TEXT:  
   
   
   
   
  Part 1 – Meta-Gaming Play 
  Version 3.0 
   
   
  April 10, 2003 
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
  Page 1 of 29 
  Version 3.0, Valid Through 31 December 2003 unless otherwise noted 
  
  Dear Player, 
   
  Welcome to Living Greyhawk’s Geoff Meta-Campaign Sourcebook.  The Geoff Triad, the Geoff Meta-Org 
  Coordinator, and the various Meta-Org Points of Contact (POC) invite you to peruse this tome, explore, and enjoy 
  the myriad opportunities available to player characters (PCs) outside of the D&D/Living Greyhawk table game. 
   
  The Sourcebook is not static, but a living, changing work that incorporates updates periodically.  Please keep in 
  mind that your PC must conform to the most recent published version.  The most recent version of the 
  Sourcebook can be found on the Living-Geoff website (http://www.rpgageoff.com).  As Sourcebook changes are 
  made, the Geoff Triad or Geoff Meta-Org Coordinator will post announcements on the Living-Geoff Yahoo e-
  Group (http://groups.yahoo.com/group/living-geoff). 
   
  One final note; you, as the player, are responsible for maintaining your own copy of the Geoff Meta-Campaign 
  Sourcebooks for use during table game play situations.  Like the D&D Builder Books, you must present the 
  appropriate parts of the sourcebooks as campaign documentation upon request of the table DM. 
   
  We hope that this document enhances your enjoyment of roleplaying in the Living Greyhawk campaign.  If you 
  have any questions regarding meta-org play, please contact the Geoff Meta-Organizations POC at 
  geoffmetaorgs@yahoo.com. 
   
  Enjoy! 
   
  The Geoff Triad 
  The Geoff Meta-Org Coordinator 
  The Meta-Org Points of Contact 
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
  Page 2 of 29 
  Version 3.0, Valid Through 31 December 2003 unless otherwise noted 
  
  Part 1 – Meta-Gaming Play 
  Table of Contents 
   
  Chapter 1 – Geoff Class Book Guidelines 
  Page 4 
   
  Chapter 2 – How to Use Geoff Metaorg Books 
  Page 16 
   
  Chapter 3 – Geoff Rulings  
  Page 19 
   
  Chapter 4 – Character Death 
  Page 21 
   
  Chapter 5 – Uses of Geoff Favors 
  Page 22 
   
  Chapter 6 – Adventuring Companies 
  Page 25 
   
  Chapter 7 – Geoff Metaorg POC’s 
  Page 29 
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
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  Chapter 1  
  Geoff Class Book Guidelines 
   
  As the Living Greyhawk campaign and the D&D game expand, new character options are introduced into the 
  campaign via the Living Greyhawk Campaign Sourcebook (LGCS).  These updates expand on the character 
  creation rules and offer players more options on what they can do with their player characters (PCs).  Everything 
  below is based on the LGCS, which is updated by the Living Greyhawk Circle twice a year on January 1 and July 
  1.  All PCs must adhere to the most current version of the rules updates.  Make sure you are familiar with the 
  LGCS before continuing with this document. 
   
  You must maintain your own copy of the Sourcebook and bring a copy of the appropriate information with you if 
  you use anything from this Sourcebook or the Class Guidebooks (Builder Books).  This section does not serve as 
  campaign documentation but is simply a quick reference.  If there are any discrepancies between this section and 
  the metaorganization’s entry, the metaorganization’s entry is correct. 
   
  The following abbreviations are used throughout this section. 
   
  ARMY OF LIBERATION GROUPS 
  AoL – Army of Liberation 
  Cyv – Cyvrin 
  Diw – Diwinyth 
  GC – Griffon’s Claws 
  LoG – Longbowmen of Geoff 
  Mar – Marchawgi 
  OgG – Olwythi gan Gyruff 
  Rhy – Rhyfelwri 
  Sae – Saethwri 
  Teu - Teulu 
   
  GNOMISH GROUPS 
  ASC – The Ambassador’s Step-Children 
  Ill (Jou) – Illuminators (Journeyman) 
  Ill (Gra) – Illuminators (Grand) 
  IC – Illusionary College 
  KM – Kristen Monastery 
  MHV – Midlothian Hospital Volunteers 
  Rid – The Riders 
  SACRED GROUPS 
  CoA (Lay) – Church of Allitur Laymembers 
  CoA (Jun) – Church of Allitur Junior Priests 
  CoA (Pri) – Church of Allitur Priests 
  CoA (AS) – Church of Allitur Asture Sages 
  CoA (SK) – Church of Allitur Sage Knights 
  CoB (Lay) – Church of Beory Laymembers 
  CoB (Jun) – Church of Beory Junior Priests 
  CoB (Pri) – Church of Beory Priests 
  CoB (NW) – Church of Beory Nature Walkers 
  CoE (Lay) – Church of Ehlonna Laymembers 
  CoE (Jun) – Church of Ehlonna Junior Priests 
  CoE (Pri) – Church of Ehlonna Priests 
  CoE (BoN) – Church of Ehlonna Blade of Nature 
  CoE (FoF) – Church of Ehlonna Friend of the Forest 
  CoE (WAF) – Church of Ehlonna Warden of the 
  Ancient Forest 
  CoF (Lay) – Church of Fharlanghn Laymembers 
  CoF (Jun) – Church of Fharlanghn Junior Priests 
  CoF (Pri) – Church of Fharlanghn Priests 
  CoF (Wan) – Church of Fharlanghn Wanderers 
  CoH (Lay) – Church of Heironeous Laymembers 
  CoH (Jun) – Church of Heironeous Junior Priests 
  CoH (Pri) – Church of Heironeous Priests 
  CoH (Ill) – Church of Heironeous Illustrious 
  CoO (Lay) – Church of Obad Hai Laymembers 
  CoO (Jun) – Church of Obad Hai Junior Priests 
  CoO (Pri) – Church of Obad Hai Priests 
  CoO (Sha) – Church of Obad Hai Shalms 
  CoP (Lay) – Church of Pelor Laymembers 
  CoP (Jun) – Church of Pelor Junior Priests 
  CoP (Pri) Church of Pelor Priests 
  CoP (CoS) – Church of Pelor Champions of the Sun 
  CoPho (Lay) – Church of Pholtus Laymembers 
  CoPho (Jun) – Church of Pholtus Junior Priests 
  CoPho (Pri) – Church of Pholtus Priests 
  CoPho (DOTW) – Church of Pholtus Defenders of the 
  One True Way 
  CoPhy (Lay) – Church of Phyton Laymembers 
  CoPhy (Jun) – Church of Phyton Junior Priests 
  CoPhy (Pri) – Church of Phyton Priests 
  CoSC (Lay) – Church of St. Cuthbert Laymembers 
  CoSC (Jun) – Church of St. Cuthbert Junior Priests 
  CoSC (Pri) – Church of St. Cuthbert Priests 
  CoSC (OC) – Church of St. Cuthbert Oaken Cudgels 
  CoSC (FoSC) – Church of St. Cuthbert Fists of St. 
  Cuthbert 
  CoT (Lay) – Church of Tritherion Laymembers 
  CoT (Jun) – Church of Tritherion Junior Priests 
  CoT (Pri) – Church of Tritherion Priests 
  DwP (Lay) – Dwarven Pantheon Laymembers 
  DwP (Jun) – Dwarven Pantheon Junior Priests 
  DwP (Pri) – Dwarven Pantheon Priests 
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  DwP (HW) – Dwarven Pantheon Holy Warriors 
  EP (Lay) – Elven Pantheon Laymembers 
  EP (Jun) – Elven Pantheon Junior Priests 
  EP (Pri) – Elven Pantheon Priests 
  EP (HW) – Elven Pantheon Holy Warriors 
  EP (Gyr) – Elven Pantheon Gyrfalcons 
  EP (Key) – Elven Pantheon Keynsouress 
  GP (Lay) – Gnomish Pantheon Laymembers 
  GP (Jun) – Gnomish Pantheon Junior Priests 
  GP (Pri) – Gnomish Pantheon Priests 
  GP (Dru) – Gnomish Pantheon Druids 
  GP (HW) – Gnomish Pantheon Holy Warriors 
  GP (Ran) – Gnomish Pantheon Rangers 
  HP (Lay) – Halfling Pantheon Laymembers 
  HP (Jun) – Halfling Pantheon Junior Priests 
  OF (Lay) – Old Faith Laymembers 
  OF (Ini) – Old Faith Initiates 
  OF (Dru) – Old Faith Druids 
  OF (Eld) – Old Faith Elder Druids 
  OF (Gua) – Old Faith Guardians 
  OoSB – Order of Shining Beacons 
  SECULAR  GROUPS 
  CoC – Chosen of Calisse 
  CoC (Left) – Left Hand of Calisse 
  CSC – Clear Sky Camp 
  CSC (Eld) – Clear Sky Camp Elder 
  CoGS – Company of Giant Slayers 
  FoG – Ffolk of Gyruff 
  HTW – Hochoch Town Watch 
  KoD – Knights of Dispatch 
  KoW – Knights of the Watch 
  MR – Midnight Ravens 
  OLB – Old Lore Bards (College of Canaith) 
  PoG – Prydythi of Gyruff 
  SGD – Subject of the Grand Duke 
  ToH – Trevdyn of Hochoch 
  WU – Wayfarer’s Union 
  OTHER ABBREVIATIONS 
  DotF – Defenders of the Faith 
  S&F – Sword and Fist 
  T&B – Tome and Blood 
  S&S – Song and Silence 
  MotW – Masters of the Wild 
  LGCS – Living Greyhawk Campaign Sourcebook 
   
   
  Index of Feats Available in Geoff Meta-Orgs 
   
  Any feats from the class books require appropriate campaign documentation.  This documentation does 
  not give you the feat, but shows that you are eligible to take the feat when your PC can gain a feat and 
  meet the necessary prerequisites.  The list below outlines the feats by class book.  Listed alongside are 
  appropriate references, if any, on how to attain them. 
   
  In order to use a feat, you must bring a copy of its text to the table and you must be able to present 
  campaign documentation showing you have access to that feat.  Campaign documentation either consists 
  of Adventure Record entries showing that you have paid the appropriate costs or a certificate indicating 
  membership in an organization.  In addition, this manual must be presented. 
   
  Notes:  All builder book feats are listed below.  Some of the groups are included in other Geoff meta-org 
  books.  For those groups, refer to the appropriate meta-org book for more information.  If a feat is listed 
  as unknown, no Geoff meta-org currently provides access to the feat.  
   
  Sword & Fist 
   
  Blindsight, 5-Foot Radius 
  CoC (Left), CoSC (FoSC), KM, OoSB 
  Circle Kick 
  CoSC (FoSC), KM, OF (Gua) 
   
  Close-Quarters Fighting 
  CoA (SK), CoSC (FoSC), DwP (Pri), GC, HTW, KM, OF (Gua), 
  Rhy 
  Death Blow 
  AoL 
   
   
  Dirty Fighting 
  CSC, CoGS, HTW, OgG, OLB  
   
   
  Dual Strike 
  CSC, CoGS, GC, HTW, OgG, Rhy, Teu 
  Eagle Claw Attack 
  CoSC (FoSC), KM, OF (Gua) 
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  Expert Tactician 
  See the entry for S&S.  Note:  S&S has the latest update of this 
  feat. 
  Extra Stunning Attacks 
  CoSC (FoSC), HTW, KM, OF (Gua) 
  Eyes in the Back of your Head 
  CoA (Pri), CoC (Left), CoGS, CoH (Pri), CoSC (FoSC), DwP 
  (Pri), EP (Pri), HTW, OF (Gua), OgG 
  Feign Weakness 
  Unknown 
   
   
  Fists of Iron 
  CoSC (FoSC), KM, OF (Gua) 
  Hold the Line 
  CoC, CoH (Pri), GC, GP (HW), HTW, KoW, Rhy, Teu 
  Improved Overrun 
  Mar, MHV, Teu 
  Improved Sunder 
  CoA (SK), CoH (Ill), EP (Key), GC, KoW, Rhy 
  Knock-Down 
  CoC, CoGS, CoSC (FoSC), GC, HTW, OF (Gua), Mar, MHV, 
  Teu 
  Lightning Fists 
  CoSC (FoSC), KM, OF (Gua) 
   
   
   
  Mantis Leap 
  CoSC (FoSC), OF (Gua) 
   
   
   
  Monkey Grip 
  CoA (SK), CSC, CoGS, DwP (Lay), KoD, KoW, Mar, Rhy, Teu 
  Off-Hand Parry 
  CoGS, OgG 
  Pain Touch 
  Unknown 
   
   
   
  Pin Shield 
  CoGS, GC, HTW, Teu 
  Power Lunge 
  CSC, CoGS, GC, KoW, OgG, Rhy 
   
   
  Prone Attack 
  AoL, CoSC (FoSC), HTW, KM, OF (Gua) 
  Rapid Reload 
  KoD, Rid, SGD 
  Remain Conscious 
  CoC, CoSC (FoSC), DwP (Pri), EP (Gyr), EP (Key), GC, Teu 
   
  Sharp-Shooting 
  CoE (BoN), CoE (WAF), EP (Gyr), EP (Key), KoD, LoG, OgG, 
  Rid, Sae 
   
  Shield Expert 
  CoC (Left), CoGS, CoH (Lay), CoSC (Lay), DwP (Pri), DwP 
  (HW), GC, HTW, Rhy, Teu 
  Snatch Arrows 
  CoSC (FoSC), KM, OF (Gua) 
   
   
   
  Throw Anything 
  Unknown 
  Zen Archery 
  CoE (Lay), CoF (Lay), EP (Lay), KoD, LoG, Rid, Sae 
  Defenders of the Faith 
   
  Divine Cleansing 
  All Laymembers, CoC (Left) 
  Divine Might 
  CoA (SK), CoE (BoN), CoH (Ill), CoP (CoS), CoPho (DOTW), 
  CoSC (OC), DwP (HW), EP (HW), GP (HW), OoSB 
  Divine Resistance 
  All Laymembers, CoC (Left) 
   
  Divine Shield 
  All Laymembers, CoC (Left) 
   
   
  Divine Vengeance 
  CoA (Pri), CoE (BoN), CoH (Jun), CoH (Ill), CoP (CoS), CoPho 
  (Jun), CoPho (DOTW), CoPhy (Jun), CoSC (Pri), DwP (Jun), 
  DwP (HW), EP (HW), OoSB 
  Divine Vigor 
  CoE (BoN), CoF (Pri), CoH (Ill), DwP (Jun), DwP (HW), GP 
  (HW), OoSB 
  Empower Turning 
  All Laymembers  
   
  Extra Smiting 
  CoA (SK), CoE (BoN), CoH (Ill), CoP (CoS), CoPho (DOTW), 
  CoSC (Jun), CoSC (OC), DwP (HW), GP (HW), KoW 
  Heighten Turning 
  All Laymembers  
   
  Improved Shield Bash 
  CoGS, CoH (Pri), CoH (Ill), DwP (Pri), DwP (HW), GC, HTW, 
  KoW, Rhy, Teu 
  Quicken Turning 
  All Laymembers  
   
  Reach Spell 
  CoA (Pri), CoA (AS), CoC, CoF (Pri), CoP (Jun), CoSC (Pri), HP 
  (Jun), OoSB 
  Sacred Spell 
  CoB (Pri), CoE (Pri), CoF (Pri), CoP (Pri), CoPho (Pri), DwP 
  (Pri), EP (Pri), OoSB 
  Shield Charge 
  CoGS, CoH (Pri), CoH (Ill), DwP (Pri), DwP (HW), GC, HTW, 
  Rhy, Teu 
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  Tome & Blood 
   
  Arcane Defense  
  IC 
   
   
  Arcane Preparation 
  Unknown 
   
   
  Augment Summoning 
  CoA (Pri), CoB (Pri), CoE (Pri), CoE (WAF), CoP (Pri), CoSC 
  (Pri), CSC, EP (Pri), OF (Lay), OoSB 
  Chain Spell 
  Cyv, OoSB 
   
   
  Cooperative Spell 
  CoA (Jun), CoA (AS), CoP (Pri), CoPho (Pri), Ill (Jou), IC (full 
  time only), WU 
  Delay Spell 
  GP (Pri), Ill (Jou) 
   
   
  Energy Admixture 
  Unknown 
   
   
  Energy Substitution 
  CoA (Pri), CoB (Pri, see org for details), Cyv (see org for details), 
  PoG (see org for details) 
   
  Eschew Materials 
  CSC, Cyv, Diw, Ill (Jou), IC 
  Extra Slot 
  All laymembers, IC 
  Extra Spell 
  Ill (Jou), IC, OLB 
   
   
  Greater Spell Focus 
  Ill (Gra), SGD 
   
  Greater Spell Penetration 
  SGD 
  Improved Familiar (see groups for  
  CoC, Ill (Jou), IC 
   
  additional restrictions) 
  Innate Spell 
  Ill (Gra)  
   
  Persistent Spell 
  SGD 
   
  Repeat Spell 
  IC 
  Sanctum Spell (see group for sanctum) Diw, MHV, WU 
  Sculpt Spell 
  Cyv 
   
   
   
  Spell Specialization 
  IC, OoSB 
   
   
  Split Ray 
  OoSB  
   
   
  Subdual Substitution 
  CoC (Left), GP (Pri), HTW 
   
   
  Twin Spell 
  IC 
   
   
   
  Widen Spell 
  Cyv, Ill (Gra), IC  
   
   
  Song and Silence 
   
  Acrobat 
  AoL, CoF (Lay), HP (Lay), KM  
   
   
  Alluring 
  ASC, CoA (Pri), CoA (AS), CoP (Pri), OLB, PoG, ToH 
   
  Arterial Strike 
  LoG, Rid 
  Athletic 
  AoL, CoF (Lay), CoH (Jun), CoH (Ill), CSC, EP (Key), HP (Lay) 
  Charlatan 
  ASC, GP (Pri) 
  Chink in the Armor 
  CoH (Ill), LoG, OgG, OLB, Rid 
  Dash 
  AoL, ASC, CoC, CoF (Lay), CSC, GP (Lay), HP (Lay), KM 
  Disguise Spell 
  ASC, Ill (Jou), OLB 
  Expert Tactician 
  CoA (SK), CoGS, CoH (Ill), EP (Key), GC, KoD, KM, OgG, OLB, 
  Rhy, Teu 
  Extra Music 
  Ill (Jou), PoG 
  Fleet of Foot 
  ASC, CoC, CoF (Lay), CSC, EP (Key), LoG, Rhy, Sae 
  Flick of the Wrist 
  Unknown 
  Green Ear 
  OLB 
  Hamstring 
  CoC, CSC, Rid 
  Jack of All Trades 
  ASC, CoA (Lay), CoF (Wan), PoG, ToH 
  Lingering Song 
  PoG 
  Multicultural 
  ASC, CoE (Pri), CoE (BoN), CoE (WAF), CoF (Jun), CoF (Wan), 
  IC, OLB, PoG 
  Obscure Lore 
  OLB, PoG 
  Persuasive 
  ASC, CoA (Jun), CoA (AS), CoP (Lay), CoPho (Jun), CoSC (Pri), 
  GP (Pri), OLB, OF (Lay), PoG, ToH 
  Pyro 
  Unknown 
  Quicker Than the Eye 
  ASC 
  Requiem 
  OoSB , PoG 
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  Shadow 
  ASC, CoF (Jun), CoF (Wan), EP (Gyr), GP (Ran), HP (Jun), 
  HTW, OgG 
  Snatch Weapon 
  Unknown 
  Subsonics 
  OLB, PoG 
  Trustworthy 
  ASC, CoA (Lay), CoP (Jun), CoPho (Pri), CoSC (Jun), GP (Pri), 
  OLB, PoG, ToH 
   
  Masters of the Wild 
   
  Animal Control 
  CoB (Jun), CoE (Jun), CoE (WAF), CoO (Lay), EP (Lay), GP 
  (Lay), OF (Lay) 
  Animal Defiance 
  CoB (Pri), CoE (Pri), CoE (WAF), CoO (Jun), EP (Jun), GP 
  (Jun), GP (Dru), OF (Ini) 
  Blindsight 
  Unknown 
  Brachiation 
  CoO (Pri), EP (Pri), EP (Key) 
  Clever Wrestling 
  KM, OF (Gua), Sae 
  Create Infusion 
  Diw 
  Destructive Rage 
  Unknown 
  Dragon’s Toughness 
  SGD 
  Dwarf’s Toughness 
  SGD 
  Extended Rage 
  SGD 
  Extra Favored Enemy 
  CoB (NW), CoF (Wan), EP (Gyr), GP (Ran), LoG, OgG, Rid 
  Extra Rage 
  Unknown 
  Extra Wild Shape 
  CoB (NW), CoO (Sha), GP (Dru) 
  Fast Wild Shape 
  CoB (NW), CoO (Sha) 
  Faster Healing 
  Unknown 
  Favored Critical 
  CoB (NW), EP (Gyr), GP (Ran), LoG, OgG, Rid 
  Flyby Attack 
  CoF (Pri), CoO (Pri), CoO (Sha) 
  Giant’s Toughness 
  SGD 
  Greater Resiliency 
  CoA (SK) 
  Greater Two-Weapon Fighting 
  Unknown 
  Improved Flight 
  CoE (WAF), CoF (Pri) 
  Improved Swimming 
  CoE (WAF), CoF (Pri), CoF (Wan), CoO (Pri) 
  Instantaneous Rage 
  Unknown 
  Intimidating Rage 
  Unknown 
  Multiattack 
  CoE (FoF), CoE (WAF), CoO (Pri), CoO (Sha) 
  Multidexterity 
  Unknown 
  Natural Spell 
  CoE (FoF), CoO (Sha), GP (Dru), OF (Lay) 
  Off-Hand Parry 
  See Sword and Fist above. 
  Plant Control 
  CoB (Jun), CoE (Jun), CoE (WAF), CoO (Lay), EP (Lay), EP 
  (Gyr), GP (Lay), OF (Lay) 
  Plant Defiance 
  CoB (Pri), CoE (Pri), CoE (WAF), CoO (Jun), EP (Jun), EP (Gyr), 
  GP (Jun), GP (Dru), OF (Ini) 
  Power Critical 
  CSC 
  Proportionate Wild Shape  
  Unknown 
  Quicken Wildshape 
  CoO (Sha) 
   
  Remain Conscious 
  See Sword and Fist above. 
  Resist Disease 
  EP (Key), SGD 
  Resist Poison 
  EP (Key), SGD 
  Resistance to Energy 
  CoB (Pri), CoO (Pri), OF (Lay) 
  Scent 
  CoB (Lay), CoO (Lay), GP (Dru), OF (Lay) 
  Shadow 
  see Song and Silence above. 
  Snatch 
  Unknown 
  Speaking Wild Shape 
  CoE (FoF), GP (Dru), OF (Lay) 
  Supernatural Blow 
  CoF (Wan), EP (Gyr), GP (Ran), LoG, OgG, OoSB 
  Wingover 
   
   
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  Index of Spells Available in Geoff Meta-Orgs 
   
  Any of the spells from the class books require campaign documentation to be used. This documentation 
  does not give you the spell, but shows that you are eligible to take the spell when you reach the 
  appropriate level. Below is a list of spells by class book. Listed next to them is where you can look to find 
  information on how to attain them if applicable. 
   
  In order to use a spell, you must bring a copy of its text to the table and you must be able to present 
  campaign documentation showing you have access to that spell.  Campaign documentation either 
  consists of Adventure Record entries showing that you have paid the appropriate costs or a certificate 
  indicating membership in an organization.  In addition, this manual must be presented. 
   
  Notes:  All builder book spells are listed below.  Some of the groups are included in other Geoff meta-org 
  books.  For those groups, refer to the appropriate meta-org book for more information.  If a spell is listed 
  as unknown, no Geoff meta-org currently provides access to the spell.     
   
  Domain:  This spell may be taken if you qualify for the domain.  
  Illegal:  This spell is illegal to cast in Geoff. Knowing the spell is not a crime, but nobody in Geoff will 
  teach you how to cast it and anyone caught casting the spell can be arrested. 
  Banned:  This spell has been banned by the Circle of Six.  
   
  You may not trade a spell from a class book to another wizard unless that wizard has documentation 
  allowing them to have that spell. 
   
  Sword & Fist 
   
  No Spells 
   
   
   
   
   
  Defenders of the Faith 
   
  Aspect of the Deity 
  Domain 
  Bear’s Heart 
  Domain, CoB (Jun), CoE (Jun), CoO (Jun), CoO (Sha), CoP 
  (Jun), CoPhy (Jun), CSC (Eld), DwP (Jun), OF (Dru) 
  Beast Claws 
  CoE (Jun), CoO (Jun), CoO (Sha), CSC (Eld), OF (Dru) 
  Beastmask 
  Domain, CoE (FoF), CoO (Jun), CoO (Sha), CoPhy (Jun), OF 
  (Ini) 
  Blessed Aim 
  All laymembers 
  Blight 
  CoB (Jun), CoO (Sha), CoPhy (Jun), OF (Dru) 
  Bolt of Glory 
  Domain 
  Bolts of Bedevilment 
  Domain 
  Brain Spider 
  Domain, CoSC (Jun) 
  Brambles 
  CoB (Lay), CoO (Jun), CoO (Sha), CSC (Eld), EP (Jun), OF (Ini), 
  OoSB 
  Briar Web 
  CoB (Jun), CoB (NW), CoE (Jun), CoE (FoF), CoE (WAF), CoF 
  (Wan), CSC (Eld), EP (Gyr), GP (Dru), GP (Ran), OF (Ini) 
  Burial Blessing 
  All Junior Priests, CoA (AS), Diw, MHV, OoSB 
  Castigate 
  CoH (Jun), CoP (Jun), CoPho (Jun), CoSC (Pri), CoT (Jun), 
  DwP (Pri), EP (Pri), GP (Jun) 
  Chain of Chaos 
  Unknown 
   
   
   
  Chain of Eyes 
  CoB (Jun), CoE (Jun), CoE (FoF), EP (Jun), OF (Dru) 
  Crown of Glory 
  Domain 
  Curse of the Brute 
  CoE (BoN), CoH (Jun), CoH (Ill), CoO (Jun), CoP (CoS), CoPho 
  (DOTW), CoPhy (Jun), CoSC (OC), DwP (HW), GP (HW) 
  Curse of Lycanthropy 
  Domain 
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  Divine Agility 
  CoF (Jun), GP (Jun), HP (Jun) 
  Divine Flame 
  CoA (Jun), CoA (AS), CoE (Jun), CoF (Jun), CoH (Jun), CoP 
  (Jun), CoPho (Jun), CoPhy (Jun), CoSC (Jun), CoT (Jun), DwP 
  (Jun), EP (Jun), GP (Jun), HP (Jun) 
  Divine Sacrifice 
  CoE (BoN), CoH (Ill), CoP (CoS), CoPho (DOTW), CoSC (OC), 
  DwP (HW), GP (HW) 
  Divine Storm 
  DwP (Jun) 
   
   
   
  Divine Zephyr 
  CoA (Jun), CoA (AS), CoF (Jun), CoH (Jun), CoP (Jun), CoPho 
  (Jun), CoSC (Jun), CoT (Jun), DwP (Jun), EP (Jun), GP (Jun), 
  HP (Jun) 
  Flame of Faith 
  CoE (Jun), CoH (Jun), CoP (Jun), CoPho (Jun), DwP (Jun), HP 
  (Jun), OoSB 
  Genesis 
  Domain 
  Greater Aspect of the Deity 
  Domain 
  Harrier 
  CoA (Jun), CoA (AS), CoE (Jun), CoE (FoF), CoF (Jun), CoH 
  (Jun), CoO (Sha), CoP (Jun), CoPho (Jun), CoT (Jun), EP (Jun), 
  HP (Jun), OF (Dru), OoSB 
  Knife Spray 
  CoF (Jun) 
  Lesser Aspect of the Deity 
  Domain, CoE (BoN), CoH (Ill), CoP (CoS), CoPho (DOTW), 
  CoSC (OC), DwP (HW), GP (HW) 
  Lesser Telepathic Bond 
  Domain, CoA (Jun), CoA (AS), CoSC (Jun), Diw, OoSB 
  Maddening Scream 
  Domain 
  Monstrous Thrall 
  Domain 
  Otyugh Swarm 
  Domain 
  Plague of Rats 
  Domain 
  Probe Thoughts 
  Domain, CoA (AS), CoSC (Jun), HTW 
  Rage 
  Domain 
  Recitation 
  All Junior Priests, CoA (AS) 
  Righteous Wrath of the Faithful 
  CoH (Jun), CoO (Jun), CoP (Jun), CoPho (Jun), CoSC (Jun), 
  DwP (Jun), HP (Jun) 
  Scourge 
  Domain 
  Slime Wave 
  CoO (Sha), OF (Eld) 
   
   
   
  Spikes 
  CoB (Jun), CoE (WAF), CoO (Jun), CoO (Sha), CoSC (Jun), 
  CSC (Eld), EP (Jun), OF (Dru), OoSB 
  Sweet Water 
  SGD 
  Sword Stream 
  CoF (Jun), CoH (Jun), CoO (Jun) 
   
   
  Touch of Madness 
  Domain 
  True Creation 
  Domain 
  True Domination 
  Domain 
  Unbinding 
  Domain, HTW, WU 
  Unfailing Endurance 
  All Junior Priests, CoA (AS), Diw, OoSB 
  Weapon of the Deity 
  Domain, All laymembers 
  Weather Eye 
  CoB (Jun), CoE (Jun), CoE (FoF), CoE (WAF), Diw, OF (Dru) 
  Zeal 
  CoE (BoN), CoH (Ill), CoP (CoS), CoPho (DOTW), CoSC (OC), 
  DwP (HW), GP (HW) 
   
  Tome & Blood 
   
  Absorption 
  Unknown 
   
  Acid Orb 
  Unknown 
   
   
   
  Arcane Sight 
  Cyv, HTW, IC, OoSB 
   
   
  Chain Contingency 
  Cyv, WU 
  Choke 
  Unknown 
   
   
   
   
  Cold Orb 
  Unknown 
   
   
   
  Command Undead 
  Illegal 
  Corpse Candle 
  ASC, Cyv, HTW, OoSB  
  Dimensional Lock 
  CoA (Jun), CoA (AS), CoSC (Jun), Cyv  
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  Disguise Undead 
  IC 
  Eagle’s Splendor 
  ASC, SGD 
  Electric Orb 
  Unknown 
   
   
   
  Energy Buffer 
  CoC (Left), Cyv  
   
   
  Energy Immunity 
  All Junior Priests, CoA (AS), CoC (Left), Cyv, MHV, OF (Eld) 
  Enhance Familiar 
  HTW, IC, WU 
  Familiar Pocket 
  Cyv, HTW, Ill (Jou), IC, WU 
   
   
   
  False Life 
  MHV 
  Feign Death 
  Unknown 
   
   
   
  Filter 
  CoA (Jun), CoA (AS), CoC, CoF (Jun), CoH (Jun), CoP (Jun), 
  CoPhy (Jun), CoT (Jun), Cyv, DwP (Jun), EP (Jun), GP (Jun), 
  HP (Jun), IC, MHV, OF (Ini), WU 
  Fire Orb 
  Unknown 
   
   
   
  Fortify Familiar 
  IC, WU 
  Fox’s Cunning 
  SGC 
  Gaze Screen 
  CoA (Jun), CoA (AS), CoF (Jun), CoP (Jun), CoPho (Jun), CoT 
  (Jun), DwP (Jun), EP (Jun), GP (Jun), HP (Jun), OF (Ini) 
  Ghostform 
  ASC, HTW, OoSB 
   
  Great Shout 
  OLB, PoG 
   
   
   
  Hide Life 
  Unknown 
   
   
   
  Ice Burst 
  Unknown 
   
   
   
  Ice Knife 
  Unknown 
   
   
   
  Imbue Familiar with Spell Ability 
  Ill (Jou), IC, WU 
  Indifference 
  IC 
   
  Lesser Acid Orb 
  Unknown 
   
   
   
  Lesser Cold Orb 
  Unknown 
   
   
  Lesser Electric Orb 
  Unknown 
   
   
  Lesser Fire Orb 
  Unknown 
   
   
   
  Lesser Sonic Orb 
  Unknown 
   
   
  Mass Darkvision 
  Cyv, HTW, IC, OoSB 
   
  Mass Fly 
  Cyv, HTW, Ill (Gra) 
   
  Mass Resist Elements 
  CoA (Jun), CoA (AS), CoE (Jun), CoE (FoF), CoF (Jun), CoH 
  (Jun), CoO (Jun), CoP (Jun), CoPho (Jun), CoPhy (Jun), CoSC 
  (Jun), CoT (Jun), Cyv, Diw, DwP (Jun), EP (Jun), GP (Jun), HP 
  (Jun), HTW, MHV, OF (Dru), OoSB, ToH 
  Mass Teleport 
  Cyv, HTW, WU 
  Mordenkainen’s Private Sanctum 
  ASC, IC, ToH 
  Negative Energy Burst 
  Unknown 
   
   
  Negative Energy Ray 
  Unknown 
   
   
  Negative Energy Wave 
  Unknown 
   
   
  Otiluke’s Dispelling Screen 
  Unknown 
   
  Otiluke’s Greater Dispelling Screen 
  Unknown 
  Owl’s Wisdom 
  SGD 
  Polymorph Other  
  Banned 
  Polymorph Self 
  Banned 
  Repair Critical Damage 
  Unknown 
   
   
  Repair Light Damage 
  IC 
   
   
  Repair Minor Damage 
  IC 
   
   
  Repair Moderate Damage 
  Unknown 
   
  Repair Serious Damage 
  Unknown 
   
   
  Sonic Orb 
  Unknown 
   
   
   
  Spiritwall 
  Illegal 
  Undeath to Death 
  CoP (Jun), CoPho (Jun), OoSB 
   
  Song and Silence 
   
  Allegro 
  Unknown 
  Ambient Song 
  Ill (Jou), OLB, PoG, ToH 
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  Blunt Weapon 
  OLB, PoG 
  Choir 
  Ill (Jou) 
  Crescendo 
  OLB, PoG 
  Easy Math 
  OLB, PoG 
  Fanfare 
  OLB, PoG 
  Fine-Tuning 
  Ill (Gra) 
  Focusing Chant 
  OLB, PoG 
  Follow the Leader 
  Unknown 
  Fortissimo 
  Ill (Gra), OLB, PoG 
  Harmonic Chorus 
  Ill (Jou) 
  Harmonize 
  Ill (Gra), OLB, PoG 
  Healthful Slumber 
  MHV 
  Hymn of Praise 
  OLB, OoSB, PoG 
  Improvisation 
  OLB, PoG 
  Infernal Threnody 
  Illegal 
  Insidious Rhythm 
  Unknown 
  Joyful Noise 
  Unknown 
  Listening Coin 
  ASC, OLB, PoG 
  Lullaby 
  Ill (Gra) 
  Otto’s Resistible Dance 
  Unknown 
  Percussion 
  Ill (Jou) 
  Protégé 
  Unknown 
  Song of Discord 
  Unknown 
  Spectral Weapon 
  OLB, PoG 
  Summon Instrument 
  Ill (Gra) 
  Sympathetic Vibration 
  Unknown 
  Wail of Doom 
  OLB, PoG 
  Zone of Silence 
  ASC, OLB, PoG, ToH 
   
  Masters of the Wild 
   
  Adrenaline Surge 
  CoE (WAF), GP (Dru), OF (Ini) 
  Animal Reduction 
  EP (Gyr), FoG, GP (Ran), OF (Ini) 
  Animal Trick 
  CoB (NW), CoE (FoF), EP (Gyr), FoG, GP (Ran), OF (Lay) 
  Beget Bogun 
  Unknown 
  Big Sky 
  Unknown 
  Blight 
  See Defenders of the Faith above. 
  Bloodhound 
  CoF (Wan), CSC (Eld), EP (Gyr), FoG, GP (Ran) 
  Body of the Sun 
  CoE (WAF), OF (Ini) 
  Bottle of Smoke 
  CoF (Wan), EP (Gyr), GP (Ran), OF (Dru) 
  Briar Web 
  See Defenders of the Faith above. 
  Camouflage 
  CoB (NW), CoE (FoF), CoE (WAF), CoF (Wan), CSC (Eld), EP 
  (Jun), EP (Gyr), GP (Dru), GP (Ran), OF (Ini) 
  Cloak of the Sea 
  Unknown 
  Cloudwalkers 
  OF (Eld) 
  Contagious Touch 
  Unknown 
  Countermoon 
  CoE (WAF), OF (Dru) 
  Creeping Cold 
  OF (Ini) 
  Darkseed 
  OF (Lay) 
  Dawn 
  CoF (Wan), EP (Gyr), GP (Ran), OF (Lay) 
  Daze Animal 
  OF (Lay) 
  Decomposition 
  Unknown 
  Detect Favored Enemy 
  CoF (Wan), EP (Gyr), GP (Ran) 
  Druid Grove 
  CoE (WAF), OF (Eld) 
  Embrace the Wild 
  CoB (NW), CoE (FoF), CoE (WAF), CSC (Eld), EP (Gyr), FoG, 
  GP (Dru), GP (Ran), OF (Dru) 
  Epidemic 
  Illegal 
  False Bravado 
  GP (Dru), OF (Dru) 
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  Feathers 
  Unknown 
  Fire Eyes 
  CoE (WAF), OF (Lay) 
  Forestfold 
  CoF (Wan), CSC (Eld), EP (Gyr), GP (Ran), OF (Dru) 
  Greater Call Lightning 
  OF (Eld) 
  Greater Creeping Cold 
  OF (Eld) 
  Green Blockade 
  CoO (Sha), CSC (Eld), GP (Dru), OF (Ini) 
  Hawkeye 
  CoB (NW), CoE (FoF), CoF (Wan), CSC (Eld), EP (Gyr), GP 
  (Ran), OF (Ini) 
  Invulnerability to Elements 
  Unknown 
  Kiss of Death 
  Unknown 
  Languor 
  OF (Dru) 
  Last Breath 
  OF (Dru) 
  Lookingglass 
  Unknown 
  Mandragora 
  OF (Eld) 
  Mass Awaken 
  Unknown 
  Mass Calm 
  GP (Dru), OF (Dru) 
  Mass Trance 
  OF (Eld) 
  Miasma 
  Banned 
  Might of the Oak 
  CoE (WAF), CSC (Eld), OF (Ini) 
  Nature’s Avatar 
  Unknown 
  Nature’s Favor 
  CoB (NW), CoE (FoF), CoO (Sha), EP (Gyr), GP (Dru), GP 
  (Ran), OF (Dru) 
  Persistence of the Waves 
  Unknown 
  Power Sight 
  GP (Dru), OF (Ini) 
  Protection from All Elements 
  CoE (WAF), OF (Eld) 
  Regenerate Circle 
  CoO (Sha), GP (Dru), OF (Eld) 
  Regenerate Critical Wounds 
  CoB (Jun), CoO (Sha), CoP (Pri), Diw, GP (Dru), MHV, OF (Eld) 
  Regenerate Light Wounds 
  CoB (Lay), CoC, CoE (Jun), CoE (FoF), CoO (Sha), Diw, GP 
  (Dru), MHV, OF (Ini) 
  Regenerate Moderate Wounds 
  CoB (Jun), CoC, CoE (Jun), CoE (FoF), CoO (Sha), CoP (Pri), 
  Diw, EP (Jun), GP (Jun), GP (Dru), MHV, OF (Ini) 
  Regenerate Ring 
  CoO (Sha), GP (Dru), OF (Dru) 
  Regenerate Serious Wounds 
  CoB (Jun), CoC, CoE (FoF), CoE (WAF), CoO (Sha), Diw, GP 
  (Dru), HP (Jun), MHV, OF (Dru) 
  Sandblast 
  Unknown 
  Scarecrow 
  FoG, OF (Lay) 
  Slime Wave 
  See Defenders of the Faith above. 
  Speak with Anything 
  CoE (WAF), OF (Eld) 
  Speed of the Wind 
  GP (Dru), OF (Ini) 
  Standing Wave 
  OF (Dru) 
  Thunderswarm 
  Unknown 
  True Reincarnate 
  Unknown 
  Waterball 
  Unknown 
  Wood Wose 
  FoG 
   
   
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  Index of Prestige Classes Available 
  in Geoff Meta-Orgs 
   
  All prestige classes fall into one of three categories.  
   
  Core:  Any character in the Living Greyhawk campaign that meets the requirements of a core prestige 
  class may take that prestige class without any other requirements. 
   
  Adaptable:  These classes may or may not be available depending on your region. They may also have 
  additional requirements to join added to them. Below you will find a list of adaptable prestige classes in 
  Geoff and their specific rules.  If you gained a prestige class outside of Geoff, you may use it in Geoff, but 
  may not advance in level without meeting the Geoff requirements. 
   
  Special:  PCs cannot take special prestige classes unless a campaign certificate specifically grants the 
  right to do so.  
   
  Note on Special Requirements for Prestige Classes:  Many prestige classes possess a special 
  requirement to take a level of the class.  If the prestige class is a core prestige class, you must follow any 
  guidelines provided by the Circle of Six for meeting the special requirement.  If the prestige class is an 
  adaptable prestige class, you must have a notation on one of your Year 1 logsheet entries, Year 2 
  Adventure Certs, or Year 3 Adventure Records that indicates you have met the special requirement.  If 
  Geoff has waived a special requirement, it will be noted below. 
   
  Geoff Adaptable Prestige Classes 
  Sword & Fist 
   
  Drunken Master:  KM (Refer to the metaorg for additional restrictions) 
   
   
   
  Master of Chains:  CoGS 
   
   
  Order of the Bow Initiate:  CoE (Lay), EP (Lay), KoD, LoG, Rid 
   
  Red Avenger:  At the current time it is not possible to take this class. It may or may not turn up as an 
  option in a future module or interactive. 
   
   
  Warmaster:  AoL (Refer to the metaorg for additional restrictions), OLB 
  Defenders of the Faith 
   
   
   
   
  Church Inquisitor:  CoA (Lay), CoH (Lay), CoPho (Lay), CoSC (Lay) 
  The special requirement of this class is the only exception of a special requirement that must be gained 
  during adventure play.  Because of module limits and ongoing plot lines, there will be no chance to 
  include opportunities to uncover corruption within each church.  Instead, the player is required to 
  explain how this special requirement has been met in her character’s history. 
   
  Hospitaler:  CoH (Lay), CoP (Lay), CoSC (Lay), Diw, MHV, OoSB 
   
  Hunter of the Dead:  CoE (WAF), CoH (Lay), CoP (Lay), EP (Gyr), OoSB 
   
  Knight of the Chalice:  CoH (Lay), CoP (Lay), CoPho (Lay), CoSC (Lay), OoSB 
        
  Knight of the Middle Circle:  At the current time it is not possible to take this class. It may or may not 
  turn up as an option in a future module or interactive. 
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  Tome & Blood 
   
  Alienist:  At the current time it is not possible to take this class. It may or may not turn up as an option in 
  a future module or interactive. 
   
  Dragon Disciple: This class is available but requires a special cert.  If you are interested in this class, 
  you must submit a request to the Geoff Meta-org coordinator.  Not all requests will be approved.  When 
  submitting the request, you must describe in character the reasons why you think your character might 
  have a dragon ancestor.  You must also provide a description of your character (traits, classes, physical 
  description, etc.).  The character description combined with the in character reasons will be used to 
  determine what type of dragon your ancestor was, if you are approved.  Every approved dragon disciple 
  must spend 2 TU in private contemplation when they first take a level in this class as their body begins 
  undergoing a metamorphosis. 
   
  Mage of the Arcane Order:  IC (Refer to the metaorg for additional restrictions) 
   
  Mindbender:  At the current time it is not possible to take this class. It may or may not turn up as an 
  option in a future module or interactive.  Because of their distrust of each other, this class will never be 
  offered as part of a meta-org.   
   
  Wayfarer Guide:  Cyv, WU  
   
  Song and Silence 
   
  Dread Pirate:  Due to a lack of large, navigable waterways, this class is not currently an option in Geoff.  
  Barring a major shift in terrain, it will likely never be a Geoff prestige class. 
   
  Outlaw of the Crimson Road:  This class will not be assigned to any meta-group.  It is a possible benefit 
  of an adventuring company, though that adventuring company will have many negative modifiers 
  because of their outlaw status.  Individuals who feel they qualify for this class should contact the meta-
  organizations coordinator with their reasoning. 
   
  Royal Explorer:  At the current time it is not possible to take this class. It may or may not turn up as an 
  option in a future module or interactive. 
   
  Spymaster:  ASC, OLB 
   
  Masters of the Wild 
   
  King/Queen of the Wild:  This class is available to all residents of Geoff who meet the requirements.  
  The terrains must be chosen from Forest, Hills, Mountain, Plains, or Underground.  Any character that 
  has a certed stay of at least 20 Time Units in a different terrain from those listed may qualify for that 
  terrain.  If you desire to take levels of this class, contact the Geoff Metaorgs Coordinator for a cert.  
  Upon taking a level in this class, the character must spend 2 TU melding his mind with the terrain 
  chosen.   
   
  Watch Detective:  CoA (Lay), GP (Lay), HTW 
   
  Windrider:  Currently, this class is only available to someone who has a certed opportunity to obtain an 
  unusual mount.  Horses and dogs do not count as unusual mounts.  The only mounts currently approved 
  are celestial warhorses, dire boars, dire wolves, giant eagles, and griffons.  If you acquire a mount that 
  you feel is qualified, you must have it approved by the Geoff meta-org coordinator.  Any Geoff resident 
  who wishes to take levels in this class should contact the Geoff Metaorgs Coordinator for a cert.  Part of 
  the approval for this class is a character must spend 2 TU upon taking the class to undergo the bonding 
  ritual with her mount. 
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
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  Chapter 2 
  How to Use Geoff Metaorg Books 
   
  This Chapter provides additional clarification on how to use the various Geoff metaorg books.  These 
  clarifications are an attempt to more fully explain questions that might arise.  At all times, a player must 
  refer to the current Living Greyhawk Campaign Setting and related documents.  The clarifications within 
  this book are simply meant to help understand the rules provided in the LGCS. 
   
  Requirements to Join a Metaorg 
  There are basically three types of requirements to join various metaorganizations in Geoff.  These are 
  basic requirements, initial costs, and recurring costs. 
   
  Basic Requirements 
  Basic Requirements are the core set of requirements to join a metaorg.  These include things such as 
  race, alignment, BAB, skills, classes, etc.  A PC must ALWAYS meet these requirements to remain a 
  member of the metaorganization.  If a PC ever loses a requirement to belong to a metaorganization, they 
  have until the end of that game year to reobtain the requirement or be removed from that organization. 
   
  To meet the requirements to join a metaorganization, the PC can include bonuses that grant permanent 
  effects.  For example, if a metaorganization requires a PC have a Charisma of at least 10, a PC with a 
  Charisma of 8 and a Cloak of Charisma +2 can qualify.  This situation, however, creates a special 
  circumstance to the rules of not meeting basic requirements.  If a PC uses an item to help meet the basic 
  requirements of an organization, he must always possess and use the item.  If he ever loses the bonus of 
  the item do to a willing action of the PC, all benefits from that organization are immediately lost for the 
  remainder of that module.  This loss means any feats taken, spell access, or items purchased solely from 
  access granted by that metaorganization are lost.  Continuing the example of an organization that 
  requires a Charisma of 10, if the PC with her Cloak of Charisma +2 buys a Vest of Resistance +2 and 
  takes the Hold the Line feat as a result of membership in that organization and decides to loan her Cloak 
  of Charisma to a sorcerer, then she cannot use Hold the Line or her Vest of Resistance +2 for that 
  module. 
   
  Initial Costs 
  Initial costs are TU and gp that a PC must spend immediately upon joining a metaorganization.  TU are 
  noted on the next Adventure Record as Added TU Costs.  GP are noted on the Adventure Record as 
  Other Coin Spent.  In addition, the PC must write in the notes section of that Adventure Record that she 
  paid the initial costs for joining the metaorganization, naming the appropriate metaorganization.  Initial TU 
  costs do not require a PC to pay lifestyle costs. 
   
  Recurring Costs 
  Recurring costs are those costs that must be paid every module or every year by a PC belonging to a 
  metaorganization.  These costs are typically TU and gp, but they will sometimes include certain adventure 
  objectives that a character must meet over the course of a campaign year.  For TU and gp costs, the 
  player must pay these each year on their first Adventure Record of the year using the same rules as initial 
  costs.  In addition, recurring costs must also be paid for the first year upon joining the organization.  
  These must be noted on the same Adventure Record as the initial costs, using the same rules as above.  
  Recurring TU costs do not require a PC to pay lifestyle costs. 
   
  Recurring adventure objectives are specific goals a member of a metaorganization must meet each year.  
  When a PC meets an adventure objective, he must have it noted on the appropriate Adventure Record. 
   
  Item Access vs. Upgrade Access 
  Almost every Geoff metaorganization provides access to at least a few items.  In addition, several 
  metaorganizations give access to item upgrades.  The following example is provided as additional 
  clarification to the LGCS regarding the difference between item access and upgrade access. 
   
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
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  Player A belongs to two different metaorgs.  Combined, these metaorganizations provide access to the 
  following items:  +2 weapon, flaming weapon, vest of resistance +3, and ghost touch weapon.  Her 
  metaorganizations also provide access to the following upgrades:  weapon +2 to +3, flaming to flaming 
  burst weapon, shock weapon, and vest of resistance +3 to +4.  
   
  Player A can choose to purchase the following items: 
  +1 longsword 
  +2 longsword 
  +1 flaming longsword 
  +2 flaming longsword 
  +1 ghost touch weapon 
  +2 ghost touch weapon 
  +1 flaming, ghost touch weapon 
  +2 flaming, ghost touch weapon 
  Vest of Resistance +3 
   
  Any of these items can be purchased, but only for the full market value of the item.  The character could 
  not, for example, choose to add flaming to a +2 defending short sword she already owns, nor could she 
  add flaming to a +1 ghost touch weapon she already owns. 
   
  With the upgrade access she has, the Player A above could upgrade any item she already owns, 
  provided the upgrade is legal, by paying the difference between the old item’s market value and the new 
  items market value.  With the access above, Player A could upgrade a Vest of Resistance +3 to +4 for 
  7000 gp.  She could also add shock to a +1 ghost touch shortsword for 10,000 gp.  A +1 flaming spear 
  could be upgraded to a +1 flaming burst spear for the same 10,000 gp, but a +1 spear could not be 
  upgraded to a +1 flaming burst spear (flaming burst can only be added to a weapon that is already 
  flaming). 
   
  Converting Previous Metaorg Membership 
  Many players joined Geoff metaorganizations in Year 2.  Many organizations have changed, though we 
  attempted to preserve the benefits from the Year 2 organizations.  To accomplish this, we sometimes had 
  to increase the requirements of belonging to a metaorganization.  The following rules on membership 
  requirements apply to anyone who joined a metaorganization in Year 2. 
   
  Basic Requirements 
  All members of an organization must continuously meet the basic requirements of membership in a 
  metaorganization.  Any PC who joined a group that he met the requirements for in Year 2 must continue 
  to meet the new requirements as listed in the Year 3 versions.  If a PC does not meet the Year 3 
  requirements, he has until the 31 DEC 03 to meet those requirements or be removed from the 
  organization. 
   
  Initial Costs 
  If a PC joined a metaorganization prior to the release of this document, she is not required to pay any 
  initial costs that the organization now requires.  If the initial costs decreased from Year 2, the PC likewise 
  does not get a refund of costs paid. 
   
  Recurring Costs 
  If a PC joined a metaorganization in Year 2, they are obligated to pay the recurring costs for this year 
  also.  If the PC already paid recurring costs based on the Year 2 metaorganization, she must pay the 
  difference to come into compliance for the new version.  Unlike initial costs above, however, a PC who 
  paid more under the old rules can credit extra TU or gp paid if the Year 3 version is less expensive.  If a 
  metaorganization offers an option of costs, such as the Subject of the Grand Duke requiring 1000 gp per 
  year or 10% of earnings each module, existing members may credit TU or gp paid over the cheaper 
  option.  If the Year 3 recurring TU costs have increased and the character does not have enough 
  remaining TU for Year 3, the character must spend the remainder of her Year 3 TU and pay the balance 
  from Year 4 TU. 
   
  For example, a member of the Church of Heironeous has been tithing 10% of earnings each module to 
  maintain his membership.  So far this game year, the player has tithed 1500 gp.  Upon the publishing of 
  this document, the PC may credit 500 gp to his character and consider the 1000 gp per year paid in full. 
   
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
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  Joining an Organization when low on TU 
  When you join a metaorg, you are required to immediately pay initial costs and recurring costs for that 
  year.  If you do not have enough TU to pay all of the recurring costs and at least 1 TU of the intitial cost, 
  you may not join that organization for that year.  If you can meet this requirement, you must spend the 
  character’s remaining TU for the year and use the following year’s TU to pay the balance of initial costs 
  plus the recurring costs associated with the new year.    
   
   
  Geoff Meta-Campaign Sourcebook, Part 1 – Meta-Gaming Play 
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  Chapter 3 
  Geoff Rulings 
   
  The following sections detail specific rulings on how the Triad of Geoff plans to run our region.  These 
  sections will be updated as the Triad deems necessary.  Items that will be found in this section include 
  the running of interactives and rulings on regional certificates that are required as a result of changes in 
  the campaign. 
   
  Interactives, Mini-Adventures, and Special Missions 
   
  Geoff has gained a reputation as an outstanding region, in part because of the quality of our non-module 
  activites.  The rules of this section deal with interactives, mini-adventures, and special missions.  One 
  thing all of these type events share in common is that they only occur at conventions that the Triad 
  designates for an interactive.  The Triad will designate and announce which conventions each year will 
  host an interactive.  In addition, the type of interactive (Battle or Role-playing) will be announced.  The 
  presence or absence of mini-adventures or special missions will not be announced in any manner. 
   
  An Interactive Adventure Record will be issued for time-unit, experience awards, or treasure awards as 
  appropriate.  Any special notes will also be made on the Adventure Record.  These count as regional 
  events set in Geoff, so Geoff characters can use skills and feats to make money per approved rules. 
   
  Interactives:  Interactives in Geoff help further the plot line in significant ways.  These events are 
  designated by the Triad, who find authors and assign the writing task just as if the event were a regular 
  module.  In general, there are two types of interactives in Geoff. 
   
  1)  Battle Interactives – These interactives are the basis for the retaking of Geoff from the giants.  
  These events allow the PCs to become involved in some way to aid the cause of defeating the 
  giant army.  During this type interactive of interactive, no other events will occur (i.e. no mini-
  adventures or special missions).  Battle Interactives typically last 4 hours, are combat intensive, 
  cost one time-unit in region or two out of region, and may award experience and/or treasure 
  according to guidelines from the Circle of Six. 
   
  2)  Role-playing Interactives – These interactives create an atmosphere in which players can 
  participate in live-action role-playing.  These events have multiple “stations” where players can 
  interact with NPCs or each other.  These type interactives are permitted to have mini-adventures 
  and special missions, though there is no guarantee that they will take place at a given convention.  
  Role-playing Interactives typically last 4 hours.  Time-unit costs, experience or treasure rewards, 
  and combat depends on participation in mini-adventures or special missions. 
   
  Mini-adventures:  These events only take place at role-playing interactives and are either based on 
  the event or help further minor plot lines within Geoff.  These events typically last 1 hour, cost time-units, 
  and may award experience and/or treasure based on the current guidelines from the Circle of Six. 
   
  Special missions:  These events also only take place with the approval of the triad.  These events 
  are run for a single group of players with the intention of meeting some objective.  Special missions can 
  be requested for any reason that does not result in the earning of experience or treasure.  Examples of 
  acceptable reasons (this is not a complete list) include: recovering a fallen companion’s corpse for 
  revivification, freeing a captured PC who has been captured, or meeting the special requirements of a 
  prestige class.   
   
  Special missions are under strict requirements as follows: 
   
  1)  Must be requested at least six (6) months prior to the event it is planned for. 
   
  2)  Must have a list of characters, including class and levels, in the request. 
   
  3)  Must have a proposed author for the event as part of the request. 
   
  4)  Must specify the reason for the special-mission. 
   
  5)  Must specify the convention for the special mission.  As an alternative, this can be a request 
  for the first available interactive after six months. 
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  6)  The special mission must be completed and submitted to the Triad for review at least three (3) 
  months prior to its play.  It must represent an appropriate challenge and last no more than 1 hour 
  of play. 
   
  7)  The Triad will either approve, disapprove, or provide required edits.  If edits are provided, they 
  are all or nothing.  There will be no haggling over the changes.   
   
  8)  The Triad will designate a judge for the event at the designated convention.  Usually, this will 
  be a Triad member or the author. 
   
  9)  The special mission will award no experience or treasure, but will have a time-unit cost 
  designated by the Triad. 
   
  10)  No player may participate in more than one special mission for a given year.  If a player was 
  submitted as part of a disapproved special mission, they are considered to have participated in 
  the one for that year. 
   
   
   
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  Chapter 4 
  Character Death 
   
  As much as most characters try to avoid it, death is something that happens in the Living Greyhawk 
  campaign. Below are rules on how to handle this situation in Geoff as a judge and a player. The only 
  people who have the power to change any of these rules are the Geoff Triad. If you believe you have 
  been wronged in some fashion involving a character death or anything else see the Process for Appeals 
  section on how to file a complaint through the proper channels.  
   
  Judges:  Remember, losing a character is tough for some players so be respectful when it happens. The 
  following guidelines will help you out in the situation. 
   
  • 
  There are no ‘Character Wills’. When a PC dies, unless he is raised all his equipment is passed 
  to NPC’s. He may not give items or gp to other players nor may the other players loot them from 
  his body.  The only exception to this is if the item is vital to the plot line of the current scenario.  In 
  this case, the item may be passed to another character at the discretion of the judge. 
  • 
  All certs, including Year 2 Adventure Certificates, say ‘Property of Wizards of the Coast’ on the 
  bottom of them. PCs must hand them over to you when requested. If they refuse, let the 
  Convention Coordinator or Triad member (if there) know right away.   
  • 
  Though Adventure Records do not have the above text on them, they must also be turned over to 
  the judge. 
  • 
  Only the player of a dead character or cohort is permitted to direct the sale of items for 
  restoration.  In addition, the player alone may decide if the character will even be restored. 
  • 
  Any character or cohort death must be completed at the table unless there is a dispute over the 
  death.  In the case of a dispute, the character or cohort must be restored upon the final decision 
  of the head judge if the need exists. 
  • 
  Additional information regarding character death can be found in the LGCS. 
   
   
  Players:  Do not take out dying on your judge. If you have a problem with how it happened or a judgment 
  call you think was incorrect then you need to follow the procedure in Process for Appeals to file a 
  complaint.  
   
  • 
  The DM has a right to void your certs if your character has died and is not coming back. If you 
  feel uncomfortable giving him your certs you can ask to turn them over to the convention 
  coordinator instead. Please do not do this often as they have a lot to do already.  
  • 
  Hiding certs from a judge to prevent them from being destroyed is illegal. If you are found out 
  those certs will be destroyed and you will be reprimanded. If reprimanded, you could be barred 
  from meta-game activities or playing in the Living Greyhawk campaign entirely.  You have been 
  warned!   
   
    
   
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  Chapter 5 
  Uses of Geoff Favors 
   
  The following guidelines are for the use of Geoff regional favors.  Favors and influence points of certain 
  personages can be used according to the rules below.  For the purposes of the rules in this chapter, 
  favors and influence are considered identical and are used interchangeably. 
   
  Geoff uses a level approach to favors.  Every personage who grants a favor will be listed as part of a 
  group assigned to a certain level.  For future favors, this shall be listed in the text of the favor.  For favors 
  previously issued, and as a guideline for future favors, the following is provided. 
   
  Level A – Favor of Grand Duke or other extremely important persons 
  Level B – Favor of Court or Noble Personage 
  Level C – Favor of Important Persons 
  Level D – Favor of Minor Persons 
   
  For Level A, favors of the most powerful individuals in Geoff.  The idea is this level is only for the ruling 
  royals of Geoff and those persons with influence over the royals.  Past favors that apply to this category:   
  Influence Point (Grand Duke Owen) from Pressing Matters 
  Influence with Grand Duke Owen from A Flower for a Giant’s Grave 
  Influence Point with Gwenllian the Archdruid from Summer’s Passing 
   
  For Level B, favors of persons like the High Chancellor, Abinar, and named nobles.  Also, Greater Favor 
  of a church.  Past favors that apply to this category:   
  Influence Point with Abinar the High Wizard from Shhh… 
  Favor of Princess Calisse from The Princess’ Diary (minimodule from GyriCon 2002)  
  Influence Point High Chancellor Colwyn from Pressing Matters 
  Influence Point with High Seneschal Cuthalion Cuern from One Good Turn 
   
  For Level C, favors of people with significant influence, such as Darlon Lea or Methos the Cat, people 
  without court or noble title but head of large organizations.  Also, Favor of a church.  Past favors that 
  apply to this category:   
  Influence with Methos “The Cat” Thomkin from Expedition to the Barrier Peaks 
  Influence Point Darlon Lea from Gifts of the Fey 
  Influence Point Methos the Cat from Veins of Trust 
  Influence with Darlon Lea from A Flower for a Giant’s Grave 
  Favor of the Oytwood Elves from One Good Turn  
  Favor of Arglwyth Talvan from A Wise Man’s Son 
  Influence Point (Cadofyth Parn) from Little Bit of Wood 
   
  For Level D, favors of minor personages, such as Watcher Vilina Lea, people with no official title.  Also, 
  lesser favor of a church.  Past favors that apply to this category:   
  Favor of Watcher Vilina Lea from To Find a Traitor (minimodule from DisCon 2001) 
  Favor of Fillian from Feather and Foul 
  Giant Eagle Feather from Expedition to the Barrier Peaks 
  Favor of Ghanadar from A Wise Man’s Son 
   
  Exchange rate of Favors 
  1 Level A Favor = 2 Level B Favors 
  1 Level B Favor = 2 Level C Favors 
  1 Level C Favor = 2 Level D Favors 
  When exchanging favors, you can only go from a higher level favor to a lower level favor.  No number of 
  lower level favors will ever be exchanged for a higher level favor.  In addition, if you exchange a higher 
  level favor for a lower level favor, you do not get any “change” if you do not use all of the new favors by 
  the end of the module. 
   
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  Favor Uses 
  Upkeep Costs 
   
  The decision to use a favor for a reduction in lifestyle cost must be declared at the beginning of a 
  scenario.  In addition, these choices can only be made during a Geoff regional adventure or a Sheldomar 
  Valley metaregional event.  If there is an X in a box above, it means favors of that level cannot be used 
  for that lifestyle. 
   
  Favors/Lifestyle 
  D 
  C 
  B 
  A 
  50% high lifestyle discount 
  1 
  X 
  X 
  X 
  100% high lifestyle discount 
  2 
  1 
  X 
  X 
  50% luxury lifestyle discount 
  X 
  2 
  1 
  X 
  100% luxury lifestyle discount 
  X 
  X 
  2 
  1 
   
  Skill Bonuses 
   
  During any Geoff Regional or Sheldomar Valley Meta-regional adventure, a player may exchange a favor 
  for a skill roll bonus -- one time only.  The bonus is considered a favor bonus and bonuses from multiple 
  favors (even from other characters) do not stack.   This bonus is useable only in circumstances in which 
  the character has a reasonable ability to interact with persons of the appropriate rank.  For example, if a 
  player is in the town of Hochoch, he will have ample opportunity to use favors.  If he is deep in a Drow 
  dungeon, however, it is unlikely that a Geoff favor will be useful – although strange circumstances may 
  exist to permit its use (e.g.  a Mind Flayer ally of the Drow is secretly being paid by Withington as a 
  turncoat).   For using favors in such strange and rare circumstances, the “hook” should already exist in 
  the module and a DM should not invent them on the spot.  For common situations (such as in a town), the 
  DM should invent the “contact” that the player uses in exchange for the generic favor.  For example, if the 
  player wishes to have his character roll a Knowledge (Nobility) check while visiting Hochoch, the DM 
  would allow the bonus because the character has a friend that is the second cousin of a the merchant, 
  Jovani, who sells exclusively to the nobility of Geoff and Keoland (for a  D type favor).  If the player were 
  to use a level A favor, the Grand Duke himself could send him a note with the answer to his question – 
  thus the player gets the significant bonus to the roll.  For favors that are already named (Methos, the 
  Grand Duchess, etc.) as compared to a “generic” favor, obviously the named NPC will be the primary 
  contact. 
   
  Only skills that can reasonably be boosted from the help of an NPC can gain this benefit.  For 
  example, it is very hard (if not impossible) to use a favor to boost your concentration skill in 
  combat to cast a spell after being hit.   If a specific NPC is listed as owing the favor (as opposed to 
  a “generic favor”) that NPC must have some reasonable ability to assist in the skill boost in 
  question.  For example, the Grand Duke personally would not be able to help with a Heal check on 
  a wounded comrade, but the favor could still be used on the skill roll because the Grand Duke 
  would assign his best physician to help in exchange for the favor. 
   
  The player is responsible for explaining how a particular favor can be used to grant a particular 
  skill bonus.  The judge is not required to develop the explanation.  If the judge does not approve a 
  particular reasoning, that is the final say. 
   
  More common uses for favors in skill rolls would be for Gather Information checks, Appraisal checks, any 
  Knowledge skills, Forgery (if the player has time to enlist “help” from a bureaucrat or a Midnight Raven, 
  for instance), Handle Animal (e.g. the “contact” assists with the animals training), Crafts, and Professions, 
  etc. 
   
  Lesser common uses for favors, but that are possible given favorable circumstances include: Open Locks 
  (if the favor can reasonably find a member of the local thieves’ guild that can supply the player with a 
  diagram of the lock beforehand), Decipher Script (if the player can show the writing to the NPC that owes 
  the player the favor), Diplomacy (the player comes with a letter of recommendation from the party that 
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  owes the player the favor to give to the target of the diplomacy roll – obviously the target of the roll and 
  the important NPC that owes the favor must have a relationship such that the target would care about the 
  relationship), Perform (the local favorite musician plays back-up for the PC), etc. 
   
  Skills that are almost impossible to boost with favors include: Climb, Balance, Hide, Swim, Move Silently, 
  Sense Motive, Concentration, Spot, etc. 
   
  Favor Type 
  Bonus to Roll 
  A 
   
  +12 
  B 
   
  +9 
  C 
   
  +6 
  D 
   
  +3 
   
  Time to use a favor for a skill bonus 
  Using a favor or influence for a skill bonus is obviously not something that can be done on the spur of the 
  moment.  Using a favor to get a skill bonus requires time.  The following chart is a guidance for how long 
  it takes to get the skill bonus based on the importance of the person being called upon.  In addition to this 
  time, the PC must get to the vicinity of the NPC granting the favor.  For example, if a PC is trying to call 
  upon a Favor of the Grand Duke and they are already in Hochoch, they do not add any more time.  If they 
  are in the Dim Forest, the time below is increased by the time required to get to Hochoch.  An exception 
  to the time requirement is if the NPC is specifically written into a module and can easily grant the desired 
  skill bonus.  In that situation, ignore the table below. 
   
  Favor Type 
  Time to Call in Favor 
  A 
   
  16 +1d10 hours 
  B 
   
  12 +1d8 hours 
  C 
   
  8 +1d6 hours 
  D 
   
  4 +1d4 hours 
   
  Reaction Bonuses 
  Players can use favors to improve their relationship with NPCs.  This can be done through skill checks 
  (see above) or by improving reaction levels (hostile, friendly, neutral, etc.)  For example, a character 
  might be getting hassled by the local Thieves’ Guild.  He could burn a Methos cert and improve his 
  relationship significantly (if Methos were a party of the Guild, of course).  Remember: No favor can be 
  used to “break” a module.  For example, a character seeking the Golden Chalice of Rao as the goal of 
  a module cannot use his Grand Duke cert to have it hand delivered to the PC the next morning.  Favors 
  do not work that way.  Sometimes, the only person that can get a job is the PC himself. 
   
  For any uses specifically mentioned in a module 
  Modules may give special opportunities to use favors in unique ways.  For module authors, they are 
  asked to keep such benefits within the parameters of the guidelines above.  For example, a favor should 
  not allow a character to get a free Ring of Regeneration, but could very well get the character a private 
  meeting with a high ranking member in the Evro Lygadi. 
   
  NPC Spell Availability and Discounts 
  In certain modules some NPC spells are not available.  Favors can be used to gain access to casters that 
  will cast certain spells for characters.  In addition, the higher the level of the favor, the higher level of spell 
  can be made available and the bigger discount can be given to the cost of the spell.  Modules that this 
  applies to will have additional information regarding this. 
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  Chapter 6 
  Adventuring Companies 
  (Certed Organization) 
   
  Adventuring Companies in Geoff are groups of like minded PCs who have decided to band together for the 
  benefit of the group.  These companies are generally formed around some idea of commonality, such as religion, 
  social or moral similarities, or just basic profit and opportunity.  Adventuring companies must provide the following 
  information as well as meeting the guidelines listed below. 
   
  Adventuring Companies are certed organizations. 
   
  Information Needed: 
   
  • 
  Company Name 
  • 
  Company Leaders (Characters, their associated player’s name, and e-mail addresses) 
  • 
  A full roster and real life Point of Contact (POC) 
  • 
  Criteria or trial necessary to join the company 
  • 
  Company’s Patron (Important, coordinate with meta-org coordinator for details) 
  • 
  Base of Operations 
   
  Optional Information: 
   
  • 
  Races (allowed or present) 
  • 
  Company Symbols and/or heraldry 
  • 
  Company Motto 
  • 
  Company’s preferred Deity 
   
  Background (All this is optional, but will help to flesh out and breathe life into the company) 
   
  • 
  Base of Operations 
  • 
  General Alignment  
  • 
  Chain of Command 
  • 
  Company features, dress, markings, etc. 
  • 
  Allies 
  • 
  Rivals or enemies of the Company 
  • 
  General History and Founding Members 
  • 
  Mission History 
  • 
  Company Laws, Traditions, Rules, and Code of Honor 
  • 
  Special Events 
  • 
  Company’s Dues, Tithing, and/or requirements 
   
  Why be a part of an adventuring company?  
   
  Adventuring companies allow a group of regular players to play their PCs together and receive an in-game benefit 
  for doing so.  A table with 4 or more characters of the same adventuring company qualifies that table as an 
  adventuring company table. If you have at least 4 members of your adventuring company at a table, you have 
  access to all of the company’s benefits.  If there are fewer than four members of the company at a table, you may 
  only use the following benefits during that event:  spell access, feat access, and prestige class access.  All other 
  benefits are suspended for that event.  Items already bought due to Adventuring Company access are still usable, 
  you simply cannot use the adventuring company item access to purchase or make items after that event. 
   
  Each adventuring company must propose a patron, otherwise they will fall under the general adventuring 
  company sponsorship edict set forth by Grand Duke Owen with no patron benefits.  The meta-org coordinator will 
  determine the appropriateness of the proposed patron with the proposal and determine benefits that the patron 
  offers. 
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  Adventuring Companies can also request access to feats, spells, prestige classes, and other benefits from S&F, 
  T&B, DotF, S&S, or MotW.  In addition, adventuring companies can receive access to certain magic items from 
  any sourcebook or mundane items from builder books.  Other benefits with their associated costs are listed 
  below.  
   
  So what do I need to do to form one? 
   
       Read over the information provided above; get a POC for your group.  Complete the adventuring company 
  form below and submit it to the meta-org coordinator.  Adventuring companies cannot be larger then 18 PCs nor 
  can they be smaller than 4 PCs.  Each player can only have one of his/her PCs in a particular adventuring 
  company.  Cohorts may join an adventuring company if the PC they follow is also a member.  Cohorts count 
  towards the maximum of 18 members.  
   
  Table of Benefits for Adventuring Companies 
  The following is a list of approved benefits that an adventuring company may request.  Each benefit adds to the 
  company’s total Benefit Points.  The total Benefit Points must equal the total Requirements Points. 
   
  Benefit 
  Benefit Points 
  Spell Access (from S&F, DotF, T&B, S&S, or MotW) 
  4 spells per group are allowed. 
  1 per spell 
  Feat Access (from S&F, DotF, T&B, S&S, or MotW) 
  Two feats per group are allowed 
  2 per feat 
  Prestige Class (from S&F, DotF, T&B, S&S, or MotW) 
  Not all pclasses will be approved, only one pclass per group is allowed. 
  3 
  Registered Follower of a Church 
  Must be the predominant deity of the group. 
  1 
  Access to a single magic item from any sourcebook 
  Each group can allow up to 5 items. 
  2 per item 
  Access to a mundane item from any builder book 
  Each group can allow up to 5 items. 
  1 per item 
  Magic item upgrade 
  Each group can have 2. 
  6 per upgrade 
  +1 circumstance bonus to a skill 
  No more than 2 skills can be selected. 
  2 per skill 
  50% discount on standard lifestyle for Geoff regional events 
  3 
  50% discount on high lefestyle for Geoff regional events 
  6 
  Free adventurer’s standard for Geoff regional events 
  5 
  Free high lifestyle for Geoff regional events 
  10 
  Permanent Level D Favor 
  6 
  Permanent Level C Favor 
  9 
  Permanent Level B Favor 
  12 
  Other benefits that are proposed 
  Varies 
    
  Requirements 
  Requirement Points 
  1 TU upon joining the group 
  2 per TU 
  1 TU per year (Recurring Cost – Minimum 1 TU) 
  4 per TU 
  100 gp upon joining the group 
  1 per 100 gp 
  100 gp paid per year (Recurring Cost) 
  2 per 100 gp 
  Membership in a Geoff metaorg for 2 months (maximum of 1 organization 
  and 6 months in that organization) 
  1 for each 2 full months 
   
  At least one half of the requirement points must come from recurring costs (TU per year or gp per year).  Of the 
  recurring requirements, at least half of those points must come from recurring TU costs (round down).  All 
  adventuring companies are required to have a recurring cost of at least 1 TU per year no matter how many 
  benefits they choose.  For example, a group with 16 benefit points would be required to have 8 requirement points 
  from recurring costs, and 4 points of the recurring costs must be from TU (1 TU per year).  Another group might 
  have 20 benefit points, requiring 10 points from recurring costs, 5 of which must be from TU costs.  Since each 
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  recurring TU is worth 4 points, you divide 5/4 to get 1.25.  This number is rounded down to 1, so the group only 
  needs to pay 1 TU per year with the remaining 6 of the 10 recurring requirement points deriving from recurring gp 
  costs. 
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  Adventuring Company Application Form 
   
  Company Name:   
  Company Leaders: 
  1)  Character Name/Player Name/E-mail Address 
  (1 required) 
   
  2)  Character Name/Player Name/E-mail Address 
   
   
   
  3)  Character Name/Player Name/E-mail Address 
  Roster of Founding Members: 
  1)  Character Name/Player Name/E-mail Address 
  (include leaders) 
   
  2)  Character Name/Player Name/E-mail Address 
   
   
   
   
  3)  Character Name/Player Name/E-mail Address 
   
   
   
   
  4)  Character Name/Player Name/E-mail Address 
   
   
   
   
  5)  Character Name/Player Name/E-mail Address 
   
   
   
   
  6)  Character Name/Player Name/E-mail Address 
   
   
   
   
  7)  Character Name/Player Name/E-mail Address 
   
   
   
   
  8)  Character Name/Player Name/E-mail Address 
   
   
   
   
  9)  Character Name/Player Name/E-mail Address 
   
   
   
   
  10) Character Name/Player Name/E-mail Address 
   
   
   
   
  11) Character Name/Player Name/E-mail Address 
   
   
   
   
  12) Character Name/Player Name/E-mail Address 
   
   
   
   
  13) Character Name/Player Name/E-mail Address 
   
   
   
   
  14) Character Name/Player Name/E-mail Address 
   
   
   
   
  15) Character Name/Player Name/E-mail Address 
   
   
   
   
  16) Character Name/Player Name/E-mail Address 
   
   
   
   
  17) Character Name/Player Name/E-mail Address 
   
   
   
   
  18) Character Name/Player Name/E-mail Address 
  Membership Criteria: 
   
  Company’s Patron: 
  (Negotiation might be required) 
  Base of Operations: 
   
  Benefits: 
  (list all benefits you are requesting) 
  Requirements: (list all requirements you desire to balance benefits)  
   
  All of these fields are required information.  Any optional information listed above may be submitted as a 
  separate word document. 
   
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  Chapter 7 
  Geoff Metaorg POCs 
   
   
  The following list will be updated as often as needed.  The list is a compilation of e-mail addresses for various 
  Geoff meta-organizations. 
   
  Organization 
  E-mail 
  Geoff Metaorg POC 
  geoffmetaorgs@yahoo.com 
  Army of Liberation 
  armyofliberation@yahoo.com 
  Bards 
  avatar345@aol.com 
  Chosen of Calisse 
  joe@team.bantu.com 
  Clear Sky Camp 
  jghiloni@wizard.net 
  Evro Llygadi 
  EvroLlygadi@yahoo.com 
  Gnomes 
  dtd@SIRresearch.com 
  Knights of the Watch/Dispatch 
  chrisandcharlene@cox.net 
  Midnight Ravens 
  midnight_ravens@yahoo.com 
  Wayfarer’s Union 
  endurstonehelm@yahoo.com 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/Geoff Meta-Campaign Part 1 Meta-Gaming Play v. 3.0.pdf