TSR Archive

The Secret of Bone Hill: Why Restenford Matters

Editorial date: ยท TSR Archive

Lakofka wanted a developed small town. Use a connection worksheet to link local information, nearby expeditions and the party's return to Restenford.

Restenford is part of the reason to read The Secret of Bone Hill, not merely the place to buy supplies before reaching the title location. Lenard Lakofka's 1981 adventure describes a town and the surrounding country as a usable campaign area. In a later interview, he gave a direct reason for writing it: he had not seen enough small towns developed in detail.

That explanation changes the preparation question. Instead of asking how quickly the party can leave the settlement, ask which relationships make it worth returning to. The town can give an expedition consequences that remain visible after the dungeon visit ends.

A town from a campaign that was already moving

In his November 2009 interview with James Maliszewski, Lakofka described two groups who played through material that became L1 and its successors. Their later journeys took them to different parts of the Lendore Isles. The published module therefore has a home-campaign background more extensive than a single visit to Bone Hill. He also discussed placing his existing campaign on Gygax's Greyhawk map. That is useful context for the module's double role. It can be approached as a location in a larger published world, yet its local area has enough identity to support play on its own.

The archive's L1 description makes that offer explicit: Restenford, surrounding lands, encounters and maps of multiple places. It allows incorporation into an existing campaign as well as use with Greyhawk. A referee does not need to solve the entire world's politics before deciding what the characters can learn in town.

Make a return route through the information

The following map of relationships is a preparation aid. It organizes the published area's components without inventing a new secret, assigning a rumor to a specific NPC or revealing the later adventure's solution.

A small campaign loop for reading L1
Place or stepWhat to extract from L1Connection to recordWhat can bring the party back
RestenfordPeople, services and local information.Who can answer a specific question or respond to an expedition?A report, a request for help or the need to interpret a discovery.
Surrounding countryRoutes, encounter information and mapped points of interest.Which destination is reachable, and what does the party know about the route?A changed plan, a depleted resource or an unresolved observation.
Bone Hill and other sitesThe chosen location key and its immediate dangers.Which clue or consequence points somewhere else?Information that can be acted on more effectively from town.
The next stay in RestenfordThe results of play alongside the original notes.Who knows what happened, and what remains unknown?A reason for the next expedition that follows from the last one.

The loop is town, journey, site and return. Its value depends on filling it with the actual text and the party's actions. Writing an elaborate network before anyone has met a resident can create work that the campaign never uses.

Give each prepared contact a reason to be remembered

Begin with the people the party is likely to meet. For each, extract the information and role supplied by L1. Then distinguish printed detail from a presentation choice you make at the table. A voice or mannerism may help you remember a character, but it is not a new fact about Lakofka's text. A contact becomes useful through a relationship. Perhaps that person can interpret information, provides a service or has reason to care about a nearby danger. Use the module where it supplies a connection. If you add one, write it down as an addition and make sure it does not contradict what the party can discover elsewhere.

Do not turn every resident into a quest dispenser. A person can have a place in the town without offering the next mission. Restenford is easier to understand when its ordinary activities continue between the adventurers' departures and returns.

Keep what the players have learned separate from what the referee knows. A short contact record should be readable during a conversation. Include the person's name, the relevant page and one current relationship. The full statistics remain in the module until a situation needs them.

Freedom needs usable information

A mapped area can offer several directions while leaving the players unable to choose between them. Before a session, identify the information that makes its destinations distinguishable. A rumor, a visible landmark or a report of danger can provide a reason to prefer one journey over another.

Present the evidence the characters can obtain. Avoid disguising a choice as freedom if every road secretly leads to the same preselected scene. Conversely, do not assume that a party must know the strength of every threat before exploring. Uncertainty can remain part of the game when the players understand that they are taking a risk.

This is where the town and the surrounding country support each other. Restenford gives the group somewhere to ask better questions after an incomplete expedition. The wilderness gives those questions urgency. A map entry becomes more useful when it has a relationship to something the party already cares about.

The approach differs from UK1's particular rescue and diplomacy problem. L1 supplies an area to keep using; UK1 concentrates attention on an objective in a strange environment. Both benefit from treating information as something players can act on.

Keep the town's history before moving to L2

The Assassin's Knot returns to people and places associated with Restenford. That makes notes from L1 more valuable than a list of treasure recovered. Record whom the party met, what those people learned about the adventurers and which commitments remain outstanding.

When you prepare a sequel, check its starting assumptions against that record. If a published setup requires a change, choose a clear adaptation instead of quietly replacing an established relationship. The player's memory of a town can be an asset precisely because it was earned over earlier sessions.

For the first session, prepare one usable departure from Restenford and enough local material to support a change of mind. The rest of the module can become more detailed as the party's interests become visible. Lakofka's town gives you somewhere to begin that process.

Sources and scope

Designer intent and home-campaign background come from questions 9-11 of the linked Lakofka interview. The archive supplies L1's identity and stated area coverage, plus L2's product relationship. The connection table is an editorial worksheet, not a claim to have reconstructed every relationship or playtested a new campaign.