Greywick Walkthrough: Your First Adventure
This is a hand-held run through your first session — from making a hero to the moment the wider world opens up. The how-to-play guide explains the systems; this one just tells you what to do next, in order. It stays spoiler-light: it points you to each choice without spoiling what you'll find there. Ready? Open the game in another tab and follow along.
1. Make your hero
After you create a free account, the game asks four quick things: a name, a race, a class, and — if your class casts — a favoured school of magic. That's the whole of it.
- New to this kind of game? Take the Fighter — it carries a "Recommended for new players" badge, wears heavy armour, and asks nothing of you but to swing at the right moment. Or click Quick start — "surprise me (Human Fighter)" on the name screen and skip straight to playing.
- You don't roll or buy stats. Your ability scores come set by your class, plus your race's bonuses. The only points you ever spend yourself are the Ability Score Improvements you earn on level-up (at levels 4, 8, 12, 16, and 19) — and you can always respec them later, so nothing here is a trap.
- Your race decides your homeland. A Human begins in Millbrook, an Elf in Silverbirch, a Dwarf in Karad-Dûm, a Halfling in the shire of Pemberly, a Drow in Blackreach. Pick the people you like the sound of — every road leads to the same first story.
2. Your first ten minutes
You wake in your homeland with a coach hint on screen: tap a direction to travel, a name under People to talk — or type look to study the room. Do exactly that:
- Type look (or l) to read the room and see what's here.
- Find someone under People and talk to them — townsfolk hand out quests and lore. Try ask about a topic they mention.
- Open the Quests tab (❧) in the right-hand panel. You already have your first errand waiting there: The Glowing Blade.
- Glance at the left rail — your HP, Gold, Level, and Stamina live there, and the ✦ button opens your full character sheet.
Every command is also a button. The direction chips and utility buttons under the command box do the same thing as typing — use whichever you like.
3. The road to Greywick
Read your journal (journal, or the Quests tab). The Glowing Blade names where to go: make for Greywick, the abandoned house up the crooked lane, north off the village green — and go armed. Travel there by tapping the way you want or typing a direction like go north.
Somewhere on the way you'll meet your first fight — a bandit or a beast, nothing that should trouble a fresh hero. It's the game teaching you combat. On your turn:
- attack a foe (click its token to target it, then the big ⚔ button).
- study first if you want your next blow to land with advantage; power for an all-out swing that hits harder but is easier to miss.
- defend if you're hurt and want foes to strike you at disadvantage; flee if a fight has truly turned.
Fights lay out on a line of four ranks and position matters — but you don't need to master that yet. If you want the full tactical picture, the combat section of the how-to-play guide covers the battle line, ranged versus melee, and every move.
4. Greywick, quest by quest
Greywick is a dead hamlet with a long memory — REMEMBER is carved over the first door. Its story runs as a short, straight chain: each quest hands you the next, and finishing them carries you through your first several levels. Here's the path, with just enough to keep you moving.
- The Glowing Blade. Enter the abandoned house and find the parlour, where a sword glows above the cold hearth. take it, then equip it. That blade is the whole game in your hand. (60 xp and the Glowing Blade.)
- The First Name. Seek out Cael the smith. Earn his trust and he'll give you an iron key — use it to reach the house's attic trunk and take Aldith's Locket. Ready the locket when you have it; it will let you feel the dead draw near.
- The Unrung Bell. Find Edwin the sexton and borrow his lantern. Carry it down into the undercroft, put down the drowned thing that keeps the bell from finishing its ring, and settle the bell. (You keep the Sexton's Lantern.)
- The Keeper of the Stone. Your first real test of arms: an ancient warden bars the way onto the moor. Best it, then walk out to the Leaning Stone and speak with Hesper Vane, who has been waiting a very long time to tell you the truth. Consider a rest before you go — this fight has teeth.
- The Reckoning. Beneath the opened stone, the story asks something of you, and the choice is genuinely yours. We won't spoil it or steer it — read carefully, decide for yourself, and let it be your ending to Greywick.
If a quest ever stalls, open the Quests tab: each objective shows exactly what's left, and the journal entry usually names where to go.
5. Your first level-up and your path
As the xp comes in, you'll level. Watch the left rail — it lights up with what to do next: "Choose a class for your level," "Raise an ability," and, at level 3, "◆ Choose your path." Tap any of them to open the character sheet and spend.
- The level-3 path is your big choice. Every class splits into two subclass paths (a Fighter becomes a Battle Master or a Warden, and so on). It's a lasting decision that shapes how you play — read your two options before you pick. The classes guide lays out what each one does.
- Spend your ability points where your class leans — a Fighter into Strength, a Wizard into Intelligence. Not sure? Raise your main attacking score, or your Constitution for more health. And if you regret a choice, respec at a safe place resets your points for free.
- Rest to recover. Type rest (or rent a room from a barkeep) to restore your health, stamina, and spell slots between adventures.
6. The world opens — where to go next
Finishing Greywick's story turns a key: the moor's trouble was only the nearest of many, and the wider world unlocks. You're now a capable hero with a path chosen and the run of six lands. A gentle way to find your feet:
- Take the easy side quests first. Bram at Millbrook Square has two straightforward jobs — bandits on the road and goblins in the barrow — good, safe levels.
- Do your class quest. Tam at the Drowned Maid tavern gives a bespoke "prove yourself" quest made for your class, and it rewards a signature piece of gear.
- Then pick a region and go. Each land — Silverbirch, Millbrook, Pemberly, Karad-Dûm, Blackreach — is its own arc. Follow whichever calls to you; your journal and the Map tab will keep you oriented.
From here you're playing the game proper. When you want to go deeper, these will serve you: How to Play for the systems, the Classes, Races, and Spells references, and the Item Sets worth chasing. Good roads, and mind the quiet places. Play now →