Monday, December 4, 2023

A Staging Post for Adventure

Sometimes, you don't need an entire base town.

I recently started running one of the adventures from the OSE Adventure Anthology 2 for my young nephew (and others, but the game is primarily to show him the tabletop ropes). Neither of the anthologies come with a town of any kind. Most of the dungeons within are the kinds of low-level affairs where you can roll up new PCs and start them right at the entrance without issue. However, there is enough content here that a trip or two back to a haven to rest and restock seem likely. (Note: The same is even more true for other town-less low-level OSE adventures like A Hole in the Oak or The Incandescent Grottoes).

Given my nephew's unfamiliarity with the expectations of pen-and-paper RPGs, introducing a full base town in the middle of his first real delve could prove distracting. "Hey, there is the inn, and next door is a tavern, and over there is the smithy, and that's the thieves' guild ..." etc. etc. So, I sought an alternative.

One common and entirely valid alternative is to abstract the return to town. You don't need to go into detail regarding the people and places around town, just get in, get some gear, sleep, and get out.

My approach, though, is to offer a taste of town without too much distraction: a small staging post / coaching inn along the road, about half a day from town. Give it some personality so that he can experience a respite from the dungeon without so much to do that he loses momentum.

While I decided upon this approach to cater to a novice player, it could be useful for more experienced players as well. Maybe you want to run an adventure but the referee hasn't come up with a whole town yet. Maybe you aren't sure that you want to turn this adventure into a campaign that even needs a town. Maybe you haven't decided if you'll be going to Illmire or Brandonsford next and you aren't ready to commit.

If you fit into any of the categories above, check out the "A Staging Post" PDF for a small but detailed waypoint with an inn, a store, a few personalities, and some fun secrets. And, if you're interested in my "author's notes," keep reading after the download!


The premise of this point of interest is that it sits near a crossroads with a once-great trade route (in my game with my nephew, I called it the Royal Spice Road). Though there is a town "four leagues" away, any travelers just passing through could spot the buildings from the crossroads, rest for the evening, and continue along the trade route without delay in the morning.

However, I insinuate that trade has fallen on harder times, and that fewer travelers pass through this particular crossroads anymore. Perhaps this is because of whatever rumor or incident that your party is in the area investigating. Whatever the case, the waypoint isn't depicted as bustling with people. It's quiet and neither the innkeeper or the shopkeeper expect much traffic.

But, as I fleshed things out, the lack of site-based action gave me space to let the NPCs breathe a bit. They don't have anything to explain, any exposition to deliver, nor any fetch quests to offer. They can be people living their lives as opposed to people waiting around for PCs to show up. I enjoyed that freedom.

There are some secrets here to discover, if the players wish. But, I try to keep it passive. For example, I specifically say that the innkeeper will never ask you to take his wannabe-adventurer daughter along. He will let you if you ask, but the PCs have to initiate it. Later, if someone frees the whiskey-slurping Shadow, I suggest having it flee. The players may pursue if they wish, but not because they have to "protect the NPCs."

Finally, I need to shout out a few influences. The name for the "Shut Eye Inn" was inspired by Miranda Elkins' blog post The DM is a Shut Eye (which I heard about on the excellent Into the Megadungeon podcast). Herman's shield came from the treasure in one of Ktrey Parker's Dolmenwood Dozen. The "glamboge glim" and the magic dog whistle are from Sarah Grove's Sixty Pointless Items in Knock #2. And the "threshold putty" is roughly based on one of Chris McDowall's arcana from Into the Odd.