RPG

Harlequin's Guide to Cities and Poison

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Publisher's blurb: The city is the natural home to heists and mysteries, all about sneaking past guards and climbing up trellises, tense stealth and rooftop chases, and in Harlequin’s Guide to Cities and Poison, you’ll find rules for stealth, chases, and more! Prowl the night with two new sub-classes, the shadowdancer Rogue with the power to teleport through shadows to kill their targets in the blink of an eye and the Lunatic Jester Bard, so, yeah, if you’ve been following me since Petals and Thorns, the sub-class Harlequin had is finally playable. Gold is the lifeblood of a city, and Harlequin’s Guide gives a close examination of how and why the blood gets pumping. Why are cities full of gold while peasants have hardly any, even if they’re quite wealthy in terms of land and livestock and such? What does a transplanar economy look like, and how do adventurers shift from dealing in gold to dealing in bottled lightning and giant bones? What does an Adventurers’ Guild actually do, what are the advantages of being in one, and why are they incentivized to murder any adventurer who doesn’t join? The wilderness is lawless and in a dungeon you’re here to obliterate the governing body anyway, so who cares what their laws are? But the presence of the law is also felt more heavily in cities, and Harlequin’s Guide has everything you need to know on what’s against the law, who enforces that, and how to get away with it anyway. Plus a guide to hirelings, the easiest way to decrease the difficulty of the fifth edition of the world’s most litigious roleplaying game, where action economy is king, but beware! Hirelings are sometimes cowardly or even treacherous. All this and more, in Harlequin’s Guide to Cities and Poison!

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