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City Quarters: Thieves' Quarter
 
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City Quarters: Thieves' Quarter [Paperback]

J. D. Wiker (Author), Jonathan Kirtz (Author)
4.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

December 6, 2005
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.

Product Details

  • Paperback: 80 pages
  • Publisher: Green Ronin Publishing (December 6, 2005)
  • Language: English
  • ISBN-10: 1932442189
  • ISBN-13: 978-1932442182
  • Product Dimensions: 10.8 x 8.4 x 0.2 inches
  • Shipping Weight: 8.5 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #585,453 in Books (See Top 100 in Books)

More About the Author

Originally from Indianapolis, Indiana, JD Wiker is a writer and game designer with over forty roleplaying game titles to his credit. After working as a designer for Seattle-based Wizards of the Coast, JD moved to the San Diego area and worked as an Intellectual Properties content manager and game designer for Upper Deck Entertainment. He relocated to the Washington D.C. area in 2008 to work on Mythic Entertainment's Warhammer Online MMORPG, then returned to Seattle in 2010 to work as lead writer for Runic Games, the design studio responsible for Torchlight.

After leaving Wizards of the Coast, JD helped found the d20 System design studio The Game Mechanics (www.thegamemechanics.com), while also freelancing for Wizards of the Coast and Paizo Publishing.

He currently lives in Seattle, Washington with his wife, Keri.

 

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Most Helpful Customer Reviews

10 of 10 people found the following review helpful:
4.0 out of 5 stars Simply excellent!, June 30, 2004
By 
Kevin Savage (Montreal, Quebec, Canada) - See all my reviews
This review is from: City Quarters: Thieves' Quarter (Paperback)
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.

It's worth the admission price.

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