Player's Guide
Greyphon Hallow — Steward's Guide
You didn't just save Greyphon Hallow. You own it now. Here's what that means.
Overview
As stewards of Greyphon Hallow, the party can issue orders to the town — commissioning work, recruiting merchants, improving infrastructure, or directing defenses. The town grows and improves over time based on your decisions.
When you issue an order, the DM will tell you how many days it takes to complete and the monetary cost (should it incur one). A simple repair might take 2 days; constructing a new building might take 14.
Issuing Orders
Each party member may issue one active order at a time. Orders can be given in any method of communication. They can be transferred directly if the party is present in the town, through a trusted messenger, or through magical means like the Sending spell.
Examples of orders:
- Commission a weapon or piece of armor from the blacksmith
- Recruit a specific merchant or specialist to the town
- Task a scout with mapping a nearby region
- Direct the town guard to patrol a specific road or location
- Request the healer stock up on a particular supply
When you return to town, completed orders are waiting for you. If an order isn't finished, the DM will tell you how many days remain.
Town Tiers
Greyphon Hallow grows in tiers based on what the party has accomplished — quests completed, merchants recruited, threats repelled, and improvements made. You don't track resources or pay for upkeep. The town improves because of your stewardship.
| Tier | Name | Character |
|---|---|---|
| 1 | Recovering | A town rebuilding. Basic services, modest population, grateful but fragile. |
| 2 | Established | A town with roots. Reliable services, growing reputation, better-equipped guard. |
| 3 | Prospering | A town with a name. Skilled specialists, strong defenses, regional influence. |
| 4 | Renowned | A destination. Exceptional craftspeople, a posted garrison, merchants who seek you out. |
Tier upgrades are announced by the DM when the town has grown enough to warrant them. Each tier unlocks improved versions of existing services and may open new ones.
Merchants & Businesses
Merchants must be recruited — found in the world and convinced to relocate to Greyphon Hallow. Each merchant has their own personality, conditions, and reasons for staying or going.
Once established, merchants:
- Provide their services whenever the party is in town
- Generate passive weekly income for the town (reflected in treasury funds available for upgrades and orders)
- May offer unique items, information, or opportunities not available elsewhere
Current Businesses
| Business | Name | Proprietor | Services |
|---|---|---|---|
| General Store | Milo Coppershine | Common goods, basic supplies, sundries | |
| Tavern & Inn | The Rising Ember | Kal | Lodging, meals, rumors, a warm fire |
| More businesses can be recruited through play. |
Business Ideas
The following are examples of what could be brought to Greyphon Hallow:
- Blacksmith — weapons, armor, repairs, custom commissions
- Alchemist — potions, poisons, specialty consumables
- Healer/Herbalist — discounted recovery, lesser restoration
- Fence/Broker — moves unusual goods, hears underworld rumors
- Stablemaster — mounts, improved overland travel
- Scribe/Scholar — item identification, lore research, translation
- Shrine Keeper — travel blessings, resurrection services
- Cartographer — regional maps, scouting commissions
- Anything else you can think of, just ask the DM!
Town Defense
Every 7 days, the DM will roll on the Bastion Event Table . Most weeks will be quiet. Occasionally, something will demand the party's attention — or test the town's defenses in their absence.
Defense Rating
The town has a Defense Rating from 1–5, representing the strength of its walls, guard, and readiness.
| Rating | Meaning |
|---|---|
| 1 | Barely protected. A determined mob could cause serious damage. |
| 2 | A small standing watch. Can handle minor threats. |
| 3 | Organized guard. Handles most threats without party involvement. |
| 4 | Fortified. Capable of holding against significant assault. |
| 5 | Garrison-level. The town can defend itself from nearly anything short of an army. |
| Defense Rating increases when the party invests in walls, recruits guards, repels attacks, or completes relevant quests. It can decrease if the town suffers serious damage and goes unrepaired. |
When a Bastion Event Occurs
The DM will describe the nature of the event. The party may:
- Intervene directly — resolve it through play
- Trust the town — roll Defense Rating vs. the event's threat level; the town handles it on its own, with consequences scaled to the result
- Send resources — spend town funds or contacts to address it remotely
A well-defended, high-tier town can weather most events without the party's direct involvement. A neglected one cannot.
Town Treasury
Merchant income, quest rewards, and trade all feed the Town Treasury — a shared pool of funds managed by Milo Coppershine on the party's behalf. Treasury funds can be spent on:
- Construction and upgrades
- Hiring guards or specialists
- Emergency repairs after Bastion Events
- Funding orders that require materials
Milo will give the party a treasury report whenever they return to town.
Greyphon Hallow is yours. What you make of it is up to you.