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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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City Quarters: Thieves' Quarter
City Quarters: Thieves' Quarter by JD Wiker (Paperback - December 6, 2005)
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