Greyphon Hollow

At a Glance

City
Town Tier 1 — Recovering
Defense Rating 1 / 5
Treasury 0 gp
Population ~10
Weeks Since Last Bastion Event 0

Treasury

Source Weekly Income
General Store — gp
Tavern & Inn — gp
Total Weekly — gp

Current Balance: 0 gp

Ledger (running log of significant income/expenses):

IRL Date Caelthys Date Description Amount Balance
6/27/26 Town inherited by party +0 gp 0 gp

Population

Total: ~350

Group Notes
Townsfolk Recovering from the necrotic event; grateful, cautious
Town Guard Skeleton crew; underfunded and underequipped
Merchants 2 established businesses

Notable Residents:


Businesses & Merchants

Business Proprietor Status Weekly Income Notes
General Store ✅ Active — gp
Tavern & Inn ✅ Active — gp

Recruitment Prospects (merchants the party has encountered or heard of):

Name Type Location/Status Condition to Recruit Notes

Active Orders

Issued By Order Assigned To Days Remaining Status

Town Upgrades & Improvements

Upgrade Status Cost Notes

Defense

Defense Rating: 1 / 5

Component Status Notes
Town Walls Poor — partial damage from necrotic event
Guard Roster Skeleton crew
Watchtower
Emergency Stores

How to raise Defense Rating:


Bastion Events

Roll every 7 in-game days. Compare result to current Defense Rating to determine outcome.

Event Outcomes by Defense Rating

Defense Rating Town can handle threats up to...
1 Minor nuisance (beggars, a stray beast)
2 Small threat (bandits, petty crime wave)
3 Moderate threat (organized raid, disease outbreak)
4 Serious threat (assault by a named faction, magical hazard)
5 Major threat (small army, powerful monster)

If an event exceeds the Defense Rating: town suffers damage, treasury loss, or population loss. Party must intervene or spend resources to prevent worsening.

Bastion Event Table (d20)

Roll Event
1–6 Quiet Week — Nothing significant.
7–8 Petty Crime — A rash of thefts or minor disputes. DC 10 vs Defense or lose 1d10 gp from treasury.
9–10 Travelers — A group passes through. Interesting NPCs; chance of a recruitment prospect or rumor.
11–12 Supply Shortage — A merchant is low on key goods. One business generates no income this week.
13–14 Sickness — A mild illness spreads. DC 12 vs Defense or population morale drops; recovery costs 2d10 gp.
15–16 Bandit Scouts — Signs of organized scouts near town. If ignored, escalates to a raid next week.
17–18 Bandit Raid — Armed attackers hit the town. DC 14 vs Defense or lose 3d20 gp and 1 Defense Rating point.
19 Strange Occurrence — Something unusual tied to the campaign (DM's choice).
20 Good Fortune — Unexpected windfall or event. Roll 1d4: 1 = merchant arrives seeking a stall, 2 = a donation to the treasury (2d20 × 5 gp), 3 = a skilled NPC offers temporary services, 4 = a useful rumor about the wider world.

Event Log

Week Roll Event Outcome Party Involved?
1 Town inherited Yes

Town Quests

Active storylines tied to the town's growth.

Quest Hook Status Reward

Tier Progression Tracker

Current Tier: 1 — Recovering

Track milestones toward Tier 2. No fixed number required — DM judgment call when the town feels like it has grown.

Tier 2 (Established) — suggested milestones:

Tier 3 (Prospering) — suggested milestones:

Tier 4 (Renowned) — suggested milestones:


Session Notes

Quick scratch space for things that happened in town this session.

Session Notes