City Adventures

I'll second the recommendations for both Thieves' Quarter and The Grey Citadel.

Thieves' Quarter is one of the best city supplements I've seen in many years, I'm really hoping that Green Ronin keeps the line going and puts out books on the other districts.

The Grey Citadel is different, more adventure than supplement (though it's really a mix). And while I'll agree that the urban part of the adventure is very well done, the major chunk of the adventure is a huge dungeon (plus there's some optional wilderness action in the appendix). I ran this adventure in my campaign and it went great, though I made some changes to tie it into my campaign, and I shrunk the dungeon down quite a bit.
 

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I love DM’ing city campaigns, (that is what Alden Minor is all about) You just have to spend allot more time thinking out NPC’s. You have to give them personality. My players go to certain locations in the city just so I have to do the voices of their favorite characters. You can do allot more lasting damage to a player, if you ruin his reputation in his own hometown. A monster can hack at you and beat you up, but get a vengeful and charismatic nobleman to start spreading rumors about you… Which do you think will last.

If you want a quick list of ready made NPC’s you might want to check out our People of Note section, You can modify them to your campaign easily. Plus it is free
 
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What about a huge city and a pack of scoundrels -the pcs(almost everyone of them rogue with maybe some levels of warrior class) who dream to create their own thief guild?
This has huge potential.
Place this in a low magic setting with wizards enclosed in magic fortresses apart from the rest of the world and almost no divine spellcastrers and its even better.
Create a very complex system of conpiracies between the goverment and the varius thief guilds,throw an uknown source of troubles ,flesh all the previus well andhave fun.


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The Wizard
 

I am currently running a city adventure.

IMHO, the way to go about city action and adventures is the PEOPLE IN THE CITY!

The people of a city is what makes it live and breathe. I currently have roughly 40 NPC's the characters regularly interact with. Now, this includes the people they get their food from at the local tavern, and the weaponsmith that has been silvering their weapons (they recently ran into wererats!) Just get a few index cards, jot down the name and general prsonality of the NPC, and reference where the PC's met him/ her.

Heres some questions to think about:

1). Do the people have an accent?

2). What is the general feeling/ law towards adventurers running around in their city armed with more than a dagger (a common everyday tool, not just a weapon in a mideval society). In the main city, you need to have a weapon pass (which is usually reserved for the wealthy at 500 gp a crack!) to carry anything more than a dagger. Ranged weapons are still restricted, however.

3). How do monsters exist in this society? In my game, a great deal of enemies are human or humanoid in appearance. A lot more work to make several 3rd level individuals, but worth it!

Setting is important as well! I just had the characters go through the city trying to find who had been picking off street people. The trail eventually led to an abandoned belltower, where they had to battle one of the few actual monsters (an ettercap) in the city!

Setting Ideas (with media influences for flavor!)

The belltower (ala Batman!)
An abandoned section of sewer (Teenage Mutant Ninja Turtles)
A warehouse (The Punisher)
Through a busy marketplace (WAaaay to many to list)
A rooftop chase! (think Crouching Tiger, Hidden Dragon!)
In a "seven corners" area (Gangs of New York)
In a church/ abbey. monostary (The Name of the Rose)
On scaffolding (mideval scaffolding) (Remo Williams, the adventure begins)

Hope this helps!!!
 


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