The city of Greyheim sits at the foot of a hill where three trading routes meet. A few miles to the east, in the darkest part of the Elderberry Forest known as The Devil’s Pantry, the crazy wizard Jophob Schlech built his own Castle Greyheim, the Castle of the Mad Archmage as it is known around here. Decades ago, the dungeons beneath Castle Greyheim teemed with wealth and danger, but were eventually emptied. Now explorers report that the monsters have returned and huge treasures await those brave and foolhardy enough to enter the dungeons.

The city of Greyheim boasts of the following:

If you’re a thief, you’ll know where to find the following:

Other buildings:


Buildings outside the city walls:

Building Projects

Roll 2d6 + Int bonus for planning.

2Miserable planning, breaking through the ceiling of the sewers, 1 in 6 chance of discovery by unsavory characters every week, for four weeks (patching it up is hard)
3-5Bad hiring decisions or insufficient bribes, rumors start spreading about a digging operation in your street, 1 in 6 chance of discovery by unsavory characters, just once
6-8Cramped digging conditions, paying bribes, hiring cutthroats, but it works as planned
9-ƒ11Good planning, smooth sailing
12Lucky break, ancient plans you managed to procure from dwarven miners deciphered and access to one of the old dwarven vaults secured and integrated into the construction; add three secret doors and three traps for free