Need City adventure suggestions


Advice


The characters are taking a break from saving the world to head back to their home town for a while.

I want some things for them to do while there. Some short urban adventures preferably.

Any suggestions?


Can we get some level ranges for these characters? An idea of party comp, and preferred style of the players? I don't want to suggest a fancy dinner party if they're all rollplayers and not roleplayers, you know?


Thieves guild/Assassin guild kidnappings and rescue!
Rooftop chases and City hunts for a marked man.
Typical sewer fare; monsters below, abductions (vampires, ghouls, etc).
Warehouse gang fights over turf.
Escaped rare monsters brought in by the docks that are now running amok.
Always lots of cool stuff to do, especially when you emphasize to the PCs they can't level 3 city be blocks to ash and rubble since, ya know, people live there.


I'm about to run an adventure where a pack of werewolves have moved into the poorer quarters and is beginning to wreak havoc.


1. Use the Downtime rules and have them start businesses/organizations. there are Downtime Events baked right in.

2. Read through Rise of the Runelords in the first chapters. There are short events, skill challenges, and a couple urban adventures to pick from.

3. For longer adventures try one of several PFS modules set in major cities like Absalom.

4. Frog God Games has produced several megadungeons-worth of material, and a couple of these include a major city and surrounding hinterlands; the one I'm currently using is the Lost City of Barakus. These books usually have one or two urban hooks for adventure.

Barring any of these, there's a lot you can do just based on what the characters are, what they do and the level of buy in from the players.

Got a big, burly fighter? Drop in:

1. an arm-wrestling contest
2. an attempted mugging
3. a rival looking to take them down
4. a collapsing building cornice that threatens innocent lives
5. a victim drowning in a river

On the other hand, perhaps you have a dex-based ranger:

1. an archery contest
2. identity mistaken for that of a local forest bandit
3. a caged performing animal gets loose
4. children trapped on a nearby rooftop only accessible by narrow walkways
5. a pack of rabid dogs need to be tracked through the back alleys

Perhaps a super-intelligent wizard needs challenges:

1. a chess match to determine the fate of a local contact
2. a murder most foul must be investigated
3. the sudden appearance of a creature in the sewers no one's seen before
4. an outbreak of Eldritch Fever from the local shrine of Nethys
5. a mephit familiar has somehow usurped control of its mistress and has a bone to pick

What kind of level/type of adventures are you looking for?

Grand Lodge

1 person marked this as a favorite.

'The Styes' by Richard Pett A+

'Gallery of Evil' by Stephen S Greer A-

'House on Hook Street' by Brandon Hodge B

'Murder's Mark' by Jim Groves B-

'Dawn of the Scarlet Sun' by James Jacobs B- ....free PDF


Brolof wrote:
Can we get some level ranges for these characters? An idea of party comp, and preferred style of the players? I don't want to suggest a fancy dinner party if they're all rollplayers and not roleplayers, you know?

Level 13 and they are Roleplayers, I guess, but with lots of over-the-top scenery chewing bravado.

Grand Lodge

1 person marked this as a favorite.

'The Styes' and 'The Weavers' -- both by Pett -- are great high level urban adventures. That's where I'd go.


A short urban-site adventure for APL 13 PCs, and the players enjoy playing a role and being bravados? Maybe custom build your own?

Overview: war can often be avoided by the simplest act of peace. The city the PCs are returning to is to be the site of such an act. Their local grand opera house is hosting dignitaries from a rival nation, there to enjoy a night's festivities with civility in order to seal a treaty of non-aggression. There's only one problem:

The Bardess, Madame Hylene VonKroft, is a vampire.

This creature of the night is the premiere star treading the boards and has been for over a century. Using her preternatural guile and skill, Madame Hylene has reinvented herself several times. She is a powerful spell caster as well. However her unnaturally long life has put her on the list of a powerful outsider, a Marut Inevitable known only as the Thunder in Yellow.

Plot: being famous heroes the PCs are asked to be in attendance at the performance. Minutes before showtime, the Bardess reveals the truth of her "number one fan;" she's known for a time that she's been marked by the marut and certain signs and portents lead her to believe the creature will strike tonight. Madame Hylene begs the PCs to dispatch the Inevitable for her so that the treaty of peace will not be undone.

The Bardess will employ a Polymorph spell as her performance tonight requires her to appear as a Fey Queen on stage. Once so disguised, a Simulacrum of her will be used as a decoy. This should lead the marut away from the opera house to a nearby open air plaza. The PCs will have to follow at a distance undetected until the creature appears, then deal with it.

This is a 5 Room Dungeon type scenario:

1. Entrance/CR 12: the Bardess hires a rival adventurer group, foul mercenaries of ill repute, to call out the heroes. These 5 adventurers pick a fight with the party but are under strict orders not to slay them. The fight ensues and should end with the defeat of the bad guys and their revelation of who they work for and that she'd like to meet them. If for whatever reason the rivals are all slain, their employer should be noted among their belongings, by their fleeing souls through Speak With Dead, etc.

2. Trick or Trap/CR 13: the PCs, following the information they gained from their rivals, the PCs are entreated to the dressing room of the famous Madame Hylene. An ominous storm begins overhead, seemingly from nowhere. As the rain begins to fall, the party arrives to have a Social Encounter with the Bardess. The hope is that she convinces the PCs to guard her simulacrum but she may have to employ trickery, deceit, blackmail or other unsavory methods to get them where they need to be.

3. Setback/CR 14: following the direction of Madame Hylene the party is back outside, heading for the plaza. The storm has mysteriously gone from bad to worse (apply environmental penalties on mundane Perception checks, ranged attacks, etc). As the party approaches the sky cracks; in the distance far ahead, near the presence of the simulacrum, a large figure in golden armor appears, each step it takes resulting in a localized thunderclap. In the air directly above the PCs however three four-armed maidens with alabaster skin and twin-hooked weapons stand sentinel. The monsters, x3 Valharut Inevitables, use Dimensional Slide and Air Walk to engage the party and keep them in place for a couple rounds while the Thunder in Yellow smashes the simulacrum to bits.

4. Climax/CR 15: the storm reaches a terrifying crescendo. If you'd like you can have a Call Lightning effect going off targeting PCs or something. Thunder in Yellow, realizing his quarry has tricked it again, will now do battle with the PCs demanding to know where the Bardess is. This is what the party was hired to do and is a straight-up smack down.

5. Revelation: this one's completely up to you as the GM. You can either have the party arrive just in time to witness the performance of a lifetime as Madame Hylene cements a lasting peace between 2 nations or you can have them return to a scene of utter chaos. You see it could be that, while the party took care of the Bardess' little "stalker" problem she was busy assassinating a foreign dignitary and then using yet another Transmutation spell or Disguise magic item or whatever to frame one of the PCs for the crime!

Personally I like the "framed for murder" ending. This can lead to another quick, 5-room dungeon style adventure where the PCs clear their name and re-establish the peace in doing so. Or it might also result in an interesting recurring villain in Madame Hylene VonKroft.

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