Top 10 Urban Locations

Weeble

First Post
I've been wondering how DMs here handle urban settings. Other than the pregenerated shop, tavern, or temple that may come with a setting or one created by you, how do you wing what locations the PCs look for or find? I was thinking that it would be good to have a list of names for archetypical urban locations, for instance, 20 names for typical (or atypical) inns. Other than babbling, I guess what I am getting at is what are the top 10 locations your PCs go to when in an urban setting?
 

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Unless the urban location is integral to the adventure, the PC's probably aren't looking for anything more than your temple, tavern, or shop. You could add weapon and equipment stores to the list. I'm not sure there's a definitive Top 10 for this kind of issue. It all depends on the party.

But since my answer isn't much help, why don't I just plug Mystic Eye's "Foul Locales: Urban Blight" book as a perfect resource for your urban dwelling needs! :)
 




Here's a blurb I picked up from the Mortality boards to give you a better idea of the contents. Hope this helps your urban needs...

Doug Herring typed the following:
<b>"Urban Blight is a book filled with unusual and interesting places for any d20 city or large town. These are not your every day-run of the mill-shops but highly detailed locations that can spawn adventures when the players have little else to do.

Here are the location titles in this 128 page book:

Below the Slaughter House: Imagine what might happen in the sewers below the drains of a massive slaughter house. Need I a say more.

Caught in Time: A shop with very interensting time pieces and an equally interesting owner.

Dancing Bull, The: A rowdy tavern that....I can tell you more but I would have to kill you.

Doctor Modar: A doctor in the poor part of town. he asks no questions of his customers and it is best if they ask none of him.

Flavaour Country: a candy shop with a very fun and unusual twist!

Forgotten Pains: Torture is a business that pays in the world underground and Forgotten Pains has the best professionals for the job. Note: rules on many types of torture included.

High Marsh Cemetary: Strange secrets surround a large cemetary and a wealthy familiy crypt.

Icons by Demand: A new shop full of intersting art pieces has opened in town, the owner is also quite an expert at adding icons to items for folks as needed.. Seems like a reasonable place to me?!?!

Rahjits Furniture bazaar: Rahjit is a seller of fine furnisings and so much more.

Sar Ra Tus Gambling den: This is a large gambling house with an interesting history. You will also find simple d20 rules for resolving many different forms of gamlbing

Shard, The: A place of research for those who like to study and learn. Is the price of knowledge to steep for some though?

Tannen's: a small obscure shop that trades in rare items of magic.

Treacherous Places: A special training ground for adventurers and others to hone their skills.

Tomb of Amir Hamma: A lonley tomb sits a ways out of town with two enterprising business men who have found ways to make money from the place.

The Traps of Fengarus Clelt: A mage with a harsh position on thievery and betrayal has interesting ways of dealing with people of "less-than-reputable" character.

Viola's Leather Goods: Just a simple, highly skilled tanners shop! Right!...yeah right?

Mini-locale: The Bridge: Just a bridge, nothing to see here folks.
Mini-locale: The Haunted Well: What's that in the well....

I can tell you that with all of these locations there are stories within stories and nothing is exactly as it may seem on the surface.

Its a bit late so I am sorry for any terrible spelling errors,etc. but this should give you a taste."<b>
 

Now I am extremely interested in this book. I picked up the PDF books City Guide I & III online and was pretty impressed by them. This book might be a good addition to quick urban locales. My players, unfortunately, don't like to settle down, but I like to offer them as much as I can for urban role playing to break up adventures.
 

I know what you mean. It's always nice to offer the players more than the standard fare while in a city. In my opinion, there just isn't enough to satisfy this need. Every city is, or at least should be, unique in its offerings (aside from having taverns, etc.).
 

Amen to that. Most of my players prefer dungeon crawls, which is fine with me. It would be nice if they decided to settle down in or near a city. I would love to develope urban role playing.
 

Since I seem to have hijacked your thread, I might as well keep going...

Why don't you combine these apparently different aspects? Keep your players in the dungeons but expand the subterranean region to include an underground urban community. Magic or shafts of reflected sunlight could provide the "daylight" like any other surface city enjoys. Perhaps for safety reasons the community was originally established below ground and then simply remained there after the threat passed. The accessibility to the surface would determine if aboveground or subterranean races would frequent it more often. You could certainly still develop it as a normal city but have cool features as a bonus because of this unique location!
 

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