Skip to main content

Signup for our free newsletter!

Get community gems and free products in your inbox every month.

Cities Are Dungeons in Disguise…

When we think about exploration in fantasy TTRPGs, we often picture torchlit corridors, forgotten tombs and wild frontiers filled with danger. But cities? They can be just as thrilling to explore. The danger simply shifts. Instead of traps and monsters, you get factions, politics and competing ambitions.

A good city session shouldn’t feel like a shopping montage between “real adventures.” It should feel alive. Shopkeepers with goals. Temples with secrets. Guilds pulling strings. Every street corner can carry opportunity, tension or unexpected alliances.

Strong campaigns rotate between three modes of play: Dungeon, Wilderness and Settlement. When one is missing, the game feels flat. And settlement play isn’t downtime bookkeeping. It’s exploration. It’s walking unknown streets, meeting quest givers, uncovering rivalries and discovering power structures that shape the world.

If you treat the city like a dungeon, everything clicks. Locations replace rooms. Agendas replace monsters. Social consequences replace hit points. The table below gives you 36 ready-to-use city locations, each built to make settlement play just as dynamic as delving ruins or crossing wild frontiers.

D66 DnD City locations

These locations are intentionally lean. Each entry gives you a name, a clear NPC, a personality hook and a short list of what the place offers. That’s it. And that’s enough.

They are gameable.

You might think you need elaborate maps, detailed floorplans and three pages of backstory for every shop. That’s a trap. There’s a point of no return in prep. Prep too little and you’ll freeze at the table, forced to invent everything under pressure. Prep too much and you’ll freeze anyway, buried under details you can’t hold in your head or communicate clearly.

This format hits the balance. It gives you anchors. You know who runs the place. You know what they’re like. You know what players can get there. From that, you can improvise answers, generate logical consequences and connect the location to factions and ongoing plots without drowning in your own notes.

D66Location
11The Sunken Court. Keeper: Vexa Rell, daring half-orc. Underground fights, betting rings, mercenary recruitment, and criminal ties.
12The Silver Thread. Shopkeep: Maelis Thorne, ambitious human. Fine fabrics, custom garments, discreet courier services, and introductions to noble patrons.
13The City Registry. Clerk: Anwen Pryce, humorless human. Property deeds, business licenses, citizenship papers, and bureaucratic leverage.
14Moonpetal Apothecary. Shopkeep: Lirien Vale, soft-spoken elf. Potions, herbal remedies, poisons, and rare botanical ingredients.
15Temple of the Open Hand. High Priest: Alric Venn, compassionate human. Healing rites, sanctuary, mediation, and charitable aid.
16The Painted Mask. Shopkeep: Corvin Lusk, theatrical human. Costumes, disguises, stage props, and forged documents.
21Harborhands Guildhall. Guildmaster: Petra Coil, sharp-eyed human. Dock labor contracts, smuggling rumors, and maritime connections.
22The Gilded Griffin Outfitters. Shopkeep: Torren Hale, energetic half-elf. Adventuring gear, maps, climbing kits, and expedition advice.
23The Mirror Hall. Caretaker: Sylene Frost, enigmatic elf. Scrying services, illusion performances, magical surveillance, and identity concealment.
24Emberlight Armory. Shopkeep: Garrik Feld, blunt dwarf. Weapons and armor, custom fittings, battlefield salvage, and appraisal of rare metals.
25The Old Dock Commons. Keeper: Marn Holloway, weathered human. Communal fishing, sailor gossip, odd catches, and informal trade.
26The Silver Ledger. Banker: Marcelline Vorst, precise human. Vault storage, discreet loans, letters of credit, and private deal rooms.
31Ash & Oak Bookshop. Shopkeep: Ysolda Fen, distracted gnome. Spellbooks, rare tomes, copying services, and research guidance.
32Eastwatch Barracks. Captain: Rowan Dace, disciplined human. Guard recruitment, patrol assignments, bounty postings, and civic enforcement.
33Starfall Jewels. Shopkeep: Mirela Sunsong, charming elf. Jewelry, gemstone appraisal, custom pieces, and quiet laundering of valuables.
34Lantern Row Bathhouse. Proprietor: Sura Ithild, observant elf. Public baths, private soaks, restorative treatments, and access to patrons.
35The Whispering Gallery. Curator: Ilmaris Vane, eccentric elf. Art exhibitions, coded messages in paintings, patron networking, and cultural influence.
36Dawnsteel Blades. Shopkeep: Rurik Halvorn, proud dwarf. Blades, sharpening services, weapon commissions, and dueling sponsorships.
41Shrine of the Silver Flame. Keeper: Thalara Mooncrest, zealous elf. Blessings, exorcisms, holy relic lore, and militant volunteers.
42The Brass Scale. Appraiser: Kelwin Dross, meticulous gnome. Item appraisal, authenticity checks, auction brokering, and treasure valuation.
43The Broken Hourglass. Proprietor: Tavren Kull, brooding human. Timepieces, arcane curiosities, and contracts with strange clauses.
44Ironroot Provisions. Shopkeep: Hesta Burl, practical halfling. Trail rations, bulk supplies, storage space, and caravan contracts.
45Northgate Stables. Stablemaster: Edrin Holt, patient human. Horse boarding, messenger routes, discreet transport, and caravan work.
46The Veiled Parlor. Host: Madam Serise, calculating tiefling. Exclusive gatherings, secret meetings, blackmail material, and elite introductions.
51Hall of a Thousand Ancestors. Curator: Brottor Graniteborn, solemn dwarf. Ancestral rites, lineage records, oath-swearing ceremonies, and clan arbitration.
52The Copper Cup. Shopkeep: Brannik Stone, jovial human. Exotic teas and coffees, private tastings, merchant gossip, and trade contacts.
53Riverlight Ferry Office. Coordinator: Jessa Vale, brisk half-elf. River transport, cargo handling, route permits, and river condition reports.
54The Tinker’s Rest. Mechanic: Oskar Flint, inventive dwarf. Clockwork repairs, gadget commissions, trap building, and mechanical insights.
55Market Ward Tribunal. Magistrate: Helene Vor, stern human. Dispute hearings, fines, legal arbitration, and public judgments.
56Blackwake Curios. Shopkeep: Selda Marr, secretive tiefling. Odd relics, minor enchanted trinkets, rumor leads, and artifact identification.
61The Royal Botanical Gardens. Head Gardener: Elowen Briar, serene elf. Rare plants, guided tours, alchemical ingredients, and hidden meeting spots.
62The Iron Quill. Scrivener: Dorian Blackfen, intense tiefling. Contracts, coded letters, translations, and legal counsel.
63The Velvet Ribbon. Shopkeep: Nalia Duskryn, poised drow. Luxury goods, perfumes, fine accessories, and elite social invitations.
64The Old Bell Foundry. Master: Durnic Vale, stubborn dwarf. Large metalworks, custom castings, industrial contacts, and secret workshop space.
65The Bellmaker’s Square. Artisan: Tomas Graye, nostalgic human. Public gatherings, town notices, commissioned bells, and community ceremonies.
66Stonebridge Watch Post. Lieutenant: Garran Voss, pragmatic dwarf. Patrol coordination, wanted lists, and emergency response.

Making the City Feel Alive

The trick isn’t to use all of these at once. Pick a few. Give them relationships. Maybe the banker funds the armory. Maybe the temple disapproves of the fighting pit. Maybe the botanical gardens hide ingredients the apothecary desperately needs.

Urban play shines when locations have agendas. Let factions pull on these places. Let consequences ripple. A burned-down shop, a disgraced magistrate or a missing priest can drive sessions just as effectively as a dragon in a cave.

Closing Thoughts

Cities are not downtime. They are pressure cookers. They are opportunity hubs. They are faction playgrounds. If you prep them with intention, they will run themselves.

Don’t prep solutions. Prep tensions. Prep ambitions. Then let your players move through the streets and see what catches fire.

If you enjoyed this, check out our Cult Generator. And don’t forget to sign up for the Dawnfist Newsletter on Substack. Every month we send out the best tools, resources and ideas from across the TTRPG community, straight to your inbox.

dawnfist

We believe in designing games and resources in a simple and elegant manner, to make it as easy as possible to both prep and run the game, letting you focus on having fun!

Level up your game!

Signup now and get GM tips, useful tools and a free Demon Generator PDF!