Category: City Adventuring
GM advice for urban settings.
Note: The text below continues from a previous article and its sequel. This installment constitutes Part III in the sequence. Avoiding Trouble There are four dangers adventurers should worry about while shopping for unusual equipment in a city:...
Note: The text below continues from a previous article, and constitutes Part II in a three-part sequence. Making a Deal. When you discover wonderful stuff in a marketplace — if you somehow get a great deal...
Fresh from a lucrative quest and loaded with gold, the adventurers have arrived in a city large enough to handle a thriving market. “I wonder if I can find someone who will sell me a...
If you flip through enough GM guidance, you see repeated disdain for one fantasy-gaming trope in particular: the tavern opening. You know the one: You’re all sitting in a bar full of tough mercenaries, enjoying...
This is the second installment in the “Get Medieval” series, exploring the historical world of the Middle Ages in Europe, particularly in the 13th and 14th centuries in England, as a potential source for...
Introductory Note: The “Get Medieval” series explores the historical world of the middle ages in Europe, particularly in the 13th and 14th centuries in England, as a potential source for inspiration in D&D and...
Your players have just made enemies of the local Thieves’ Guild. Mortal enemies. Whoops. As a result, they are starting to wonder how much trouble they’re in. “Is it possible,” a player wonders, “to...