North Oceanview Run
Oceanview Way Station

Read to Players
“A weathered wooden sign marks the entrance: Oceanview Way Station. The smell of woodsmoke reaches you before the fire itself comes into view — a large central pit ringed with smooth stones and rough-hewn benches, a iron pot hanging above the flames. Behind it, a covered woodpile stretches long and low beneath a slate roof, stacked high and dry. To the west, nearer the cliff's edge, a row of slanted awnings lines the grass — ten or so lean-to shelters open to the sea air, each just wide enough for a bedroll and a pack. The sun is sinking into The Valpin beyond, painting the water in copper and red. Two guards in Beacon livery sit near the fire. One nods as you approach. The other doesn't look up.”
DM Notes
Many travelers stop here for comfort and many of them like to have stories to tell around the fire. This is an excellent place to have your players overhear rumors and quest hooks tied to your campaign. A traveler heading north might warn of something strange near the forest edge. One heading south might speak of trouble in Pine Loft. Let the fire do the work.
- • Default state: 2 guards on duty, 2 resting in the bunk room. All are under Councilman Christopher Pallo's jurisdiction — professional, not unfriendly.
- • If the Watch is absent, the Station feels different. Travelers are quieter. The fire still burns but nobody tends it.
- • Stationary quest hooks will be added in time as Luchalendril grows.