Adventures set under a city’s streets invariable feature networks of dank, noisome sewers. There are other locations, however, a GM could consider as the setting for his adventure.

Urban adventures can be incredibly fun and a great change of pace. To successfully run an urban adventure, though, the GM must realise they are fundamentally different to wilderness or dungeon adventures…
Continue reading GM Advice: 6 Reasons Urban Adventures Are Different
Designing adventures, evil villains and cool new magic items is exciting, but a well-thought out settlement can be an immeasurable boost to a campaign or adventure.
Continue reading GM Advice: 7 Village Design Tips for World-building GMs
Do you just sprinkle settlements willy nilly all over your setting or do you give it a bit more thought?
Continue reading GM Advice: How to Place Settlements in Your Campaign
Every player loves finding shiny treasure. After killing the villain and thwarting his evil scheme it’s a tangible reward the PCs can hold in their hands. However, so much treasure these days is nothing more than boring, bland gold and description-less gems…
Continue reading GM Advice: Why You Should Design Unique Treasure For Your Campaign