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City adventure ideas?
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<blockquote data-quote="Stormborn" data-source="post: 1168070" data-attributes="member: 14041"><p>Peridido Street Station is rife with ideas for a city campaign. Depending on how "adult" you want to make it there can be: drug dealers, nightmare-ish mosters, ambassadors from Hell, self-spawning intellignet constructs living in the city dump, and of course racial tension and violence.</p><p>The above mentioned Wererat's in the sewers is a classic, but I am planning on putting in a twist using Sean. K. Renyolds rules for aquiring the wererat template over at the WoC site. The wererats are a cult that teach self reliance and free will to the poor massess in the slums. Initiates who prove themselves trust worthy are granted the "Blessing of the Rat." So, you have a cult threat that the PCs can slowly become aware of, perhaps deciding to act or beign forced to do so a little to late.</p><p>For more insteresting fun in the sewers try werecrocs from the FR setting, lead by a shaman.</p><p>I have used the published campaign Speaker in Dreams, adapting it for my own city, and thought it was excelent. I have heard others say the same.</p><p>If the city is old enough, and from your description it should be, have the PCs discover an ancient prison, long ago collapsed into the ground and built over and arround, containing unspeakable evils somehow still alive; ancient temples often have vast catcombs and layers no longer in use, a cleric could send them into the depths to retrieve an ancient relic or tome, only to find that stagnet magics are spawning undead or worse in the dark; or take a complelty different approach and head to the roof tops, where there is a secret vagabond community, long tolerated but now on the run because one of their members has seen somethign she shouldn't have while peeping into a noble's window.</p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1168070, member: 14041"] Peridido Street Station is rife with ideas for a city campaign. Depending on how "adult" you want to make it there can be: drug dealers, nightmare-ish mosters, ambassadors from Hell, self-spawning intellignet constructs living in the city dump, and of course racial tension and violence. The above mentioned Wererat's in the sewers is a classic, but I am planning on putting in a twist using Sean. K. Renyolds rules for aquiring the wererat template over at the WoC site. The wererats are a cult that teach self reliance and free will to the poor massess in the slums. Initiates who prove themselves trust worthy are granted the "Blessing of the Rat." So, you have a cult threat that the PCs can slowly become aware of, perhaps deciding to act or beign forced to do so a little to late. For more insteresting fun in the sewers try werecrocs from the FR setting, lead by a shaman. I have used the published campaign Speaker in Dreams, adapting it for my own city, and thought it was excelent. I have heard others say the same. If the city is old enough, and from your description it should be, have the PCs discover an ancient prison, long ago collapsed into the ground and built over and arround, containing unspeakable evils somehow still alive; ancient temples often have vast catcombs and layers no longer in use, a cleric could send them into the depths to retrieve an ancient relic or tome, only to find that stagnet magics are spawning undead or worse in the dark; or take a complelty different approach and head to the roof tops, where there is a secret vagabond community, long tolerated but now on the run because one of their members has seen somethign she shouldn't have while peeping into a noble's window. Hope this helps. [/QUOTE]
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