Item description for City Quarters: Thieves' Quarter by J. D. Wiker...
Need a tavern in a hurry? An inn? An alchemist? A conspiracy? How about a Thieves' Guild? How about an entire Thieves' Quarter? From The Game Mechanics (Artifacts of the Ages and the Modern Player's Companion) comes the first in a series of books detailing the people, places, and plots of the fantasy city of Liberty: the Thieves' Quarter, where life is cheap, and only the bravest-or most foolhardy-venture out alone at night. Modular in design, the Thieves' Quarter can be adapted wholesale to any city in any fantasy campaign, or Gamemasters can cherry-pick whatever they need, whenever they need it. With two dozen lushly-created maps by master cartographer Christopher West, dozens of fully-developed NPCs, and extensive encounter tables loaded with adventure hooks, the Thieves' Quarter is a ready-made mini-setting designed to be dropped into nearly any d20 fantasy campaign at a moment's notice. Future City Quarters volumes will include the Temple Quarter, the Arcane Quarter, the Nobles' Quarter, and the Mercenaries' Quarter.
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Est. Packaging Dimensions: Length: 10.84" Width: 8.44" Height: 0.22" Weight: 0.53 lbs.
Release Date Jun 2, 2004
Publisher Green Ronin Publishing
ISBN 1932442189 ISBN13 9781932442182
Availability 0 units.
More About J. D. Wiker
JD WIKER is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD's recent titles include d20 Future(TM), Power of the Jedi Sourcebook(TM), Star Wars Hero's Guide(TM), Galactic Campaign Guide(TM), Ultimate Missions: Rebel Storm(TM), and Ultimate Missions: Clone Strike(TM).
Reviews - What do customers think about City Quarters: Thieves' Quarter?
Simply excellent! Jul 1, 2004
Adventure ideas are flying thick and furious now that I've got Thieves' Quarter. If you want to add a an entire quarter, a thieves' guild, or just a shop, this book is written from the top down to be inserted modularly into any campaign.
One touch that I'm particularly enjoying is the Allies and Enemies entry for each NPC. The web of relationships is quite complex and inspiring. Every time I introduce an NPC, there are instantly a couple other characters that are involved. Combined with the encounter hooks listed in the back, it's very easy to DM with this book.
Among the attractions are: - The Chaos Pit, an underground gladiatorial arena - Maegrin's Marvelous Menagerie, a fantastical zoo - Kunarath Syndicate, crimelords moving in from another city - ale & whores! - The Thieves' Guild, their headquarters and officers - A wererat pack that wants to do the regular wererat thing - Soot Street, a tunnel network under the city - LOTS more!
The maps are very nice, and the drawings are done in a fun, slightly cartoony style.