Hello everyone, and welcome back to yet another exciting week of Grave Plots, where we bring you new adventure tips and plot ideas each and every week. This week I would like to discuss some cool urban adventures, perfect for when you need to fill some downtime in the ancient and magical metropolises that fill your fantasy setting. Below is the first installment of a three part series covering adventures in cities. Today we will talk about a fun little cat-and-mouse type of adventure I like to call “To Catch a Thief.” And be sure to stay tuned next week for city politics.
To Catch a Thief
      
               While  the PCs are staying in at an inn in a large city, they overhear a group of prominent  merchants discussing the recent robberies of their various establishments.  They complain loudly that the guards have  been largely useless and they would give great rewards to any who would help  them.  Once the PCs get the hint and talk  to the merchants, they explain that all their establishments have been hit by a  very skilled thief, and the guards have been able to do nothing.  You should include details that make the  break-ins unique; for instance, the merchants’ magical wards and traps proved  not only to be in perfect working order but to have failed to stop the thief,  or perhaps only very specific and not particularly valuable items were  stolen.  At any rate, the merchants hire  the PCs to catch the thief and get their goods back, offering to richly reward  them.  They offer to show the PCs the  crime scenes and suggest the PCs try the town guard to see whatever information  they have managed to acquire.  
      
               The PCs should  be able to discover some clue about the thief from examining the crime scenes.  For example, if the thief was stealing objects necessary to perform an arcane  ritual, characters with Knowledge (arcana) should be able to divine the next  item needed to perform the ritual, and the merchants can provide knowledge about  where that item might be sold; or, maybe a character with Knowledge (history)  could discover that all the items have some kind of historical significance and  could guess at the next item to be stolen; or perhaps PCs with underworld  connections could discover some tale of a thief with eclectic tastes matching  the profile of the thief in question.  However  you do it, the PCs should be able to discover enough information about the  thief to figure out his next move, and then confront him.  
      
               Now you need to  decide what the thief is like: perhaps he’s an old wizard looking for a new  challenge, and when the PCs catch up to him he offers to return all the stolen  goods, give up thievery and go into the security business (after all, he’s  learned a lot about infiltrating buildings).  He may offer the PC’s a neat little reward for  not turning him in.  Or instead the thief  might be the head of a new guild who, upon being confronted, smiles at the PCs  before throwing a handful of dust of disappearance and slipping into the night.   Maybe the thief is secretly a god of  trickery in disguise, startled and pleased that mortals could track him  down.  
      
               The next stage  of development for this adventure is a job offer: the wizard, a few weeks later,  asks the PCs for help with a problem; the master thief delivers the PC’ a  message asking for a meeting; the god manifests his divine magnificence on the  spot and makes the PCs an offer they probably won’t refuse.  All the former thieves have the same problem:  a thief known as the wraith, who has been terrorizing the city for some time  now.  They all have different reasons for  wanting him, of course.  The wizard’s  security business is failing because of him, the master thief is upset he’s  moving in on his territory, the deity is upset he’s not been paying him proper  service, and the PCs are the only ones canny enough to stop him.  This is where the real fun begins.  The PCs are now on the trail of an  unbelievably gifted thief, who has been stealing rare art pieces from wealthy  and extremely well protected nobles, and no one has any idea how he’s doing  it.  Now you set up a little mystery with  a string of elusive clues, and the PCs eventually come to meet the wraith and  apprehend that person.  Just who is the  wraith? Well, that’s a good question, and one you have to answer for yourself.  The wraith should be someone with a great deal  of ambition, skill, and no established presence (at least as the wraith), so no  one but the wraith himself should know who he is.  Good candidates for your wraith include a gang  of thieves who move rapidly form city to city then disappear, a skilled  adventurer who’s convinced the cities nobility to let him help them run an insurance scam, and a local princess seeking thrills.  
      
Until next time, let me wish you all the best with your gaming endeavors.