Looking For Urban Adventures


Product Discussion

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My PCs are based out of Katapesh. Right now they are using it as base to buy and sell magic items between overland adventures. I would like to periodically have them do some adventuring right in and around the city.

Does anyone have any recommendation for 3E urban adventure modules that could easily be transplanted to Katapesh? Ideally the adventure should minimize conflict with the local authorities, as the PCs are nowhere near ready to scrap with the Pactmasters.

Sovereign Court Contributor

delabarre wrote:

My PCs are based out of Katapesh. Right now they are using it as base to buy and sell magic items between overland adventures. I would like to periodically have them do some adventuring right in and around the city.

Does anyone have any recommendation for 3E urban adventure modules that could easily be transplanted to Katapesh? Ideally the adventure should minimize conflict with the local authorities, as the PCs are nowhere near ready to scrap with the Pactmasters.

I suppose it all depends on how much adaptation work you want to put in, right?

I wrote on the Urban Adventures line from 0onegames, and the Great City Campaign Setting in which that line takes place is all one city. Lots of Paizo contributor/authors wrote for those too, Tim Hitchcock led the project, and the quality is entirely there.

The campaign setting has a unique flavor and history, easily bendable, and all the adventures take place in that single city; so I feel you could slot it in anywhere a semi-isolated city-state by the sea would work.

Worth a shot.


Do you have access to any Dungeon mags? I can supply you with a list of Urban adventures from issues 31+.

Rez

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rezdave wrote:

Do you have access to any Dungeon mags? I can supply you with a list of Urban adventures from issues 31+.

Rez

There still seem to be a lot of back issues available through the Paizo store. Can you post your list?


delabarre wrote:
Can you post your list?

Right now I have 234 hits for "Urban" setting. Can you help narrow the focus a little in terms of level, theme/tone, etc?

R.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rezdave wrote:

Right now I have 234 hits for "Urban" setting. Can you help narrow the focus a little in terms of level, theme/tone, etc?

R.

Levels should be 4th - 8th.

The campaign is Arabian-themed, but it's not crucial that the adventures start out that way. Horror elements and undercity dungeons are fine.

I would prefer if the source material is at least 3rd edition.


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This list includes several Campaign Workbook articles that you might find useful, as well as adventures. Most are 3rd Edition in the level range you asked for, and are suitable to an Arabian setting and/or mystery/horror adventure. I tried to eliminate anything too short (except the CWBs, which are 1-2 pages) but did include a few older-Edition or non-4th-to-8th-level adventures that I thought were especially appropriate and adaptable.

Spoiler:

Listings are in the form:

Issue - Title - Advised Total Party Levels - Description

047 - Assassin Within, The - 20 - An assassin is stalking the household of Hakim ibn Rashad, Professor of Natural Philosophy. Protect the professor and his family while uncovering the mystery of who would want him killed.

088 - Thirds of Purloined Vellum - 04 - A merchant has arrived with a precious cargo and priceless contracts, but his assistant and contracts have gone missing, and someone is trying to have him murdered. Find the missing contracts and solve the mysterious crimes.

091 - Challenge of Champions IV - Any - The 4th Annual Challenge of Champions commences with a new set of tricks and trials for the thinking adventurer.

094 - Bloodlines - 28-The Royal Seal is found in a hidden dungeon of a ruined keep belonging to the family of a minor nobleman. He hopes it will prove a connection between his family and the Royal Clan, but everyone he sends to investigates disappears. Eliminate the undead stalking the dungeons and uncover the tale of the hidden prince, dark sorcery and savage murders which took place there centuries before.

096 - Pandemonium in the Veins - 20 - The gladiators of “The Veins” are mysteriously dying off. Go undercover to learn the dark secret of a mad alchemist bent on revenge, an illicit drug scandal and the deluded ravings and imaginings of a dead gladiator whose spirit has not yet passed on.

105 - Racing the Snake - 24 - Impersonate a merchant heiress and act as decoys to draw off an assassin until she can reach safety and marriage in a neighboring city. A series of encounters in a chasm “short-cut”.

106 - Tammeraut’s Fate - 24 - The guardian priest of an island watchpost called up a storm to destroy an oncoming ship full of attackers. Turned undead, the drowned sailors overwhelmed the small garrison and returned to the sea. Years later, the abandoned post was turned into a hermitage, but now that a priest of the same god has joined the hermits the undead rise once more. Survive a night on the island, then journey to the ocean floor to put their ghostly master to rest and seal a vault of slumbering evil.

108 - Challenge of Champions V - Any - The 5th Annual Challenge of Champions commences with a new set of tricks and trials for the thinking adventurer.

114 - Mad God’s Key - 04 - Burglars ransacking a locksmith shop were tipped off by a friend who stole a magic key. Track the robber to the docks and give chase, to learn that he is the hired-hand of a gang of thieves lately afflicted by disease. A priest wanted the key as payment for healing them, but he’s really a worshiper of Nerull, and cursed them in the first place. Masquerading as a priest of Boccob he’s stolen an unlockable book from the library and plans to use the key to discover its dark secrets.

115 - Fences and Dealers - Any - A few artifact and dungeon loot “movers” the PCs might deal with

115 - Fifty Fairs & Markets - Any - Quickie ideas for fairs and markets ... from general to specialized to scams to cover-ups

116 - Abandoned Buildings - Any - 100 abandoned buildings and/or contents

118 - Alert the Watch - Any - A band of local watch members, which may be the entire force for a small town, or just a single patrol for a great city.

118 - Instant City Shopping - Any - A few handy shops and merchants

118 - Pilgrims on the Road - Any - Generally non-priestly followers of Erythnul, Hextor, Kord, Nerull, Obad-hai, Pelor, St. Cuthbert and Wee Jas.

119 - Enemies at the Gate - Any - Several Campaign Workbook hooks for encounters at the city gates.

120 - Obsidian Eye, The - 16 - An earthquake raises a massive obsidian obelisk in the desert. A cult dedicated to restoring an ancient empire restores this hollow temple while raiding caravans and villages for slaves and treasure to work and fund their efforts.

121 - Employers and Patrons - Any - Several potential employers and patrons of the PCs

121 - Unsung Heroes - Any - All of the “little people” from Apothecary to Wetnurse that help the PCs get normal things done.

123 - Sages & Scholars - Any - A few atypical sources of information

125 - Seneschals and Majordomos - Any - Subordinates and assistants for any ruler

126 - Merchant Madness - Any - Merchant Guild-related adventure hooks

126 - Menagerie, The - 24 - Monsters are running loose at “Gwen’s Relic’s”. A scaled-down “Asflag’s Unintentional Emporium” .

128 - Wet Your Whistle - Any - Four tavern ideas, complete with adventure hooks

128 - Free City, The: Midnight’s Muddle (Backdrop) - 20 - Gazetteer of Midnight’s Muddle, a neighborhood within a city, or core of a town or village. Includes several shops, characters, intrigues, etc.

129 - Murder in Oakbridge - 20 - A distraught woman who lost her husband and child years before when an animal act went out of control at the circus has spent years hunting and murdering members of the disbanded troupe. Now she has only one neighborhood left in which to finish her task.

130 - Behind Bars - Any - 20 “misunderstood” NPCs who might be imprisoned alongside PCs who need to be “sprung”

130 - Have You Heard - Any - 25 mundane rumors and gossip that may or may not lead to low-level adventure.

132 - Down at the Docks - Any - A collection of side-treks & Adventure Hooks set at the Wharf of a large town or city.

132 - To The Games! - Any - Six competitions for Faires, Tournaments and other competitive sports.

138 - Challenge of Champions VI - Any - More challenges.

139 - Sasserine w/Poster Map - Any - A city of traders, adventurers and even a few pirates located in the southern tropics on the edge of wild jungles and savage seas.

140 - Fall of Graymalkin Academy, The - 36 - Various factions vie for control of a magic academy after the assault of one does not go as well as planned. Now all are trapped within by the “failsafe” with dwindling supplies as they simultaneously try to gain control of the main vault and artifacts therein while holding their own ground. Enter the academy to secure the artifacts and rescue any survivors while destroying the invaders.

145 - I Stole What? - Any - 30 items that might be picked from a pocket (or sack).

146 - Scuttlecove: City of Chaos - Any - Pirate city of the Crimson Fleet

149 - Cons and Swindles - Any - A few people the PCs should avoid, or help those who didn’t

149 - War of the Wielded - 20 - Generations ago two competing thieves’ guilds in Sasserine created intelligent weapons to help gain recruits and fight their conflict. Now the long-lost weapons have arisen once more to continue a long-forgotten war.


HTH,

Rez

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thanks muchly! Looks like Mad God's Key is the winner. It looks pretty straightforward to adapt to Katapesh.

I may also use The Obsidion Eye as an overland adventure.


delabarre wrote:

Looks like Mad God's Key is the winner. It looks pretty straightforward to adapt to Katapesh.

I may also use The Obsidion Eye as an overland adventure.

A lot of people really like MGK and it gets a lot of praise. Note that the values are TPL and note APL, thus MGK is advised as an introductory/1st level adventure, and even TOE is at the bottom of your level-range, so both will require (perhaps significant) scaling and adaptation to hit your designed level-range.

Frankly, because MGK starts with a race along the docks, a simple Hold Person puts the clamp-down on the whole concept right away and blows the scene. You'll need to be creative, such as slapping a magic item on your NPC thief that has counter-spell charges against hold person and the like. After all, any good, urban thief in the 4-8 range would.

I advise you to keep the protections contingent and charged so that they aren't overpowering if/when the party gets their hands on them, but also "behind the curtain" so that if they aren't used you hand-wave them out of existence but if they are needed you don't have to be limited by pre-established mechanics. If the party uses only a single HP then they get a ring or amulet with 1-2 charges remaining. If they use some other "scene-ending" spells (e.g. sleep then adjust the item accordingly. If you have to blow off several spells, then they find something burned out at the end.

"He's wearing a brooch set with six ... no, wait ... how any spells did you cast at him ... make that eight smokey, cracked and burned-looking diamond chips."

Anyway, I hope the list helps now or in the future. I just don't want you to be disappointed if you purchase a PDF thinking its APL 4 and instead you get APL 1 (TPL 4).

R.


Go vote for Jim Groves' Doom of the Dream Thieves-- it's urban/planar goodness! (although you will have to wait a few months)

-Ben.

Dark Archive

Pathfinder Roleplaying Game Superscriber

I was going to suggest Urban Adventures as well but Lou beat me to it.


Tales of Zobeck is also urban. It's got 8 adventures from level 1 to 8, iirc and you can pick it up in pdf from the store here.

-Ben.

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