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22 fully-developed seaside businesses for use with any role-playing system including over 70 completely developed non-player personalities to interact with player characters in over 60 suggested scenarios for City adventures edited by Liz Danforth and Michael Stackpole front cover by Carl Lundgren illustrated by Liz Danforth, Steven S. Crompton, and Dave Helber Produced by a division of Flying Buffalo Inc. CityBook 2 is one in the Catalyst series of booklets, a line of game master aids for use with any role-playing game. Each book in the series provides a "catalyst to your imagination" - something to give your imagination a boost towards better gaming. Catalyst is Flying Buffalo's trademark name for its entire series of game booklets designed for use with any role-playing game. CityBook is Flying Buffalo's trademark name for those Catalyst game booklets which describe businesses, personalities, and scenarios for city-based play. D&D is a registered trademark of TSR Inc. and use of the trademark does not imply the sanction of the trademark holder. Copyright © 1984 Flying Buffalo Inc. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrival system, without permission In writing from the publisher, Flying Buffalo Inc., P.O. Box 1467, Scottsdale, Arizona 85252 Any resemblance or similarity between characters or situations described in this book, and persons living or dead, or any situations in real life, is purely coincidental and completely unintentional. Second Printing June 1990 Printed in USA ISBN 0-940244-71-3 Table of contents Introduction ......................... page 1 The Temple of Aroshnavaraparta ............ 68 GM Guidelines ........................... 3 by Michael A. Stackpole Explanation of Maps ...................... 5 Van Iversen's Lite ........................ 74 Key to All Maps........................... 6 by Tom Rushford The Mariners Fellowship House ............. 79 by Liz Danforth Lodging and Entertainment The Brass Orchid Tavern ............... page 9 Ships and Boats by Allen Wold The Longtooth Lounge .................... 15 The Golden Princess ................. page 85 by Dave Arneson by Stephan Peregrine Macauley's Gambling House ............... 22 The Sweet Lady ..........................92 by Debora L Wykle by Janrae Frank The Narwhal ............................ 97 by Dave Helber Personal services The Gateway ....................... page 27 Chance Encounters by Stefan Jones The Blue Light Gang ................. page101 Doc and Sardin's Warehouse ...............31 by Glenn Rahman by Jim "Bear" Peters Garsen's Tower ......................... 106 Sails of the Everpresent Journeywind ......... 35 by Rudy Kraft by Greg Gordon Artemus the Lucky Sea Captain ............ 111 Ew's Wood and Bone Shop .................40 by Rick Loomis by Charles de Lint Cap'n Bill's Bait Shop ...................... 44 Scenario Connections ...............113 by Stuart Bute Jensen's Exchange ........................ 46 The Emerald Dome ............... 114 by Bob Greenwade by Paul O' Connor The Pearl Trader .........................49 Notes ..................... ... 119 by Stuart Bute Credits ........................122 Food services Robab's Fish Market .................. page 53 by Lee Duigon The Scotch Woodcock Fishery .............. 57 by Stuart Bute Community Services The Customs House ...................... 63 by Hank Stine Introduction elcome back to the City! Finally, here is the new humble Narwhal suited to little jaunts up and down the coast. W Catalyst tome, CityBook 2: Port o' Call, a collection of A water-claimed ruin in the harbor awaits investigation and a seaside establishments. How, you might ask, could a game temple designed by committee is present for any adventurers company nestled in the heart of the great southwestern who want to find religion, and are willing to pay for it. American desert do a collection of nautical businesses? It was In preparing this CityBook we discovered a number of easy. You have to remember that Phoenix was once on colorful things about life in a port city, namely the unique oceanside itself. Of course that was a long while language and culture that spring up there. Using the culture in back. .before role playing, or games, or even people; and gaming will help reinforce the difference between a port city we were the underside of the ocean; but we decided not to or the wharf section of a city and the rest of the world. Having let these problems daunt our effort. Besides, we recruited NPCs like Cap'n Bill use nautical jargon may force player authors from all over the United States and Canada to submit characters to develop their social skills as well as they have establishments for this CityBook, in order to get a good developed their muscles. Not all these terms go back to overview of the situation. medieval times, but many do - sailors are a conservative So in your hands is the second CityBook, complete with breed. Using these phrases and terms in games will give new establishments and personalities to add color, depth and players a pretty good sense of the difference between extra adventures to all your role playing games. CityBook 1 seamen and landlubbers! was welcomed by players and Game Masters alike, and at In a port city speed is spoken of in nautical miles per hour Origins '83 it took home the H. G. Wells Award for Best Role or knots. A nautical mile is 6080 feet in length, a league is Playing Supplement. three miles long and a fathom is six feet in depth. A person or Thank you all very much. We certainly couldn't have done ship moving swiftly is said to be "carrying sail" for some fairly it without you. obvious reasons. With encouragement like that, a new CityBook couldn't be Directions and common items have different names in a far behind. In these pages you'll find new businesses, seaman's world. The front of a ship, the bow, is said to be in complete establishments, and even a few ships. All have the direction forward. The stern of the ship is aft or to the rear been fully described, have very detailed maps and are home of the ship. When facing forward, left becomes port and right to colorful NPC personalities your characters will enjoy becomes starboard. Port and starboard do not change with interacting with. All the necessary information about how the the facing of a person — the left of the bow is always port. An business works and what services it performs is also listed. easy way to remember the difference between port and After each establishment are a number of scenarios centered starboard is to remember "port" and "left" have the same around the business, from short adventures for a night's number of letters in English. The area of a ship between the gaming to extensive missions that could form the centerpiece bow and the stern is amidships. On a ship the floors are for an extended campaign. decks, some walls are called bulkheads, round windows As with all Catalyst books, everything is described in become portholes and doors become known as hatches. "generic" terms, that is without game system specific Ropes become lines and boats are carried on ships, not the statistics. CityBooks are written to provide a variety of people, other way around. places and things for your games. It is up to you as the Game, A lubber is a person who should stay on land. A crimp is Master to provide the numbers that will make those people, someone who drugs and kidnaps lubbers to sell them to a places and things fit into your particular world. The coding captain who will attempt to turn them into sailors. A sailor system is explained in the section entitled "GM Guidelines," who does his job well can look forward to a reward of grog, a yet you should feel free to modify or edit establishments as 50-50 mixture of rum and water. A poor sailor may get you see fit. watered grog, or marooned (left on an island outside normal shipping lanes), or keelhauled. Keelhauling is when a sailor is While the first CityBook tackled more everyday dragged under a ship from one side to the other. Spending establishments an adventurer might visit, CityBook 2 focuses that much time underwater has obvious dangers for an on places an adventurer is likely to find in the worlds' airbreather, and crusty critters like barnacles make the crossroads: port cities. There's a shop specializing in maps experience something to avoid at all costs. and navigational charts, a gambling house where adventurers can try their luck at Octoshan, and the official Departments of Privateers are pirates who work for a government, preying Customs and Duties that might look poorly on the contents of upon the ships owned by that government's enemies. Pirates an adventurer's luggage. There are ships aplenty: The Golden are true seawolves who stalk and take any prize on the high Princess, a lovely merchanter to haul cargo or passengers; seas. A captured ship is stripped of valuable cargo, including The Sweet Lady built to hunt the infamous streakers; and the ransomable passengers or crew, and then scuttled. Often the INTRODUCTION 2 crew accompanies the ship to the bottom of the ocean. Finally, we'd like to remind everyone about something "Tell it to the marines" was an expression meaning "That's mentioned in CityBook 1 - something that evidently needs a nonsense." It grew from the expression "That's fine for the second note. While the text accompanying a map might marines, but the sailors will never believe it." Marines were describe a "bed" as anything from a blanket thrown on rocky the soldiers stationed on ships (or perhaps adventurers hired ground to a massive wood and brass affair, the symbol on the on??) and the sailors usually viewed them all as clumsy and map will look pretty much like a simple modern bed.