The Greyman Lodge & Game Exchange

Est. 2025 Human Ranger (Hunter Conclave)

The Greyman Lodge & Game Exchange

The lodge is enormous and smells of smoke, cooked meats, and pine. Hunters swap single-blade trophies on the mantle; if you give a true hunting tale and produce...

MO

Shopkeeper

Morrin Greymane, a Human Ranger (Hunter Conclave) (Lvl 10)

Keeper's Species

Human

13 Misc1 Armor2 Weapons1 Potions2 MiscEst. 5.1k gp

Shop Inventory

(19)
Miscellaneous13

Smoked venison preserved in rendered fat and woodland herbs. Hearty, slightly gamey; restores vigor on long treks.

If eaten before a long rest in a woodland environment, grants advantage on one Survival check to find shelter the following day.

Salt-cured boar meat packaged in oiled linen; good for a small party for several days.

Soft fur useful for small garments, lining, or low-value trade. Cleaned and tanned.

Thicker fur prized by Greyman hunters. Used for cloaks, capes, and insulation; carries the scent of the pack.

When fashioned into a cloak by a skilled artisan (service provided at lodge for 2 gp), grants advantage on Stealth checks in wooded terrain once per short rest for up to 8 hours.

Thick hide from a dangerous quarry. Suited for armor crafting or sale to alchemists for potent reagents.

Hides from exceptional beasts fetch high prices and can be used by craftsmen to create +1 light/medium armor (requires smithing job).

Polished antler horn carved with runes of the hunt. Used as a wind-horn or a ritual focus for nature rituals.

When blown, can be heard up to 1 mile in open woods; once per day grants a bonus to group Survival checks to track a single quarry for up to 1 hour.

A small sealed vial of marrow rendered from large game — used by herbalists and clerics as a component in healing poultices.

Heal 1 HPWhen mixed into a healer's kit concoction or potion, it adds + to that healing's dice once.

A slender wand carved from a large stag antler and inlaid with sapwood. Favored by rangers and druids as a nature focus.

Functions as a druid or ranger spellcasting focus. Once per long rest, the wielder may cast Speak with Animals (no components) or Barkskin that lasts 1 minute (no concentration) — DC uses the wielder's spell save DC.

Leather belt with multiple pouches for snares, signal flares, and bone tools. Keeps small hunting tools handy.

Carrying capacity for small tools increases; once per short rest, reach into the belt as a reaction to produce a prepped small tool (snare, flint, bone needle).

Contains snares, chalk, trail markers, small blades, magnifier lens, and notes on local routes used by Greyman scouts.

Provides +2 to Survival checks related to tracking for the first day it's used. Some components may be used as improvised tools.

A leather quiver studded with bones and feathers taken from legendary quarry. Fits and protects arrows and small trinkets; a prized Greyman artifact when adorned properly.

Atk Grants +1 to attack rolls made with ranged weapons stored in it. Once per long rest, the wielder may call an arrow (teleport it into the quiver and replace it with a new one) as a bonus action, automatically retrieving an arrow that landed within 60 feet.

Assorted cleaned bones, teeth, sinews, powdered antler, and preserved organs used by local spellcasters and alchemists.

Contains common components for many necromancy, conjuration, and transmutation spells; some rare bits (bone shards) can substitute for material components lacking a gp cost in rituals.

A lacquered horn carved from a giant elk's antler and tipped in copper. Wreathed with leather fringes and painted with the Greyman sigil.

Once per long rest: blast the horn to grant all friendly creatures within 300 feet (line of sight) temporary hit points equal to + the user's proficiency bonus and advantage on the first attack they make against beasts or monstrosities for 1 minute. Also serves as a signal heard up to 6 miles in open terrain.
Armor1

A heavy cloak of tanned stag hide patterned to break up the wearer's outline among trees and brush.

AC +12Grants +2 to Stealth checks made in natural, wooded terrain. Once per short rest, can cast Pass Without Trace on the wearer (no concentration) that affects only the wearer and their gear for 1 hour.
Weapons2

A well-crafted longbow carved from yew and reinforced with sinew. Balanced for field accuracy.

When used against beasts or monstrosities, the user gains a bonus to attack rolls (not damage).

Balanced steel blades favored by lodge scouts for quick dispatching of small game.

If all six are used in a single attack action (DM discretion), the attacker can expend them to deal + damage to a single creature (ranged improvised volley).
Potions1

A warm, thick broth steeped with marrow and herbs brewed by the lodge's healer. Heals wounds and staunches bleeding.

Heal 2 HPHeals hit points when consumed and grants immunity to the poisoned condition for 1 hour.
Miscellaneous2

The Greyman will send a trio of seasoned hunters to track and subdue a marked quarry. Includes trackers, trappers, and one archer/hunter.

Team provides advantage on Survival checks to track, and grants +2 to initiative for the party when in pursuit. Success depends on CR and terrain; for CR 1–5 targets, reliable; higher CRs require negotiation and higher pay.

A warm bunk in a crowded common room and a bowl of thick stew made from the day's catch.

Staying the night immerses you in lodge gossip; performing or telling a credible hunt tale can instantly earn you 'Honor of the Lodge'—a ceremonial token that grants 10% discount on purchases and hire services.
MO

Morrin Greymane

HumanRanger (Hunter Conclave)Lvl 10

Shop Atmosphere

The lodge is enormous and smells of smoke, cooked meats, and pine. Hunters swap single-blade trophies on the mantle; if you give a true hunting tale and produce a token of a successful hunt, Morrin will ceremonially brand you 'Honorary Greyman' for a day, granting free stew and discount on services. The merchants often trade in meat/pelts as currency—bring a fine pelt and you can haggle prices down. The lodge posts wanted lists and contracts on a carved oak board; jobs range from pest control to monster hunts. Nights are loud with song and boasting; quiet bargains are struck by the hearth with pipe and brandy.
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