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Necrosnoop110
2020-08-18, 03:54 PM
I'd like to run my PCs through say 1-6th level or so and have them as a small squad that patrols the city. The entire adventure set in the city, nothing outside. Was hoping for true low-level stuff, no build up to anything epic, just guard duty or other patrol-theme high jinks, detailed city maps would be nice, etc.

Any suggestions or other resources?

Thanks,
Necro

Unoriginal
2020-08-18, 04:00 PM
I'd like to run my PCs through say 1-6th level or so and have them as a small squad that patrols the city. The entire adventure set in the city, nothing outside. Any suggestions or other resources?

Thanks,
Necro

Waterdeep: Dragon Heist could be easily adapted into a police squad handling a city. Or you could take the descriptions of Waterdeep or Baldur's Gate from their respective module and base your own adventure on it.

KorvinStarmast
2020-08-18, 04:01 PM
I'd like to run my PCs through say 1-6th level or so and have them as a small squad that patrols the city. The entire adventure set in the city, nothing outside. Was hoping for true low-level stuff, no build up to anything epic, just guard duty or other patrol-theme high jinks, detailed city maps would be nice, etc.

Any suggestions or other resources?

Thanks,
Necro The city state of the invincible overlord (sorry, Old D&D supplement by the Judges Guild) was just this kind of setting ... but I fear that it may not have been ported to 5e. I think the rights to it are in the hands of an OSR worthy, who may not have been induced to let them go.

I'll go and see what OSR stuff has been ported over when I get to my other PC.

daremetoidareyo
2020-08-18, 04:03 PM
Give adventure look up a shot.

https://adventurelookup.com/adventures

Amnestic
2020-08-18, 04:03 PM
The Pathfinder AP Curse of the Crimson Throne could probably be adapted in part/in whole for this. It's worth looking at for inspiration at least.

MaxWilson
2020-08-18, 04:17 PM
Give adventure look up a shot.

https://adventurelookup.com/adventures

Aha, thanks for that! I'd seen it before but my Google-fu failed me. I've now gmailed the link to myself for future reference. :)

Yakmala
2020-08-18, 05:37 PM
The city state of the invincible overlord (sorry, Old D&D supplement by the Judges Guild) was just this kind of setting ... but I fear that it may not have been ported to 5e. I think the rights to it are in the hands of an OSR worthy, who may not have been induced to let them go.

I'll go and see what OSR stuff has been ported over when I get to my other PC.

Judges Guild had some fantastic city supplements. They followed up City State of the Invincible Overlord with City State of the World Emperor, which is also a great resource. Even if you can't find any 5th Edition conversions, just the NPC descriptions alone make these worthy supplements to seek out. Just about any type of shop the players want to visit is represented in the books, along with a description and background of the merchant(s) running it and their ties to others in the city (Spoiler: Watch out for the flower shop owner).

Corran
2020-08-19, 06:25 PM
They come across an unlawful duel (cause within the city limits) just before it starts. One solution would be to persuade the two npc's to take their duel outside of the city, or they could try to solve whatever misunderstanding was the cause for the duel (make it be something silly). If they completely screw up, they might have a small fight ahead of them against the two npc's who really didn't like being interrupted. Nothing to the death or too serious obviously.

They come across a nobleman and his personal guards who are in the process of making life even harder for a beggar who had the nerve to ask for some spare coins. If they turn a blind eye the nobleman might be inclined to reward them with something small (assuming their interaction with him went smoothly), otherwise they might have a small scrap with his guards.

Fridays are for flying. Once every week/month/whatever they might have flying patrol duty. The fly spell is provided by old Tim, the city's watch mage, though he is known for avoiding to join the flying patrollers (''I'm too old for this s***'') and instead spend this time drinking (somtimes excessively). The players might have to make some arrangements so that old Tim doesn't pass out while they are flying, or maybe even convince him to join them. If any of the pc's haven't flown before and this is their first time (recent promotion, or more likely lack of volunteers because flying under Tim's spell can be dangerous), are they fast learners or are they clumsy and a hilarious accident is just around the corner (maybe you even let the dice decide)? On their first flying patrol, make sure to throw at them a few mundane tasks. Save the cat that climbed too high on the tree, maybe some kids have fun throwing a few rocks at them, nothing too exciting. Save the exciting stuff for the second time they go on flying patrol. Besides, the first time could be used to introduce Tim and establish what kind of control the players will have over Tim's drinking (which can get them -accidentally- sabotaged on their duty and maybe even a little hurt) and their relationship with him. On the second time, make it a chase. Ever seen the chase scene from Casino Royal? Well, they are chasing that guy. But he is not only jumping through roofs and stuff, he will also try to lose them by running in places that you cant survey well from above (because street market tents, or inside buildings or whatever), by using disguises maybe. The point is that you'll have to force some of them to land (maybe leaving a few up surveying). Stuff like that.

They come across some street thugs who are intimidating a shop owner for protection money. The thugs are not confrontational towards the pc's and they are happy to leave with just a ''we'll be seeing you'' towards the shop owner. The shop owner could be convinced to explain the situation and then it's up to the pc's. Do they find a way to help the shop owner, or do they help this new up and coming crime boss set an example to those who wont pay her?

If your players can take a joke, have them meet the characters they must have once played. The murderhobos. Only now it's the other way around. The pc's are stationed in the small bridge that crosses the river, just a few minutes on horseback outside the city. They are there to collect the toll. And there come the npc murderhobos, who are naturally much stronger than the pc's, who have tons of gold, and who will never accept to part with even a single copper for crossing that bridge. They are happy to argue about it, being smug at all times naturally, probably making the occasional threat. And if the pc's haven't let them pass by the time they got bored, they blast them to unconsciousness and they carry on their way. But only if your pc's can take a joke. I'll tell you what though, you could totally use this adventuring group down the road. Your players will be more than happy for setting the score right.

Something, something, city sewers...

======================================

A pc playing as a member of the city guard has two very obvious directions roleplaying wise. Do what you can to help solve the city's problems. Or do what you can to make profit for yourself when engaging with the city's problems. Whatever of the two each of your players wants to do, when you are in a group, most likely one of the two tendencies will prevail, at least when acting as a group. So, give everyone a little time on their own. So if for example, your player Bob wants his character to slowly become a bit of a dirty cop, but the group as a whole acts in a lawful and/or good way, give Bob's character (along with everyone else, though separately), the chance to be corrupted. You could do this only once or twice, and then have most of these things be something that happens in the background. For example, Bob's character has the night shift at the docks, but none of the other characters are there, only a veteran guard npc who is keeping watch along with Bob's character. When the smuggler (inevitably?) gets spotted by them, do they arrest them, or do they take the bribe and a potential favor from the crime boss for whom the smuggler is working (naturally, the npc guard could be hesitant and just follow the player character's lead). Or alternatively, if the party as a whole tends to follow the immoral and/or unlawful solutions to most problems, give the chance to the lawful and/or good character to work with forces inside the city (eg a noble sponsor) that want to fight crime. And then let these things build up. Maybe Bob's character slowly learns more and more about one of the criminal organizations (from which he is getting a good side income; make gold be important to your players somehow!), and then you have a little friction and some good roleplaying opportunities if the party wants to move against that criminal organization. Or they have an inside man that can make their job easier.

BoringInfoGuy
2020-08-19, 08:07 PM
Have you read any of Terry Pratchett’s Discworld series?

Several of the books in the series focus on the City Watch of Ankh-Morpork. Guards Guards, Men at Arms, Night Watch, etc.

Just about the only way the books can’t be a great source of ideas for your campaign is it was already the inspiration for your campaign.

Vogie
2020-08-19, 08:44 PM
All you really need for a city-based adventure is a map and missions. You can get a map from something like Waterdeep: Dragon Heist, which comes with a map of Waterdeep. Then - you get adventures. You can get that from published adventures, from movies, tv shows - police procedural shows, specifically. Thankfully, there's only hundreds of thousands of episodes of those in the world.

Necrosnoop110
2020-08-23, 06:46 PM
Thanks all. Wonderful suggestions. Will check them out.