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DM Resources

Campaigns Set in One Location

It’s hard to imagine a D&D adventure that doesn’t involve travel. Most PCs have a back-story that involves them leaving home in order to see the word and seek adventures. Who wants to stay in one location when there’s a whole world of excitement out there? If you do it right, there could be plenty of characters who are very content and even excited to stay in one place.

Location, Location, Location

In order for a campaign set in one location to really work the setting has to be interesting. I’ve participated in two campaigns that were set in one location. Once the setting was a lavish Tavern/Inn called the Sun & Moon, the other was set on board a pirate ship. In both cases the locations were as much a character as the other NPCs.

The Sun & Moon Tavern was a large structure that was more than just a taproom and a few rooms for rent. It also included a small theater, a courtyard garden, and even a Wizard’s tower. The setting varied enough that the PCs never got bored hanging around.

The adventure on the ship brought its own excitement. The ship itself was interesting, but the fact that it was a vehicle meant that we could stop at various ports whenever the plot called for it. But even so, the majority of the adventuring took place on the ship, at sea, and usually involved ship-to-ship battles or combat against giant solo monsters.

Just think of your favourite sit-com, and chances are it takes place in only one location. Most take place entirely on one or two sets and these are usually part of the same building. The fact that most of the action involving the principle cast happens in one place rarely hurts the show. Some of the most popular and longest running shows took place in only one or two locations (e.g., All In The Family, Cheers, Gilligan’s Island, Two and a Half Men, and Night Court).

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Adventure Hooks DM Resources

Adventure Hooks: Welcome to the Sun & Moon Tavern (Part 2)

We return to the Sun & Moon Tavern with 16 more adventure hooks. The tavern has been a long-standing staple in D&D. Adventurers head to the local tavern as soon as they return from their time abroad. They regale the locals with tales of their exploits and enjoy a few well deserved pints. Experienced heroes develop a reputation for hanging out at the local tavern, which makes it easy for prospective employers to find and hire them. Aspiring heroes also mull about taverns hoping to find work as a professional adventurer. But the tavern can be so much more than a place to recruit PCs.

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Adventure Hooks DM Resources

Adventure Hooks: Welcome to the Sun & Moon Tavern (Part 1)

If you’re sitting in a tavern and a mysterious Wizard with grey robes and a pointy hat approaches and starts talking about a job offer don’t accept. You should ignore him and curse your DM. This is one of the most boring and overused ways to begin an adventure. Unless your DM is running his very first game, this should never be an acceptable adventure hook. In D&D, a tavern is a social place full of activity and interesting characters. Relying on this kind of boring stereotype is completely unacceptable.

While rummaging through an old stack of papers I stumbled across notes from an old campaign. As I looked them over a series of adventure hooks caught my attention. The notes were in my printing but I had no memory of writing them (probably because they were at least 15 years old). Although the ideas were from a previous edition of D&D many of the adventuring hooks still held a lot of promise. I realized that with just a little bit of editing these hooks would work in 4e D&D (and make a great blog post). After all, the last Adventuring Hooks article we ran was called The Town Meeting and that was over a year ago.