Volothamp Geddarm,: Your Industrious Guide and Servant
Volothamp Geddarm,: Your Industrious Guide and Servant
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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
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
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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.
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.
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 �
Bo ld and
hardy
� Dwarves �
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.