Building Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A Slave to the Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
. . . . . . . . . . . . . . . .
A Grand Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
City Design Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 The Maltese Roc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Customs and Beliefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Adventure Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
The Horrible Haunting of Mycky Fynns
54
Crime and Punishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Credits
Author: Jean Rabe
Building Fold-ups: Dennis Kauth
Editor: Kim Mohan
Cover Art: Larry Elmore
TSR, Inc.
Interior Art: Chris Miller
PRODUCTS OF YOUR IMAGINATION
Typography: Angelika Lokotz and Betty Elmore
Keylining: Stephanie Tabat
TSR, Inc.
TSR Ltd.
Product Manager: Bruce Heard
POB 756
120 Church End, Cherry Hinton
Acknowledgement: Special thanks to Skip Williams for his
Lake Geneva,
Cambridge CB1 3LB
suggestions on city design.
WI 53147 USA
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by
TSR, Inc.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional
distributors. Distributed in the United Kingdom by TSR Ltd.
This material is protected under the 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 TSR, Inc.
© 1989 TSR, Inc. All Rights Reserved. Printed in U.S.A.
9262
ISBN 0-088038-744-0
9262XXX1501
Special Events . . . . . . . . . . . . . . . . . . . . . . . . ....
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Lifeblood of the City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Putting Life into Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Making the Fantastic Real
The Citys Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Where Goes the Neighborhood? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
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INTRODUCTION
Welcome to Cities of Mystery, a product
designed to help you, the Dungeon Master,
create colorful, exciting cities for your
campaigntaking the mystery out of creat-
ing and using city environments in a fantasy
role-playing game. With the aid of the build-
ing fold-ups included in this product, cities
will come to life before your players eyes.
Although the text of this book contains
terms and specifics that pertain to the
D&D® game, the AD&D® game, and the
AD&D 2nd Edition game, the facts and prin-
ciples can be used in conjunction with any
fantasy role-playing game. A city is a city
no matter what game system the city is
located in.
Well-developed cities are an important
part of every good campaign, because play-
er characters must visit cities throughout
their adventuring careers. Cities are ideal
places for PCs to purchase equipment and
to rest between adventures. Unfortunately,
that is all cities are to many players, because
their DMs concentrate on developing
dungeons and wilderness scenarios to tax
the abilities of the players characters. But
cities can be much more than waysides and
watering holes. They are places teeming
with life, and they hold as much mystery
and adventure as the deepest, darkest
dungeons.
Some of the chapters in Cities of Mystery
begin with boxed text. These are designed
to be entertaining and to help you get a bet-
ter feel for some of the characters who
might populate your fantasy cities. The
characters in these boxed sections are
Athormis, a mage, and Boliver, a dwarf.
They are adventurers who have visited
many cities and consider themselves
experts. If you wish, you can develop statis-
tics for these personalities and add them to
your city campaigns.
You also will be given an overview of vari-
ous forms of governments which you can
establish in your cities. A city can be nearly
useless without a government; taking time
to select a government for each city the PCs
visit is worth the effort. In addition, you will
learn how to create rulers and give them
personalities that will affect how the city is
run.
Other aspects that are covered include
establishing city defenses; creating histories
for cities; setting up celebrations and spe-
cial events; determining the races that live
there; deciding what a citys buildings are
made of; and establishing neighborhoods
for the various factions within a commu-
nity. In addition, a tax system can be imple-
mented, and a list of crimes and penalties
can be set up. All of these aspects of city life
need to be considered when constructing
communities for your player characters
enjoyment.
Cities of Mystery will help you get player
characters closely involved in your cities by
putting them to work as merchants, guards,
or in other professions, or by giving them
roles in the government or defense of a city.
be assembled to add a new dimension of
gaming to city adventures. The buildings
are easy to put together; the directions are
on the back of the building diagrams. More
than 30 buildings can be created from this
packet. The buildings can be arranged
many different ways on the street layouts,
and many of the one-story buildings can be
stacked to create multistory buildings or
towers. The buildings are made to scale for
25mm miniatures and are sturdy enough to
support miniatures on their upper stories
and roofs. The buildings can be folded flat
for easy storage and can be kept in the Cit-
ies of Mystery box and taken to game ses-
sions. And the buildings and streets in this
product can be added to; future accessories
for the AD&D game, the D&D game, and
the AD&D Oriental Adventures game will
contain more buildings and streets that can
be merged with the set in Cities of Mystery.
City encounters are more fun with the
fold-ups. As DM, you can set up city blocks
in advance of a gaming session, concealing
monsters and characters under various
buildings. As player characters explore the
city or move through a preset adventure,
they go from building to building. You lift up
the buildings they enter to show the occu-
pants. There wont be any arguing about
where player characters and their adver-
saries are standing, because the fold-ups
and miniatures detail the placements. More
directions for using the fold-ups and the
street layouts are presented throughout
this product.
Sauter and the
Adventures
In addition to all of the guidelines outlined
above, Cities of Mystery contains a sample
city, Sauter, which was created using the
information presented in the product. Sau-
ter can be used as a sample you can study
when creating your own cities, or it can be
more fully developed and added to your
campaign.
Five complete city adventures are includ-
ed with this product. Although they are
written based on the AD&D game and the
AD&D 2nd Edition game, with a little
adjusting they can be used with nearly any
fantasy game system. The adventures are
for characters of a variety of levels, and
there is room for you to expand the adven-
tures based on the businesses and charac-
ters in your own cities.
Following the adventures is a page filled
with adventure plots just waiting to be
fleshed out for the pleasure of you and your
players.
Getting Started
In planning the cities for your fantasy
campaigns, you have all of historyand
your imaginationto draw from. You might
choose to pattern your cities after real ones
of the present or the past. Cities have exist-
ed nearly as long as people, beginning when
groups of cavemen, hunters, and foragers
banded together to protect themselves
from other tribes. Cities are responsible for
the rise of commerce and industry, and they
are also credited with advancing the arts,
literature, and education. And cities will be
attractive in your campaign as long as you
keep them interesting and exciting for your
players.
Laying the
Foundation
Cities of Mystery will teach you how to
create vibrant cities that will become essen-
tial parts of your campaign. You will learn
how to place cities on your campaign map,
paying attention to geographic features and
climate. You will find out how to determine
the size of a city. In addition, an extensive
list of merchants and shopkeepers is pre-
sented to help add life to your cities busi-
ness districts. And encounter charts will
help you keep the action moving.
Building Fold-ups
The stars of Cities of Mystery are the
street layouts and building fold-ups that can
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WHERE TO LOCATE CITIES
The dwarf tucked his long gray beard
into his belt, looked up at his human
friend, and sighed.
Weve been on the road too long,
Athormis. Its time to spend some of our
wealth in a city; dine on fine meals, ride
on a riverboat, spend a few evenings in a
tavern. Maybe therell be a festival. And
that city looks as good as any other, the
dwarf said, pointing toward Sauter, a
bustling city located at the juncture of a
river and the sea.
Ah, Boliver, the human mage replied.
Yes, I think youre right. A week away
from adventuring would do us both
some good. Im getting too old to spend
every night sleeping in the woods.
Besides, Im in need of some spell compo-
nents. And Im sure youre in need of
some ale.
The pair walked toward the city, their
backpacks full of treasure from their last
adventure and happily weighing them
down.
I like river cities, Boliver mused.
Those kinds of cities have plenty of tav-
erns and a good number of adventurers
passing through. Barge captains and sail-
ors always seem loaded with rumors of
treasure to be gained and castles to
explore. After a week or so here well be
ready to pursue one of those rumors.
And maybe after that we can travel up to
a mountain village. We havent been to
the mountains in a while.
ing city because it has the best harbor with-
in hundreds of miles. Or a mining
community that began with a half-dozen
dwarves could develop into a town of a few
thousand people who have a dozen differ-
ent livelihoods, but who ultimately are sup-
ported because of the presence of the mine.
If your campaign map is one that came
with a fantasy game product, it probably
already has several cities on it. Of course,
you can always add moreas long as where
you put them (and why you locate them
there) makes sense.
If your campaign map is one you have cre-
ated, look at the terrain features you have
devised and compare them with terrain fea-
tures and cities in an atlas. Study the fea-
tures on a map, and you will be able to
reason out why a town or city comes into
being in a certain location. This knowledge
will help you to place cities in realistic loca-
tions on your campaign map.
prime industries or livelihoods. In addition,
lakes provide a source of fresh water, which
is a necessity to all communities. Some lake-
shore cities are involved in farming, draw-
ing water from the lake to the crops. And
some become involved in forestry because
of the profusion of trees which usually
grow near lakes. If the lake is large enough,
or serves as a source for a river, it can be
used as a transportation route and will
allow cities located on the lake to more easi-
ly engage in trade with other cities.
The first step in creating interesting cities
for your campaign is deciding where to
place them. It is not good enough to unfold
your campaign map and make marks at ran-
dom to represent cities. While it might look
nice to have cities evenly spaced three to
four inches apart on a map, that sort of
placement might not be realistic or practi-
cal. The better judgment you use in locating
your cities, the more enjoyment and satis-
faction you and your players will get out of
them.
Communities are established in certain
locations for certain purposes, and a com-
munity grows to the size of a village, town,
or city for a reason. For example, a lake-
shore settlement of fishermen might even-
tually grow into a town that becomes
involved in exporting fish to other com-
munities. A seacoast village that boasts a
deep harbor could grow into a major trad-
Seacoasts: Many large cities are found
along seacoasts because of the opportuni-
ties the coast provides the populace. The
coast is a source of industries, such as fish-
ing and shipping. A city located along a por-
tion of coast that affords a deep harbor can
develop a shipbuilding industry and
become a vital trading port, developing a
myriad of industries and growing in popula-
tion. A tourist industry can develop, since
ship passengers and crewmen must do
something with their time between jour-
Lakes: Cities located along lakes fre-
quently rely on fishing and hunting as their
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WHERE TO LOCATE CITIES
neys. Many coastal cities are also on rivers,
which provides an avenue for transporting
goods inland.
Combination: Many cities will exist
where more than one of the above geo-
graphic features are present. In any combi-
nation, water is almost always one of the
elements. For example, a village of hunters
nestled deep in the woods might be a short
distance from a river. Or a town that devel-
oped because it was a convenient stop
between two large cities could be near a
small lake.
because of their familiarity with the place,
can easily avoid.
Other possible locations for fantastic cit-
ies could include the ocean floor, a station-
ary cloud, in the boughs of a huge tree, deep
within the earth, in an interdimensional
pocket, or on a solid patch of ground in the
middle of a dark and dangerous swamp. Let
your imagination run free, but remember
not to overdo the number of unearthly cit-
ies you place on your campaign map. Even
in a fantastic universe, the laws and princi-
ples of our real world will still apply for
most of the communities that come into
existence.
Rivers: For many of the same reasons
given above for lakes and seacoasts, cities
develop along rivers. Rivers provide a fish-
ing industry and are a source of transporta-
tion for taking goods to other communities.
Grain mills and lumber mills can develop,
powered by the river.
The Fantastic: Since the AD&D® game,
D&D® game, and other fantasy role-playing
games are filled with wondrous and
fantastic things, cities in those worlds can
be located in unusual, unrealistic spots.
For example, a city populated by sages
might thrive on a cold, lonely mountain
peak; an isolated group of people could
have built a stunning city with golden spires
in the middle of a dormant volcano; a village
built on stilts over a mist-covered bog could
serve as the home for an austere and war-
like band of fighters.
In a fantastic universe, not all of the stand-
ard rules need apply. If the residents of a
town have some magical means of obtaining
water, it wouldnt be necessary for their
community to be located near a lake or riv-
er. If they can likewise create food magi-
cally, then their community could be
located in a barren, isolated spot (such as
the city of sages described above) far away
from any fertile land or trade routes.
However, even in a world where magic
exists; it is important that fantastic cities be
limited in number. If they are the norm
instead of the exception, they will not be
unusual and distinctive to your players, and
their excitement and interest level will drop
off. In order for the fantastic to be seen as
fantastic, you must use such devices spar-
ingly.
Even a fantastic city must have a reason
for being located where it is. Perhaps the
city filled with sages came into being on that
mountaintop because a sacred item is wedg-
ed in a crack near the peak, and the sages
congregated in this location so they could
protect it. Perhaps a group of people discov-
ered some great treasure in the dormant
volcano and built a city there because they
considered it an omen that their people
should stay. And maybe the warlike tribe of
fighters lives in the stilt village because they
believe the place can be easily defended,
and they hope their enemies will fall into
the patches of quicksand that ring most of
their buildingsbut which the tribesmen,
Plains: Many farming communities
begin in areas of relatively flat, fertile
ground. These communities are usually
smaller than those found along waterways.
They are often close-knit, with the populace
having common concerns and goals. Other
cities rely on these communities to sell them
foodstuffs. In addition, sometimes towns
will develop in plains areas because the
location is a good stopping point on a trade
or travel route between two larger cities.
These in-between towns have a variety of
industries or livelihoods, frequently provid-
ing goods which are picked up by mer-
chants traveling between larger cities.
Climate: Weather conditions can have a
significant impact on the location of cities.
For example, it would not make sense to
locate a city with a population of 10,000 on a
polar icecap, or to put a farming community
in an area where rains are brief and infre-
quent. Many of the cities on a continent will
be found in temperate areas where the peo-
ple can live comfortablyespecially since
people in medieval-flavored fantasy worlds
do not have the modern-world advantages
of heating and insulation.
Mountains: Farming communities that
concentrate on herd animals such as goats
and sheep, and communities built around
hunting and forestry, can be found in
mountainous areas. Other industries such
as fishing (from mountain streams) and tex-
tile manufacturing (from goat hair and
wool) also thrive in mountain towns. In
addition, some mountain boom towns can
be found next to copper, silver, or gold
mines. These towns could be filled with a
mix of peoples and industries all dependent
on the success of the mines.
Proximity: The locations of cities also
affects where towns grow. For example,
small towns can be found around larger cit-
ies. The towns produce raw materials for
the large city to use in making more sophis-
ticated items; for instance, a town provides
hides and skins from livestock, which are
shipped to manufacturing plants in the city
and made into finished goods (boots, vests,
and so forth). Some of the smaller towns
around a city are usually farming communi-
ties that provide food for the citys popula-
tion. In turn, the city provides finished
goods and opportunities for entertainment
and employment to the townspeople.
Forests: Hunting and forestry industries
are among the prime reasons communities
develop in wooded areas. Like plains towns,
these towns are often small and close-knit,
and many of these towns also will be located
along a river or lake.
Deserts: Towns in these arid places are
few. Most of them develop around an oasis
and must rely on trade from other cities to
support them. However, towns in desert cli-
mates can develop industries, such as herd-
ing or selling animals native to the
landcamels, birds, and reptiles. In addi-
tion, some of these towns could have devel-
oped because they were stopping points
between larger cities.
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