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  Living 
  Greyhawk 
  Campaign 
  Sourcebook 
  Version 2.0 
  September 2003 
  593 CY 
   
  
   
  Page 2 
   
  Table of Contents 
   
   
   
  Introduction 
   
   
   
   
   
   
   
  Page    3 
   
  Chapter One: What is a “Living” Campaign?  
   
   
  Page    4 
   
  Chapter Two: Living Greyhawk Primer 
   
   
   
  Page    5 
   
  Chapter Three: Character Creation Guidelines 
   
   
  Page    8 
   
  Chapter Four: Adventure Record & Master Item Logsheet  
  Page  15 
   
  Chapter Five: Class Guidebook and Metagame Policy 
   
  Page  25 
   
  Chapter  Six: Beyond the Core Rules   
   
   
   
  Page  35 
   
  Chapter Seven: Magic Item Creation  
   
   
   
  Page  50 
   
  Chapter Eight: Running a Living Greyhawk Event  
   
  Page  56 
   
  Chapter Nine: Living Greyhawk FAQ and Errata 
   
   
  Page  60 
   
  Chapter Ten: Contacts, Websites, & Message Boards 
   
  Page  65 
   
  Glossary: 
   
   
   
   
   
   
   
   
  Page 69 
  
   
  Page 3 
  Introduction 
   
       Welcome to the Living Greyhawk Campaign 
  Sourcebook. This document contains everything that 
  you, as a player or Dungeon Master, need to participate 
  in the largest Living Campaign in the history of the 
  RPGA (Role Playing Games Association). Whether you 
  are new to the concept of a “Living” game or a seasoned 
  veteran you will find answers to all of your questions 
  here. The Living Greyhawk Campaign is a core rules 
  campaign and as such it uses the most current printing 
  of the rulebooks as it basis. This currently consists of 
  the 3.5 version of these books. Any reference to the 
  Player’s Handbook, Dungeon Master’s Guide, or 
  Monster Manual in this document is referring to the 
  3.5 version of these books. 
   
  This Sourcebook is divided into ten sections, each one 
  going into detail on certain aspects of the game. They 
  are detailed briefly below to help you find what you are 
  looking for. 
  Chapter One – What is a “Living” Campaign?:  This 
  section is an intro for the player who is totally new to 
  the concept of the RPGA and Living Campaigns. It 
  gives a brief overview of the mechanics and play in a 
  living campaign. It also suggests some further sites to 
  read more on the subject. 
  Chapter Two – Living Greyhawk Primer:    This goes 
  over the Living Greyhawk Campaign briefly explaining 
  some things that make it unique compared to other 
  Living Campaigns. It explains the regional system and 
  the different kinds of scenarios and events available to 
  the players. 
  Chapter Three – Character Generation Guidelines:  
  The rules used to make a starting character for the 
  Living Greyhawk Campaign. It includes what books 
  you will need to play and any changes to the core rules 
  that have been made for Living Greyhawk. 
  Chapter Four – Adventure Record & Master Item 
  Logsheet:  Living Greyhawk uses a full page certificate 
  to record each adventure. This chapter goes over this 
  certificate in detail, explaining how it works and how 
  to complete one. It also details the various things you 
  can do at the end of an adventure, such as purchasing 
  new equipment, creating magic items, or scribing new 
  spells into your spellbook. 
  Chapter Five – Class Guidebook and Metagame 
  Policy:  Though the Living Greyhawk Campaign is a 
  core campaign, we also use material from various other 
  Wizards of the Coast products in the campaign. This 
  chapter will go over in detail what material is allowed 
  from other books and how to  go about using it 
  correctly. This chapter will also go into detail on the 
  needed changes to these books due to the D&D 3.5 
  Core rulebooks which came out on July 18
  th, 2003. 
   
  Chapter Six – Beyond the Core Rules:  Certain spells 
  and magical items need additional clarification and 
  rules to work in a massive campaign such as Living 
  Greyhawk. This section will detail those spells and 
  items and how to handle them. 
   
  Chapter Seven – Magic Item Creation: As the title 
  says, this section will detail the creation of magical 
  items within the campaign. 
   
  Chapter Eight – Running a Living Greyhawk Event:  
  So you want to run a Living Greyhawk event? This is 
  your section. We will go over everything you need to 
  know as a judge to run one. This includes what you can 
  and cannot do, how to handle the paperwork, and 
  where to turn if you need a ruling or have a problem.  
   
  Chapter Nine – Living Greyhawk FAQ & Errata:  
  We have gathered up the most common questions 
  asked us and put them in one easy to find place. So 
  before you send off that email, check this section first 
  as we might have answered it already. 
   
  Chapter Ten – Contacts, Websites, & Message 
  Boards:  The who’s who list of Living Greyhawk. 
  Includes contact list for The Circle as well as the Point 
  of Contact for the various regions. You will also find 
  the current website address for those regions that have 
  websites and the various message boards for regions, 
  meta-regions, as well as the general campaign 
  discussion boards. 
   
  Glossary: A quick reference to some of the terms 
  unique to Living Campaigns, and specifically to Living 
  Greyhawk. 
                                       Update Policy 
   
  Just like the Campaign it describes, this sourcebook is a 
  living document. It will be updated at times to keep 
  current with changes going on within the Living 
  Greyhawk Campaign. These updates usually happen 
  twice a year on January 1
  st and the week following 
  Gencon - Midwest. Each update will have the Version 
  number and date released on the front page to help 
  prevent confusion. When updated, a notice will be 
  posted to the various newsgroups (see Chapter Ten: 
  Contacts) as well as the Living Greyhawk Campaign 
  website at www.livinggreyhawk.com. 
  
   
  Page 4 
  Chapter One:  What is a ‘Living’ Campaign ? 
   
  The RPGA Network oversees a number of games that 
  are called “Living.”  Some examples include Living 
  Arcanis, Living Dragonstar, Living Kalamar and the 
  most popular Living game of all, Living Greyhawk.  
  These Living games spring from the fundamental idea 
  that a home-style role-playing campaign can be 
  expanded into a worldwide campaign, enjoyed by 
  thousands of people.  Your character in a home game is 
  one of four or so Player Characters, but in a Living 
  game, you can interact with hundreds and hundreds of 
  other PCs, all of them living and adventuring in the 
  same game world as your character.  Many people new 
  to Living games confuse them with live-action role-
  playing, but Living games don’t require that you dress 
  up in costume, play-act like your character, or behave 
  any differently than you would at any tabletop role-
  playing game that you would enjoy with your friends.  
  If you have role-played before, then you’re ready to 
  enjoy a worldwide Living game. 
   
  The way Living games work is this:  a number of 
  adventure scenarios are published (on a secure 
  website), and these adventures can be ordered and then 
  run at any table with one certified DM and four to six 
  players.  Each player has his or her own character, and 
  this character is played in scenario after scenario, even 
  at other tables with different DMs and players.  After 
  each adventure, your character gets a little bit more 
  powerful and able to handle more dangerous 
  adventures.  You continue to grow and develop your 
  character in many different adventures with many 
  different people (you can play the same character all 
  over the world!), just as you would in a home campaign.  
  That’s why these campaigns are called “Living”; your 
  character grows and advances like a living character 
  would, in games from your living room to the other 
  side of the country. 
   
  Getting involved with a Living game is easy.  The first 
  thing you need to do is find out about the Living games 
  that are available.  Each of them has a website, and the 
  best place to start looking is the RPGA website at 
  www.rpga.com.  More Living games are being added all 
  the time.  Second, you need to join the RPGA, which is 
  free, and can be done on their website or at a large 
  RPGA-sanctioned gaming event.  Then you need to 
  create your own character.  The different Living games 
  each have some kind of character creation document 
  (found on their website) to walk you through this 
  process.  You don’t normally need to have your 
  character “checked off” by anyone, as long as you 
  followed the character creation rules.  Then you can 
  either order a Living game to play with a group of your 
  friends, or you can attend one of the many gaming 
  events (held all over the world) that support the Living 
  games of the RPGA.  You play this adventure like you 
  would play any other commercially-available scenario, 
  subject to a few restrictions mentioned below.  At the 
  end of this scenario, your character becomes more 
  experienced, and you can play your character in other 
  tougher scenarios.   
   
  There are some restrictions that Living games have in 
  common.  Since one DM can’t run a campaign with 
  thousands of players, some ground rules have been 
  established to make sure all the characters are played 
  and judged fairly.  First, you can’t play a character from 
  one Living game in another Living game (a primitive 
  Living Jungle character, for example, would be ill-
  suited in the Victorian horror of the Living Death 
  game!).  Each Living game also requires that you keep 
  track of your character’s advancing wealth and 
  experience, usually in the form of log sheets or 
  adventure records that are signed by your DM at the 
  end of every scenario you play.  Usually, Living games 
  require that you play a heroic character;  you can’t play 
  a villainous character in a Living game.  DMs in a 
  Living game (which are often called judges) must be 
  approved by the RPGA to show that they are qualified 
  to order and run Living games, but this approval isn’t 
  hard to get.  Additionally, home game DMs are free to 
  radically bend or even disregard the plot of an 
  adventure, but Living game scenarios should be 
  followed more closely to maintain consistency in the 
  worldwide campaign.  Every Living game has some sort 
  of administrative group (in Living Greyhawk, they’re a 
  handful of people called ‘The Circle’) that will oversee 
  the entire campaign and occasionally issue rules 
  changes, provide campaign updates, and arbitrate 
  serious disagreements.  Finally, you will also probably 
  end up playing with a lot more players, some you’ve 
  never met before, when you play Living games in 
  public settings (like at game conventions), so it’s best to 
  be friendly and polite.  Some players don’t like these 
  restrictions, and prefer to role-play with a home group 
  exclusively.  Many of us, however, feel that the ability 
  to play a character—the same character—in a lot of 
  different venues while meeting people who share the 
  same hobby makes these restrictions seem light. 
   
  The specific restrictions and variations found in the 
  Living Greyhawk game are the next topic in this 
  Campaign Guide. 
   
  
   
  Page 5 
  Chapter Two: Living Greyhawk Primer 
   
  As the campaign name implies, Living Greyhawk is set 
  in the World of Greyhawk fantasy setting. Originally 
  conceived and created by Gary Gygax back in the early 
  1970’s, it has since evolved from a world he used for his 
  home game into a campaign played by hundreds of 
  thousands of players. The newest incarnation of this 
  setting can be found in the Living Greyhawk Gazetteer. 
  You can find this at your local hobby shop or through 
  several online bookstores. It is the one book that can 
  bring you up to speed on the World of Greyhawk and 
  give you a solid base to work from. It is not required 
  that you have this book to play in the Living Greyhawk 
  Campaign, but knowing a bit more about the world you 
  are playing in makes it a lot more fun. 
   
  The 
  campaign 
  website 
  may 
  be 
  found 
  at 
  www.livinggreyhawk.com. All current documents, 
  rulings, and errata can be found there and it is your 
  official source of updates to the campaign. We also 
  have a published source of information in Dungeon 
  Magazine called the Living Greyhawk Journal. Within 
  its pages you will find new prestige classes, spells, and 
  monsters to use in the campaign. There are also several 
  message boards to find additional information on the 
  campaign. See Chapter Ten – Contacts, Websites, & 
  Message Boards for more information. 
   
  The Living Greyhawk Campaign is currently the 
  largest Living campaign in the history of the RPGA. In 
  2002, over 14,000 people played in the campaign, and 
  our numbers continue to grow each month. So now 
  you are probably wondering what sets Living 
  Greyhawk apart from the others. Well I am glad you 
  asked. The Living Greyhawk campaign has a few 
  exciting twists to it that set it apart from other Living 
  games.  These distinctions are explained here. 
   
                                              Regions 
   
  The campaign world of the Living Greyhawk game, the 
  continent of the Flanaess on the planet Oerth, is 
  divided into several nations and political states.  These 
  nations are “mapped” onto sections of the real world, 
  and your physical location determines where your 
  character is located as well.  For example, if you live in 
  Los Angeles, then your character is from the wide, 
  fertile plains of the Kingdom of Nyrond.  If you live in 
  Kentucky, your character is from the Free League of 
  the Yeomanry.  Your character must have a home 
  region;  there are no “region-less” characters.  See 
  Chapter Three – Character Generation Guidelines for 
  more information on home regions. Your real-world 
  home is the default home region of your Living 
  Greyhawk character, as the following chart indicates: 
  Table 2-1: Greyhawk Play Regions 
  Real World Location 
  Living Greyhawk 
  Region 
   
   
  OK, TX 
  Bandit Kingdoms 
  CT, MA, ME, NH, RI, VT 
  Bissel 
  IA, KS, MO, NE 
  Dyvers 
  MI 
  Furyondy 
  DC, DE, MD, VA, WV 
  Geoff 
  GA, NC, SC 
  Gran March 
  WI 
  Highfolk 
  NJ, NY, PA 
  Keoland 
  New Brunswick, Nova 
  Scotia, Ontario, 
  Manitoba, Prince Edward 
  Island 
  Ket 
  AZ, Southern CA, UT 
  Nyrond 
  Northern CA, NV 
  Theocracy of the Pale 
  HI 
  Ratik 
  MN, ND, SD 
  Shield Lands 
  Quebec 
  Tusmit 
  FL, Puerto Rico 
  Principality of Ulek 
  CO, MT, NM, WY 
  County of Urnst 
  AK, ID, OR, WA, Alberta, 
  British Columbia, 
  Saskatchewan 
  Duchy of Urnst 
  OH 
  Veluna 
  IL, IN 
  Verbobonc 
  AL, AR, KY, LA, MS, TN 
  Yeomanry 
   
   
  Switzerland 
  Dullstrand 
  France 
  Ekbir 
  Germany, Austria 
  Princiality of Innspa & 
  Marchland of the Adri 
  Greece 
  Knurl (Bone March) 
  Spain 
  Lordship of the Isles 
  Sweden 
  Principality of Naerie 
  UK & Ireland 
  Onnwal 
  Australia, New Zealand 
  Perrenland 
  Italy 
  Sea Barons 
  Belgium, Netherlands, 
  Luxembourg 
  Sunndi 
   
  
   
  Page 6 
  If you travel around, then so does your character, 
  which is a unique aspect of the Living Greyhawk game.  
  Each regions possesses a “regional flavor” that sets it 
  apart from the other regions. If you play at a 
  convention in Milwaukee, WI, your character travels to 
  the forested region of Highfolk.  If you then attend a 
  game in Cleveland, OH, your character travels to the 
  Archclericy of Veluna.  Regions are loosely grouped 
  into similar areas called Meta-regions, which are 
  explained in more detail in the Scenario Types section, 
  below. 
   
  Some areas of Oerth are not available as home regions 
  for any character.  These areas include the Free City of 
  Greyhawk, and dangerous areas like the Bright Desert 
  and the Amedio Jungles.  This isn’t to say that your 
  character won’t adventure in any of these places, but 
  your hero won’t call any of these places home. 
   
  Each region is overseen by a trio of volunteers, the 
  regional Triad. The Triad is responsible for almost 
  everything that happens in their region. They oversee 
  the regional plotlines, write or edit the region's 
  scenarios, design in-character organizations called 
  "meta-organizations" that your character can join, and 
  organize conventions in the region. Most Triads also 
  maintain a regional website and Yahoo Group for the 
  players in their region to organize games and distribute 
  important regional information. More information on 
  how to contact your local triad and their websites is 
  located in Chapter Ten 
   
  Which region your character calls home is up to you.  
  You actually don’t have to assign your character to your 
  default home region—you could live in Florida, but 
  give your character a home region of Onnwal (which, 
  in the real world, is the United Kingdom).  However, 
  you’ll find it much easier for your character if your 
  character’s home region is the real world region in 
  which you do most of your play (probably the one you 
  live in) Furthermore, whenever you move your home 
  in the real world to a new real-world region, you can 
  petition the Triad of your new region to allow your 
  character to change regions as well. 
   
   
                                        Time Units 
   
  Your Living Greyhawk hero can’t be everywhere at 
  once, and the amount of time your character has to 
  adventure, craft magical items, and perform other tasks 
  is limited.  This is represented in the Living Greyhawk 
  game by Time Units (or TUs). 
   
  At the beginning of each calendar year, your character 
  receives 52 Time Units to spend.  The most common 
  way to spend Time Units is by adventuring, but you 
  might also spend them by joining organizations (like 
  knighthoods or adventuring companies), or creating 
  magical items for yourself.  The cost in TUs of these 
  non-adventuring activities can vary.   The TU cost of a 
  scenario is found on the AR of that scenario (usually it’s 
  1 or 2, but can be higher). When you are out of time 
  units, you cannot play that character again until next 
  year when your TUs reset to 52. You are allowed 
  multiple characters in the campaign, so if you run out, 
  just make another character and keep playing.  
   
   
                                 Scenario Types 
   
  Regions do more than define where your character 
  calls home;  they also determine what scenarios are 
  available for you to play.  There are four types of Living 
  Greyhawk scenarios:  Regional, Meta-regional, Core, 
  and Core Special. More information on what regions 
  fall into what meta-region can be found in Chapter 
  Ten. 
   
  Regional Scenarios: Each region has several scenarios 
  published each year, and these regional scenarios can 
  be played only in the corresponding real-world region.  
  Regional scenarios for Highfolk, for example, can be 
  played only in the state of Wisconsin, and nowhere 
  else.  If you visit Wisconsin from somewhere else, your 
  character can play there Highfolk regional scenarios, 
  but cannot play his own home region scenarios.  
  Regional scenarios advance plots and introduce non-
  player characters important within that region.  
  Regional scenarios usually cost your character 1 TU if it 
  is his home region, or 2 TUs if it is not his home 
  region. Each region is allowed 8 rounds of regional 
  scenarios each year. 
   
  Meta-Regional Scenarios: All of the regions are 
  grouped into one of five meta-regions, which unite 
  regions together that share a similar theme.  For 
  example, the Bandit Kingdoms, Perrenland, Highfolk, 
  Furyondy, and the Shield Lands all border the realm of 
  the evil Iuz, and are therefore connected as the Iuz’s 
  Border States Meta-Region.  Like regional scenarios, 
  meta-regional scenarios can be played only in the real-
  world regions that make up the meta-region.  Meta-
  regional scenarios advance larger plots and introduce 
  non-player characters important to the entire meta-
  region.  Meta-regional scenarios usually cost your 
  character 1 TU if they contains his home region, or 2 
  TUs if it does not. Each meta-region is allowed 8 
  rounds of scenarios each year. 
   
  Core scenarios usually take place in the “non-regional” 
  areas of the game world:  the City of Greyhawk, the 
  
   
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  Nyr Dyv, the Duchy of Tenh, the Underdark, etc..  
  Core scenarios can be played by any character, 
  anywhere in the world.  Core scenarios advance 
  campaign-wide plots and usually cost your character 2 
  TUs. On average there are 20 rounds of Core scenarios 
  each year plus several more special scenarios that run at 
  certain shows or venues (see below). 
   
  Core Special scenarios can take place in almost any 
  location on Oerth. They often run at the larger national 
  shows and often have limited play (such as only 
  running at Gencon and no where else). Core Special 
  scenarios are often one-shot type adventures or give 
  greater detail to a larger core plotline. On average there 
  are 3 to 4 rounds of Core Special scenarios each year. A 
  Core Special is not the same as a Core Scenario when it 
  comes to options that you might have during a normal 
  core event.  Core Special scenarios TU costs vary  
  greatly and can range from 2 to 14 TUs or even higher. 
   
  If you don’t travel at all to play, your character can 
  participate in your region’s regional scenarios, your 
  meta-region’s meta-regional scenarios, and all Core 
  scenarios.  If you travel to play, then you open up your 
  play opportunities even more. With the current system 
  you can easily spend your 52 time units each year 
  without ever leaving your home (though we do 
  recommend you get some fresh air now and then).  
   
   
             Campaign Documentation 
   
  You’ll need to keep more with you when you play than 
  your character sheet.  You also need documentation to 
  show how experienced your character is, and what 
  items he or she possesses.  In the Living Greyhawk 
  game, the documents you’ll need to keep handy are 
  your Adventure Records (ARs) and your Master Item 
  Logsheets (MIL).  
   
  After every Living Greyhawk scenario you’ll play, you’ll 
  receive an Adventure Record that details the awards 
  you received for that scenario.  Any other changes to 
  your character are also recorded on the scenario’s AR.  
  When you add the awards from a scenario you’ve just 
  played to the totals on your last AR, you have your 
  character’s new totals, and you’ve documented the 
  advancement of your character.  Although some of the 
  important numbers in your character development 
  (experience points and gold piece total) are always 
  current on your most recent AR, you should keep all 
  your past ARs, so you’ve got a record of all the scenarios 
  you’ve played. 
   
  The Master Item Logsheet lists the items that your 
  character owns, and is updated as your character buys 
  or sells items in the game.  It’s a handy way to keep 
  track of all the bits of equipment that your adventurer 
  collects. 
   
  More details about the Adventure Records and the 
  Master Item Logsheet are found in Chapter Four. 
   
                                Meta-Campaign 
   
  Anything that happens outside the boundaries of the 
  table are considered meta-campaign or meta-game 
  activity. Your local triad should have a copy of their 
  meta-campaign activities on their website for you to 
  look through. Some examples of what you can do are 
  described below. 
   
  • 
  Meta-Campaign Groups:  Join a bards guild, 
  become a Knight of the Hart, join the Church 
  of Rao, or become an apprentice in the secret 
  thieves guilds of Dyvers (nothing to see here . 
  . move along .. move along). Each region may 
  have dozens of groups that can add flavor and 
  background to your character, as well as 
  provide him with access to feats, spells, and 
  items not normally available to the common 
  adventurer. Each of these groups will have 
  requirements to join as determined by your 
  local Triad. 
  • 
  Intro-Mods: These are for 1
  st level characters 
  new to the campaign. They are regional in 
  nature and help new players get a better 
  feeling for what makes their region different 
  and what they can expect in future adventures 
  from their region. 
  • 
  Interactives: These cover things from the 
  King’s wedding to the defense of a town. 
  Unlike normal scenarios, these have no set 
  time to run in and can do a lot of activities not 
  available in a normal scenario. While some 
  run like your typical adventure, in others, 
  players choose to dress up in costume as part 
  of the game. You never know what might 
  happen during one of these, and the well 
  written ones can be a lot of fun. 
  • 
  Special Mission:  These adventures are things 
  requested by you the player. They can range 
  from meeting a special in-game requirement 
  for a prestige class to going back to that 
  dungeon one more time to finish off the evil 
  cleric and his minions. Well, by contacting 
  your local Triad it is possible for that to 
  happen. Special Missions are rare and not all 
  are approved but can be one of the most 
  satisfying experiences for your character if 
  completed.  
  
   
  Page 8 
  Chapter Three: Character Generation Guidelines 
   
  These guidelines give you the basic information you 
  need to create a starting Living Greyhawk character, 
  and to advance your character. Please be aware that 
  these guidelines, like the Living Greyhawk Campaign 
  Sourcebook, will change. As more D&D or Greyhawk 
  material is published, we’ll want to add those options to 
  the official Living Greyhawk rules. Very infrequently 
  we may have to restrict previously available options, 
  though this certainly isn’t a goal and will only happen 
  after careful consideration. 
   
  These guidelines have a version number and date on 
  the front cover. All Living Greyhawk characters must 
  comply with the most current version of the 3.5 
  Player’s Handbook and these guidelines. When new 
  options become available, you may take advantage of 
  them by adding them to your character at the next 
  normal opportunity (usually level advancement). You 
  may not retroactively change your character to take 
  advantage of new options or changes to the rules.  
   
  In the Living Greyhawk campaign, each character is 
  from a specific region of the Flanaess, the main 
  continent of the Greyhawk campaign setting. As a 
  default, all characters in the campaign are assumed to 
  be “from” the region assigned to the real-world area in 
  which their players live (each region is maintained by 
  local administrators known as Regional Triads). You 
  will find a list of real world locations and their 
  corresponding Living Greyhawk Regions in Chapter 
  Two as well as Chapter Ten. Also all new characters 
  start at 1
  st level with zero experience points. The Living 
  Greyhawk Campaign does not use the optional rule of 
  starting as a multi-class character at 1
  st level. 
   
  To create your Living Greyhawk character, you must 
  first print out a Living Greyhawk Character sheet. You 
  can find a PDF of this sheet in the “Files” section of the 
  campaign website (www.livinggreyhawk.com). To help 
  our DMs, we ask that all players use this sheet for their 
  characters. It makes it easier for the DM to find what 
  he is looking for when needed. Once you have that 
  printed and your 3.5 Player’s Handbook handy, you can 
  continue to Step One. 
   
                      Step 1: Ability Scores 
   
  To put all players on an even footing, the Living 
  Greyhawk campaign uses the Nonstandard Point Buy 
  method of ability score generation, found in Chapter 6 
  of the D&D 3.5 Dungeon Master’s Guide. The Living 
  Greyhawk setting is considered a “Tougher Campaign”; 
  hence, each character uses 28 points distributed among 
  all six ability scores. We have included this chart for 
  your convenience (Table 3-1: Ability Costs).  
   
  For example, using the full 28 points, a character's 
  attributes might be purchased as follows: 
   
  Str 15: 
  8 points 
   
  Int 10: 
  2 points 
  Dex 13: 
  5 points 
   
  Wis 11: 
  3 points 
  Con 14: 
  6 points 
   
  Cha 12: 
  4 points 
   
  Apply racial adjustments to ability points after the base 
  scores are determined. Thus, ability scores range from 
  8–18 for humans, and 6–20 for nonhumans. Ability 
  scores gained as your character advances in level do not 
  use this chart; they are full points and may be added as 
  explained in the Player's Handbook. 
   
                     Step 2: Race and Class 
   
  You may choose any race and class option described in 
  the Player's Handbook. The Living Greyhawk 
  Campaign also uses the following special rules for 
  character creation. These override or limit the 
  character options in the Player's Handbook. 
   
  Human characters should choose one of the subraces 
  of humanity, explained in Chapter 2 of the Living 
  Greyhawk 
  Gazetteer, 
  as 
  their 
  primary 
  racial 
  background (Baklunish, Flan, Oeridian, Olman, 
  Rhennee, Suloise, and Touv). While very few humans 
  are purebred, most do 
  have 
  a 
  dominant 
  ancestry that shows. 
  Elf characters must be 
  of the gray, high, or 
  wood 
  subraces. 
  Dwarves may be hill or 
  mountain 
  dwarves. 
  Gnomes must be rock 
  gnomes. Halflings may 
  be lightfoot, tallfellow 
  or 
  deep 
  (stout) 
  halflings. All half-orcs 
  are 
  human/orc 
  crossbreeds. 
  When 
  choosing a sub-race 
  that is not in the PHB, 
  please see Table 3-2 on 
  the following page for 
  information 
  on 
  the 
  races above that are not 
  listed in the PHB. 
  Table 3-1: Ability Costs
   
  Cost 
  Score
   
  Modifier 
   
   — 
     6 
       –2 
   — 
     7 
       –2 
    0 
     8 
       –1 
    1 
     9 
       –1 
    2 
    10 
       +0 
    3 
    11 
       +0 
    4 
    12 
       +1 
    5 
    13 
       +1 
    6 
    14 
       +2 
    8 
    15 
       +2 
    10 
    16 
       +3 
    13 
    17 
       +3 
    16 
    18 
       +4 
   — 
    19 
       +4 
  
   
  Page 9 
   
   
   
   
   
   
   
   
   
   
   
   
  When picking bonus languages, humans are free to 
  choose from the languages and dialects listed on pages 
  11-12 of the Living Greyhawk Gazetteer,  except for 
  Druidic, Ferral, and Lendorian Elven. The most 
  prominent of these languages are the human racial 
  languages: Ancient Baklunish, Flan, Old Oeridian and 
  Ancient Suloise. Other races may also choose these 
  languages and dialects as the subject of the Speak 
  Language skill. See the Campaign website for a 
  complete list of languages. 
   
  You must choose a non-evil alignment that also meets 
  all requirements for your character’s class 
   
  A cleric must serve a specific non-evil deity from the 
  Living Greyhawk Deities document (found on the 
  campaign website. PC clerics may not serve Wastri. For 
  your convenience we have included the full list of 
  allowed deities on the next page (Table: 3-3). The list 
  contains only the deity’s name, alignment, domains, 
  and primary weapon. If two weapons are listed, either 
  may be used as the primary weapon. If two alignments 
  are listed the first is that of the god. The second one is 
  the most common variant of her worshipers. For more 
  information, see one of the sources listed previously or 
  go 
  to 
  the 
  Living 
  Greyhawk 
  website 
  at 
  www.livinggreyhawk.com.  A paladin need not (but 
  may) serve a patron deity. Non-clerical or Paladin 
  characters are not required to worship a deity but if 
  they choose to do so they must pick from the same 
  chart as clerics and paladins. 
   
  A character may begin play at any age from Adulthood 
  to Old Age, as defined in the Age section of Chapter 6: 
  Description, 
  in 
  the 
  Player's 
  Handbook. 
  Age 
  adjustments to ability scores are not used in the Living 
  Greyhawk campaign. The character may be of any 
  height and weight allowed by the height and weight 
  tables for the character’s race. 
   
   
  Prestige Classes: Whenever your character meets the 
  requirements, you can choose to take one of many 
  prestige classes found in Dungeon Master’s Guide, one 
  of the class guidebooks, or those found in the pages of   
  Living Greyhawk Journal. Chapter Five of this 
  document goes into detail on some of the requirements 
  needed to take some of the more exotic prestige classes. 
  Consult with that chapter before selecting a prestige 
  class.  
                             Step 3: Hit Points 
   
  Assign your starting character the maximum hit points 
  possible for his class. For each additional character 
  level, assign hit points according to the new class by 
  taking half the maximum value for the class, add 1 
  point, and then your Con Bonus (or penalty). For 
  example, a character with a 10 Con adds 3 hit points 
  upon gaining a new level in the Sorcerer class. 
   
                   Step 4: Skills and Feats 
   
  A few skills need brief additional rulings: 
   
  Craft, Perform, Profession, and Sleight of Hand: All 
  these skills allow your character to earn extra coin if 
  Time Units are spent directly after a Regional 
  adventure. The rules for such activity are presented in 
  Chapter Six: Beyond the Core Rules, which can be 
  found later in this document.  
   
  Knowledge Skill: You may only choose the 
  Knowledge skills that are specifically listed in the 3.5 
  Player’s Handbook. Knowledge (local): In the Living 
  Greyhawk Campaign this skill needs some further 
  specialization due to the regional nature of the 
  campaign. When you take ranks in Knowledge (local) 
  you must pick a subset that it applies to. The subsets 
  you may choose from are as follows: Meta-Region 1, 
  Meta-Region 2, Meta-Region 3, Meta-Region 4, Meta-
  Region 5, and Core. So when you are in Keoland you 
  would use Knowledge: (Local - Meta-Region 1 for any 
  checks required during the event. All regional and 
  meta-regional events use the meta-region knowledge 
  for the meta-region they belong to. All Core events use 
  Knowledge (Local - Core) regardless of where they are 
  set. If you do not have any ranks in the needed subset 
  then you cannot make a Knowledge (local) check. 
  Table 3-2: Subraces 
   
  Subrace  
   
  Ability Adjustments 
   
   
  Favored Class 
  Trait Change 
   
   
   
  Gray Elf  
   
  -2 Str, +2 Dex, -2 Con, +2 Int 
   
  Wizard  
  None – As standard elf 
  Wood Elf 
   
  +2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha  
  Ranger  
  None – As standard elf 
  Mountain Dwarf  
  as standard dwarf  
   
   
  Fighter  
  None – As standard dwarf 
  Tallfellow Halfling 
  as standard halfling 
   
   
  Rogue 
   
  Yes – See MM page 149 
  Deep (Stout) Halfling 
  as standard halfling 
   
   
  Rogue 
   
  Yes – See MM page 150 
  
   
  Page 10 
                           Step 5: Equipment 
   
  A starting character receives the maximum amount of 
  gold pieces for his class from 3.5 Player’s Handbook  
  Table 7-1. 
  During character creation you purchase equipment for 
  your character from the Trade Goods, Weapons, 
  Armor, and Goods and Services sections of Chapter 7: 
  Equipment in the 3.5 Player’s Handbook. The Living 
  Greyhawk campaign does not use the ‘Spellcasting and 
  Services’ section of Table 7-8: Goods and Services. See 
  Chapter Six: Beyond the Cores Rules for more on NPC 
  spellcasting costs. Chapter 4 of this document goes into 
  more detail on how to purchase expanded gear as you 
  adventure and gain more money. 
    
   
   
   
  The carrying capacity rule is used in the Living 
  Greyhawk campaign, so keep track of what your 
  character is carrying and how much it weighs. 
   
                      Step 6: Home Region 
   
  All Living Greyhawk characters are based in one of the 
  nations of the Flanaess, as detailed in the Living 
  Greyhawk Gazetteer. There is no such thing as a 
  “regionless” character. The default home region where 
  your starting character operates is determined by 
  where you actually live. You may choose a different 
  home region for your starting character, but your 
  character then suffers out-of-region penalties when you 
  use it in the game region assigned to where you live. 
  Remember your Home Region represents where your 
  character is currently living. He may have been born 
  elsewhere and traveled to your current home.  
   
  Each year on January 1
  st you may change your home 
  region to a new one. This will be that character’s home 
  region for the rest of that year. If you change your 
  address in real life, you may send a petition to the Point 
  of Contact (POC) of the triad for your new region 
  asking permission to change your home region to that 
  of your new real life home. You are not forced to 
  change your home region when you move but you will 
  suffer out-of-region penalties when playing regionals 
  in your new region. 
   
  A player may not choose as a character’s home region 
  the Free City of Greyhawk or any campaign nation not 
  moderated by a Regional Triad. There is a table of all 
  regions and their corresponding real world locations in 
  Chapter Two of this document. There is also a chart 
  breaking out regions by what meta-region they fall into 
  in Chapter Ten. While we are not currently looking at 
  expanding, additional regions may be assigned as the 
  campaign grows in the future.  
   Table 3-3: Allowed Deities in Living Greyhawk 
  Name 
  Align 
  Domains 
  Weapon 
  Greater Gods 
  Beory 
  N 
  (NG) 
  Animal, Earth, 
  Plant, Water 
  Club 
  Boccob 
  N 
  Knowledge, 
  Magic, 
  Trickery 
  Quarterstaff 
  Corellon 
  Larethian 
  CG 
  Chaos, Good, 
  Magic, 
  Protection, 
  War 
  Longsword 
  Garl 
  Glittergold 
   
  NG 
  Good, 
  Protection, 
  Trickery 
  Small 
  Greataxe 
  Istus 
  N 
  Chaos, 
  Knowledge, 
  Law, Luck 
  Web of Istus 
  (net) 
  Moradin 
  LG 
  Earth, Good, 
  Law, Protection 
  Warhammer 
  Pelor 
  NG 
  Good, Healing, 
  Strength, Sun 
  Heavy mace 
  Rao 
  LG 
  Law, Good, 
  Knowledge 
  Light mace 
  Yondolla 
  LG 
  Good, Law, 
  Protection 
  Small 
  Longsword 
   
   
   
   
  Intermediate Gods 
   
   
   
   
  Aerdrie 
  Faenya 
  CG 
  Air, Animal, 
  Chaos, Good 
  Quarterstaff 
  Arvoreen 
  LG 
  Good, Law, 
  Protection, 
  War 
  Small 
  Longsword 
  Baervan 
  Windwanderer 
  NG 
  Animal, Good, 
  Plant, Travel 
  Small Spear 
  Berronar 
  Truesilver 
  LG 
  Good, Healing, 
  Law, Protection 
  Heavy mace 
  Celestian 
  N 
  (NG) 
  Knowledge, 
  Travel, 
  Protection 
  Spear 
  Clangeddin 
  Silverbeard 
  LG 
  Good, Law, 
  Strength, War 
  Battleaxe 
   
   
   
   
  Cyrrollalee 
  LG 
  Good, Law, 
  Protection 
  Small Club 
  Dumathoin 
  N 
  Earth, 
  Knowledge, 
  Protection 
  Warhammer 
  Ehlonna 
  NG 
  Animal, Good, 
  Plant, Sun 
  Longbow 
  Erevan 
  Ilesere 
  CN 
  Chaos, Luck, 
  Trickery 
  Short sword 
  Fharlanghn 
  N 
  (NG) 
  Luck, 
  Protection, 
  Travel 
  Quarterstaff 
   
   
   
   
  
   
  Page 11 
  Flandal 
  Steelskin 
  NG 
  Good, Earth, 
  Strength 
  Small 
  Warhammer 
  Hanali 
  Celanil 
  CG 
  Chaos, Good, 
  Magic, 
  Protection 
  Dagger 
  Heironeous 
  LG 
  Good, Law, 
  War 
  Battleaxe or 
  Longsword 
  Kord 
  CG 
  Chaos, Good, 
  Luck, Strength 
  Greatsword 
  Labelas 
  Enoreth 
  CG 
  Chaos, Good, 
  Knowledge 
  Quarterstaff 
  Lendor 
  LN 
  Knowledge, 
  Law, Protection 
  Greatsword 
  Obad-Hai 
  N 
  Air, Animal, 
  Earth, Fire, 
  Plant, Water 
  Quarterstaff 
  Olidammara 
  CN 
  Chaos, Luck, 
  Trickery 
  Rapier 
  Pholtus 
  LG 
  (LN) 
  Good, 
  Knowledge, 
  Law, Sun 
  Quarterstaff 
  Procan 
  CN 
  Animal, Chaos, 
  Travel, Water 
  Trident 
  Ralishaz 
  CN 
  Chaos, 
  Destruction, 
  Luck 
  Quarterstaff 
  Segojan 
  Earthcaller 
  NG 
  Animal, Earth, 
  Good 
  Small heavy 
  mace 
  Sehanine 
  Moonbow 
  CG 
  (NG) 
  Chaos, Good, 
  Knowledge, 
  Travel, 
  Trickery 
  Quarterstaff 
  Sheela 
  Peryroyl 
  N 
  Air, Earth, 
  Plant 
  Small Sickle 
  Solonor 
  Thelandria 
  CG 
  Chaos, Good, 
  Plant, War 
  Longbow 
  St. Cuthbert 
  LG 
  (LN) 
  Destruction, 
  Good, Law, 
  Protection, 
  Strength 
  Club 
  Trithereon 
  CG 
  Chaos, Good, 
  Protection, 
  Strength 
  Spear 
  Ulaa 
  LG 
  Earth, Good, 
  Law 
  Warhammer 
  Vergadain 
  N 
  Knowledge, 
  Luck, Trickery 
  Longsword 
  Wee Jas 
  LN 
  (LE) 
  Death, Law, 
  Magic 
  Dagger 
  Zilchus 
  LN 
  Knowledge, 
  Law, Trickery 
  Dagger 
   
   
   
   
  Lesser Gods 
   
   
   
   
  Allitur 
  LG 
  (LN) 
  Good, 
  Knowledge, 
  Law 
  Spear 
  Atroa 
  NG 
  Air, Good, 
  Plant, Sun 
  Sling 
  Baravar 
  Cloakshadow 
  NG 
  Good, 
  Protection, 
  Trickery 
  Small 
  Dagger 
  Berei 
  NG 
  Good, Plant, 
  Protection 
  Sickle 
  Bleredd 
  N 
  Earth, Fire, 
  Strength 
  Warhammer 
  Bralm 
  N 
  (LN) 
  Animal, Law, 
  Strength 
  Quarterstaff 
  Brandobaris 
  N 
  Luck, Travel, 
  Trickery 
  Dagger 
  Cyndor 
  LN 
  Law, 
  Protection, 
  Travel 
  Sling 
  Dalt 
  CG 
  Chaos, Good, 
  Protection, 
  Travel, 
  Trickery 
  Dagger 
  Delleb 
  LG 
  Good, 
  Knowledge, 
  Law, Magic 
  Dart 
  Fortubo 
  LG 
  (LN) 
  Earth, Good, 
  Law, Protection 
  Warhammer 
  Gaerdal 
  Ironhand 
  LG 
  Good, Law, 
  Protection, 
  War 
  Warhammer 
  Geshtai 
  N 
  Plant, Travel, 
  Water 
  Spear 
  Jascar 
  LG 
  Earth, Good, 
  Law, Protection 
  Warhammer 
  Joramy 
  N 
  (NG) 
  Destruction, 
  Fire, War 
  Quarterstaff 
  Kurrell 
  CN 
  Chaos, Luck, 
  Trickery 
  Short sword 
  Lirr 
  CG 
  Chaos, Good, 
  Knowledge, 
  Magic, Travel 
  Spear 
  Llerg 
  CN 
  Animal, Chaos, 
  Strength 
  Battleaxe 
  Lydia 
  NG 
  Good, 
  Knowledge, 
  Sun, Travel 
  Shaft of light 
  (Spear) 
  Mouqol 
  N 
  Knowledge, 
  Travel, 
  Trickery 
  Dagger 
  Muamman 
  Duathal 
  NG 
  Good, 
  Protection, 
  Travel 
  Heavy mace 
  Myrhiss 
  NG 
  Good, Healing, 
  Protection 
  Whip or 
  Shortbow 
  Norebo 
  CN 
  Chaos, 
  Trickery, Luck 
  Dagger 
  Osprem 
  LN 
  Law, 
  Protection, 
  Travel, Water 
  Trident 
  
   
  Page 12 
  Phaulkon 
  CG 
  Air, Animal, 
  Chaos, Good, 
  War 
  Longbow 
  Phyton 
  CG 
  Chaos, Good, 
  Plant, Sun, 
  Water 
  Scimitar 
  Sotillon 
  CG 
  (CN) 
  Air, Chaos, 
  Good, Healing, 
  Plant 
  Net 
  Telchur 
  CN 
  Air, Chaos, 
  Strength 
  Spear 
  Vatun 
  CN 
  Air, Animal, 
  Chaos, 
  Strength 
  Battleaxe 
  Velnius 
  N 
  (NG) 
  Air, Travel, 
  Water 
  Spear 
  Wenta 
  CG 
  Air, Chaos, 
  Good, Plant 
  Club 
  Xan Yae 
  N 
  Knowledge, 
  Trickery, War 
  Falchion 
  Xerbo 
  N 
  Animal, 
  Knowledge, 
  Water 
  Trident 
  Zodal 
  NG 
  Good, Healing, 
  Protection 
  Hand of 
  Zodal 
  (Unarmed) 
   
   
   
   
  Demigods 
   
   
   
   
  Al'Akbar 
  LG 
  Good, Healing, 
  Law, Protection 
  Falchion 
  Mayaheine 
  LG 
  Good, Law, 
  Protection, 
  War 
  Bastard 
  sword 
  Merikka 
  LG 
  Good, Law, 
  Plant, 
  Protection 
  Sickle 
  Rudd 
  CN 
  (CG) 
  Chaos, Good, 
  Luck 
  Rapier 
  Stern Alia 
  LN 
  (LE) 
  Knowledge, 
  Law, Protection 
  Heavy mace 
  Ye'Cind 
  CG 
  Chaos, Good, 
  Knowledge, 
  Magic 
  Longsword 
  Zagyg 
  CN 
  (CG) 
  Chaos, 
  Knowledge, 
  Magic 
  Club 
  Zuoken 
  N 
  Knowledge, 
  Strength, War 
  Fist of 
  Zuoken 
  (Unarmed) 
   
   
   
   
  Hero-Gods 
   
   
   
   
   
   
   
  Azor'alq 
  NG 
  Good, Sun, 
  War 
  Scimitar 
  Charmalaine 
  N 
  Luck, 
  Protection 
  Small Heavy 
  Mace 
  Daern 
  LN 
  Earth, Law, 
  Protection 
  Shortspear 
  Daoud 
  N 
  Magic, Travel 
  Quarterstaff 
  Gadhelyn 
  CN 
  Animal, Chaos, 
  Plant 
  Longbow 
  Gendwar 
  Argrim 
  LN 
  Law, War 
  Dwarven 
  waraxe 
  Johydee 
  NG 
  Good, 
  Protection, 
  Trickery 
  Short sword 
  Kelanen 
  N 
  Travel, War 
  Any martial 
  sword 
  Keoghtom 
  NG 
  Good, 
  Knowledge, 
  Travel 
  Short sword 
  Kuroth 
  CN 
  Chaos, Luck, 
  Trickery 
  Dagger 
  Murlynd 
  LG 
  Good, 
  Knowledge, 
  Law 
  Longsword 
  Nazarn 
  N 
  Luck, War 
  Short Sword 
  Tsolorandril 
  LN 
  Knowledge, 
  Law 
  Spiked chain 
  Vathris 
  LN 
  Law, 
  Destruction 
  Longspear 
   
   
   
   
   
         Learning New Arcane Spells 
   
  At the end of any adventure a wizard character may 
  attempt to learn as many new arcane spells as he has 
  caster levels, as long as they have a source for those 
  new spells (another character at the tables spellbook, a 
  plundered spellbook from an enemy wizard, campaign 
  documentation allowing a spell to be taken, or a scroll). 
  However, the two spells a wizard receives for 
  advancing a level are bonus spells learned, and don’t 
  count toward this after-adventure maximum. The 
  standard rules and costs for scribing a new spell from 
  the 3.5 Player’s Handbook are used. Learning these 
  spells does not cost any additional time units. 
   
  If a particular spell is not from the 3.5 Player’s 
  Handbook then the player must have some sort of 
  campaign documentation to demonstrate he is allowed 
  to have it. Examples would be a year one certificate, a 
  listing on an Adventure Record, or a meta-group 
  document allowing access. 
   
   
                      Lifestyle and Upkeep 
   
  Your character usually has typical expenses that he 
  must pay in order to stay healthy and well supplied. 
  The gold it takes to support your character during and 
  after an adventure—that is, between the adventure you 
  
   
  Page 13 
  play and the next—is called Upkeep. Usually your 
  character spends 12 gp per TU spent. This is called the 
  Adventurers’ Standard. Spending this gold allows you 
  to spend time in warm beds, eat hearty meals, travel in 
  relative comfort (for adventurers), replenish rations, 
  mend your clothing and equipment, refill healing kits, 
  restock up to 20 normal  arrows and bolts (those found 
  on Player’s Handbook Table 7-5: Weapons), and 
  properly heal between adventures. If he or she suffered 
  any temporary ability damage, paying this upkeep or 
  higher allows your character to heal all temporary 
  ability damage dealt before the beginning of the next 
  adventure. If your character suffered from a disease 
  during the adventure, paying the Adventurers’ 
  Standard still requires you to make saving throws to 
  fight infection for each day of the adventure until you 
  fight off the infection. If the adventure takes less time 
  than the incubation period for the disease, you must 
  succeed at one saving throw for the disease at the end 
  of the game session. But paying the Adventurers’ 
  Standard allows you to heal any ability damage 
  between adventures and to fight off any further 
  infection in many cases, but special effects of diseases, 
  such as the requirement of magical healing for 
  mummy rot, the permanent drain of demon fever, the 
  persistence of devil chills, or the blindness of blinding 
  sickness continue on, and are reported on the Play 
  Notes until the requirements to rectify their specific 
  damage are met.  When playing a multi-round 
  adventure, and you have paid this Upkeep or higher, 
  you must finish the end of all the adventure rounds to 
  gain this benefit.  
   
  You can choose not to pay the Adventurer’s Standard. 
  Do this and you retain temporary ability damage into 
  the next adventure, you must buy new spell 
  component pouches and healer's kits, and you may 
  suffer other in-game penalties or sometimes even gain 
  in-game benefits as detailed by your DM. You can avoid 
  many of these penalties by “living off the wild.” At the 
  beginning of the adventure, if you possess four or more 
  ranks in Survival,  and you succeed at a Survival check 
  (DC 20), you may heal temporary ability damage as if 
  you had paid the Adventurers’ Standard, refill spell 
  component pouches and healer's kits, and, if your 
  character also has at least four ranks in Craft 
  (bowmaking), arrows and bolts,  but you may still suffer 
  in-game penalties, or gain wilderness-savvy related 
  benefits. You are allowed to “take 10” on this roll. 
    
  Temporary ability damage or permanent ability drain 
  transferring to the next adventure is noted in the Play 
  Notes section of your Adventure Record. 
   
  You may also pay more gold to live better than the 
  average adventurer. Beyond the Adventurers’ Standard 
  are the Rich and Luxury upkeeps. For a cost of 50 gp 
  for each TU spent, Rich upkeep gives you the same 
  benefits as the Adventurer’s Standard, but you gain a +2 
  circumstance bonus on Bluff, Diplomacy, Gather 
  Information, Intimidate, Perform, Profession, and 
  Sense Motive checks applied when your DM 
  determines that the increased social status of your 
  wealth would grant you a reasonable benefit. For a cost 
  of 100 gp for each TU spent, Luxury upkeep grants a 
  character a +4 circumstance bonus in such cases. You 
  must request to use this modifier immediately before 
  the check is attempted in order to gain the bonus.  
   
  You 
  declare 
  your 
  Upkeep to your DM 
  before play begins, 
  and you must have 
  enough gold to cover 
  the adventure’s TU 
  cost at the beginning 
  of play, but the actual 
  deduction of the gold 
  occurs after play.  
   
                                               
  Paperwork 
   
  When you first create 
  a character, list all of 
  your 
  starting 
  equipment on your 
  character sheet. In 
  the future you will 
  have 
  to 
  record 
  purchases 
  on 
  the 
  Master 
  Item 
  Logsheet, though for 
  now, 
  that 
  is 
  not 
  necessary, 
  as 
  anything from the Players Handbook is not tracked on 
  the MIL. Please see Chapter Four for more details. 
  After each adventure, you’ll receive an Adventure 
  Record certificate. On the bottom left of this 
  certificate, 
  your 
  Dungeon 
  Master 
  awards 
  you 
  experience points. On the bottom right of the sheet 
  you will record the gold piece value of your share of the 
  loot and any purchases or sales you made. This 
  certificate also tracks the number of Time Units (TUs) 
  you spent during game play, gold and experience 
  points you spent during game play, new special items 
  or game effects that your character may enjoy or suffer 
  a detriment by, as well as the fact that you have played 
  in a particular adventure. As with the Master Item Log 
  sheet you can find more details on the Adventure 
  Record in Chapter Four. 
   
   
  Instant FAQ: 
   
  When I earn enough xp to 
  gain a new level can I delay 
  taking that level until a later 
  date ?   
   
  No. If the xp total in your Final 
  Total XP box on your Adventure 
  Record is enough to gain a new 
  level, then you must take that 
  level before you can play that 
  character again. 
   
  When gaining a level can I 
  leave a feat slot empty or not 
  spend skill points until later ? 
   
  No. When you gain a level you 
  must follow the chart under 
  Level Advancement on pages 
  144-146 in the Player’s 
  Handbook in the exact order it 
  shows before you next play that 
  h
  t
  
   
  Page 14 
                                      Trade Policy 
   
  Items that appear on the Master Item Logsheet of your 
  character, or on your character sheet, may not be traded 
  to another character. During adventure play, you may 
  loan items and coins to other characters for the 
  duration of the adventure, but their loss (by 
  destruction, consumption, or spending) is reflected in 
  your gold piece totals at the end of the game. At the 
  end of the game, coin, surviving items, and anything 
  purchased with borrowed gold revert back to your 
  character. This does not allow you to loan money to a 
  friend to buy an item you cannot normally buy for 
  yourself. Any reverting item that the lender is not 
  allowed to keep must be sold, and as much gold as 
  possible returned. Anything spent paying for an NPC’s 
  services does not revert to its original owner, even if 
  only one PC benefited form the services (e.g. paying an 
  NPC to cast a spell on one character).  
   
  Also, Adventure Record certificates are linked to the 
  names of the character and player that appear in the 
  certification field. A character cannot be played by 
  anyone other than the player named.  
   
  All certificates in the Living Greyhawk campaign are 
  the property of Wizards of the Coast and must be 
  returned to the campaign staff or their representatives 
  upon request. They have $0 cash value and cannot be 
  sold for cash or other real world considerations. Sale of 
  any Living Greyhawk campaign certificate, or trade 
  contrary to the certificate trading rules will be 
  penalized by sanctions imposed by the campaign staff, 
  up to the banning of all offending parties from future 
  RPGA events. The duration of that ban is decided by 
  the campaign staff.   
   
   
       Charity and Benefit Auctions 
   
  Nothing that grants a benefit in the Living Greyhawk 
  campaign can be sold or auctioned off for real money 
  in any fashion. This includes, but is not limited to, die 
  bumps, convention only benefits, magical items or 
  special certs,  An event may designate an adventure as a 
  ‘Benefit’ per the RPGA rules for such and donate the 
  entry fee to charity.  
    
            Guidelines for Ethical Play  
   
  In the Living Greyhawk campaign, we expect that you 
  will conduct yourself in a manner suitable to group 
  cooperation and group enjoyment. Specifically, 
   
  Players  
   
  • 
  Contribute to the fun of the whole group when 
  playing. Don’t play in a style that detracts from the 
  fun of the game. 
  • 
  Play fairly and honestly. 
  • 
  Be considerate of others, and their right to enjoy 
  the game as much as you do. 
  • 
  Follow the spirit of the rules, as well as the letter of 
  the rules. 
  • 
  Respect the decision of your DM; he or she is the 
  judge of the game, and, through the D&D rules 
  decides the effects of your character’s actions and 
  NPC’s actions.   
   
  Dungeon Masters 
   
  • 
  You are the Dungeon Master. It is your job to run 
  the game. You are not playing against the players; 
  you are challenging them. Presenting a fun D&D 
  experience is your top priority. 
  • 
  All players should be treated equally and equitably, 
  by you and by other players. 
  • 
  Run games in a professional manner. Remember 
  that you represent the RPGA and the campaign to 
  your players. 
  • 
  Abide by the expectations that apply to the players. 
   
  Administration 
   
  • 
  Respond and communicate in an articulate and 
  timely manner. 
  • 
  Uphold the authority of our game masters, and do 
  not overrule them without careful investigation. 
  • 
  Abide by the expectations that apply to the players 
  and the Dungeon Masters. 
   
   
   
   
   
  
   
  Page 15 
  Chapter Four: Adventure Record & Master Item Logsheet 
   
  So you have created a character and you are ready to 
  play. You finish up playing your first Living Greyhawk 
  adventure and the Dungeon Master hands you a 
  complicated looking form to fill out. You look at it, 
  scratch your head, and then elbow the guy next to you 
  to ask if he knows what it is. He tells you it is your 
  Adventure Record and you get one with every scenario 
  you play. He also shows you his Master Item Logsheet 
  with all the cool things he has picked up during his 
  characters career. Looks pretty neat but you need some 
  more information on it. Well keep reading my friend. 
   
  The Adventure Record is the new way to keep track of 
  character progression in Living Greyhawk. As your 
  character progresses, you need some way to show what 
  you have played, earned, and seen in your travels. 
  Otherwise you could just write 10
  th level on the top of 
  your character sheet and nobody could prove you had 
  not played enough to get there. Though the Adventure 
  Record (AR) and Master Item Logsheet (MIL) may 
  seem a bit intimidating, they are actually very easy to 
  use and offer many options to you, the player, as you 
  continue to play. 
   
   
                           Adventure Record 
   
  “Another Wand !!  I’ll take the gold instead.” 
  - 
  Regdar, 592 CY 
   
  The Adventure Record tracking system has a simple 
  base assumption: when you adventure you get an equal 
  share of the loot, and with that share you can equip 
  your character with a reasonable selection of mundane 
  and magical equipment which helps you face greater 
  challenges at greater levels. While magic is rarer in 
  Greyhawk® than on other worlds of the Prime Material 
  Plane, Oerth also has its share of wizards, clerics, and 
  other spellcasters who, for the proper compensation, 
  create and sell magic items. More than even gold or 
  steel, magic is a commodity that the powerful 
  personages of the Flanaess desire to possess and 
  control. Your character can find and acquire magic 
  items during the adventure and in down-time. How 
  successful you are at this could determine your fate and 
  the fate of your region in years to come. 
   
   After each adventure you play you will receive an 
  Adventure Record. It contains all the information 
  needed to advance your character and record what he 
  found and did. As you play more and more, the 
  Adventure Records will record your characters history. 
  From the first adventure played to the current one, 
  they represent the proof that you did what you say you 
  did. Keep them safe as if you lose them you have no 
  way of showing what level you are or what equipment 
  you have. We recommend that you make copies of 
  your current ones or scan them into a computer if you 
  have access. This gives you some security in case 
  something bad happens. 
   
   
                                 The Adventure 
                     Record, Inch-By-Inch 
   
  On page 20 you will find a sample Adventure Record. 
  We have numbered it to make it easier as we walk 
  through how to fill one out and the special rules that 
  apply to using it. If you have any questions, make sure 
  to check out Chapter Nine for a list of Frequently 
  Asked Questions about the Adventure Record and this 
  document as a whole. If you still cannot find an answer, 
  contact your local Triad’s Point of Contact and he or 
  she will be more than happy to answer your questions 
  or point you in the right direction. 
   
   
  1. Player/Character Certification: 
   
  The first blank certifies the name of the character that 
  participated in the adventure immediately followed by 
  their current classes and class levels. The blank below it 
  certifies the player’s name and his or her RPGA 
  number. If you don’t have an RPGA number, speak to 
  your DM or convention organizer. Directly under 
  these fields, the certificate states the name and type of 
  the scenario (either Regional, Core, Core Special, or 
  Meta-Regional) as well as the region where the 
  adventure took place. Neither a player nor a character 
  may participate in the same scenario twice.  
   
  2. Play Notes and DM Certification: 
   
  The upper left corner of this section contains the 
  heraldic symbol for the region the adventure takes 
  place in. To the right of the symbol is the play notes 
  section. Your DM will note anything that might carry 
  over to the next adventure in this section. We have 
  included some of the more common things as check 
  boxes to make the DM’s job a bit easier. You will note 
  your character’s home region. The bottom of this 
  section is the DM’s certification of the Adventure 
  Record. He does not sign and date the AR until it is 
  
   
  Page 16 
  filled out completely and any empty boxes have lines 
  drawn through them (such as a line through GP Spent 
  if no items were purchased at the end of the 
  adventure). The Event line is for the name of the 
  Convention, Gameday, or Home Game that you played 
  this adventure at. Examples are Gencon 2002, 
  Homecon IV, or Basement Home Game III.  
   
  3. Adventure Record #: 
   
  Every Adventure Record you gain is numbered in 
  sequential order. So if this is your first Living 
  Greyhawk adventure you would write a “1” in the box. 
  If you have played before then check the number on 
  your last AR and write the next one here. 
   
  4. Level of Play: 
   
  Your DM circles one of these listings in order to note 
  what level (as determined by your Average Party Level) 
  you played this adventure at. Also, for reference, the 
  maximum experience points and gold piece value of 
  treasure your character may possibly be awarded for 
  participating in that level of play is also listed. Keep in 
  mind that your character is usually awarded experience 
  points and gold pieces below these maximums, and he 
  or she will never be awarded experience points above 
  these maximums, and only awarded gold pieces above 
  these maximums if your character pursues other means 
  to gain gold pieces through skills (as detailed in 
  Chapter Six: Beyond the Core Rules) directly after a 
  Regional adventure. 
   
  5. Adventure Information 
   
  This space on the Adventure Record presents 
  information specific to the adventure that may 
  influence your character during item selection and 
  beyond. Usually, this section details items that expand 
  your character’s item selection choices, detailing an 
  item that your character may gain if certain 
  requirements are met.  
   
  As shown in the example AR on page 19, in the 
  Highfolk Regional adventure “Don’t Fear the Old 
  One,” Mialee came across a Rod of Substitution [Fire], 
  an item found in Tome and Blood: A Guidebook to 
  Wizards and Sorcerers. Encountering this rod gives her 
  enhanced magic item acquisition  abilities. First she 
  can “buy” it after this adventure as part of her treasure 
  split. The information on the certificate gives  all the 
  information needed to adjudicate this item in play. In 
  this case that includes the metamagic feat that the 
  wand’s ability duplicates. If she does choose to “buy” 
  the item, Jane must show her DM this certificate every 
  time she plays in a game that Mialee carries the rod. 
  Currently, though, Mialee does not have enough cash 
  to buy the rod, but she may have the chance to do so 
  later. After the normal magic item information block is 
  the item’s requirements for Magic Item Creation (see 
  Chapter Seven).  This section also may contain special 
  game effects, or the requirements to discard cursed 
  items.  
   
  6. Items Found During the Adventure 
   
  Initially when you create your character you are 
  limited to what you can purchase (see Chapter 3 for 
  details). Once your character gets out into the world 
  and starts adventuring, though, a whole new world of 
  possibilities opens up. The Items Found During the 
  Adventure section expands the list of things you can 
  purchase with your character. Depending on the APL 
  you play at, you will gain the ability to purchase new 
  items for your character either after this adventure or 
  in the future when you have saved up enough gold 
  pieces.  
   
  After your character has completed one Living 
  Greyhawk scenario he may purchase equipment based 
  on the following rules. 
   
  • 
  Anything in the 3.5 Player’s Handbook from 
  the following tables. 
  o 
  Table 7-3:  Trade Goods 
  o 
  Table 7-5: Weapons 
  o 
  Table 7-6: Armor and Shields 
  o 
  Table 7-8: Goods and Services. 
  Except you can’t have spells cast on 
  you by an NPC. 
  • 
  Any Potion or Oil from DMG Table 7-17 that 
  has a market price of  500 gp or less. 
  • 
  Any Scroll from DMG Tables 7-23 & 7-24 that 
  has a market price of  500 gp or less. 
  • 
  Any +1 weapon of a type listed on Table 7-5: 
  Weapons in the Player’s Handbook. 
  • 
  Any +1 armor or shield of a type listed on 
  Table 7-6: Armor & Shields in the Player's 
  Handbook. 
  • 
  You may upgrade any standard Masterwork 
  Weapon, Armor, or Shield into a +1 version of 
  that item. You do this by paying the 
  difference between the MW market value and 
  the +1 market value. You may only upgrade an 
  item into a +1 item that you have access to 
  purchase. See Chapter Seven: Magic Item 
  Creation for more on how to determine if an 
  item is considered standard. 
  • 
  You may add alchemical silver to an existing 
  steel weapon per the rules in the DMG [page 
  284] 
  
   
  Page 17 
  • 
  You may purchase a normal, masterwork, or 
  +1 weapon of a type listed on Table 7-5: 
  Weapons in the Player’s Handbook made of 
  cold iron per the costs listed in the DMG 
  [page 284] 
  • 
  The following items from the DMG: 
  o 
  Ring of Protection +1 
  o 
  Amulet of Natural Armor +1 
  o 
  Bracers of Armor +1 
  o 
  Cloak of Resistance +1 
  • 
  Any item listed on an Adventure Record as 
  long as the character meets the purchase 
  requirements (see details below) 
  • 
  Any upgrade listed on an Adventure Record 
  as long as the item being upgraded is 
  considered to be standard. See Chapter Seven: 
  Magic Item Creation for more on how to 
  determine if an item is considered standard. 
  • 
  The character has campaign documentation 
  allowing the purchase of an item not listed 
  above. 
   
  The following items may not be purchased or 
  possessed by a character under any circumstances. If 
  you have one please contact your triad to have it 
  corrected as soon as possible. 
   
  • 
  Armor/Shield of Command (special armor 
  ability from Defenders of the Faith) 
  • 
  Armor/Shield of Speed (special armor ability 
  from Defenders of the Faith) 
  • 
  Potion of Shield (any source) 
  • 
  Ring of Animal Friendship 
  • 
  Ring of Shield (Year 1 Highfolk Certificate) 
  • 
  Scroll of True Resurrection 
   
  So let’s say our intrepid adventurer, Mialee, played the 
  adventure listed in the Sample AR (page 20) at APL 4 
  (Average Party Level). The DM would first cross off the 
  lists for APL 6 and APL 8 to represent her not having 
  access to those items. This would leave her the 
  following six items for purchase. 
   
  • 
  Wand of Magic Missiles (Adventure; 1
  st lvl 
  caster; DMG) 
  • 
  Potion of Mage Armor (Adventure; 2
  nd lvl 
  caster; DMG) 
  • 
  Bracers of Armor +2 (Any, DMG) 
   
  And from APL 4 
   
  • 
  Potion of Haste (Adventure; 5
  th lvl caster; 
  DMG) 
  • 
  +2 Longsword (Any; DMG) 
  • 
  Helm 
  of 
  Comprehend 
  Languages 
  and 
  Reading Magic (Regional; DMG) 
   
  After each of the items you will notice a little block of 
  information. The first part of the block is called the 
  frequency. This lets the player and the DM know when 
  this character is allowed to “buy” the item. There are 
  five frequencies: 
   
  • 
  Adventure: This item may only be bought directly 
  after the play of this adventure or the three 
  adventures that follow it.  
  • 
  Regional: This item may only be bought directly 
  after the play of a regional adventure set in the 
  region(s) that appears on the AR on which the 
  item was found. 
  • 
  Metaregional: This item may only be bought 
  directly after the play of a meta-regional adventure 
  set in the metaregion that appears on the AR on 
  which the item was found. 
  • 
  Any: This item may be bought after the play of any 
  adventure.  
  • 
  Cursed: This is a cursed item that has bonded 
  itself to the character; it may only be discarded by 
  the ways detailed in the requirements section of 
  the item description. Once it is discarded, the DM 
  who adjudicated this notes this occurrence in the 
  Play Notes field. Your character must have this 
  item on its item list until it is discarded, and you 
  must show the DM this adventure cert before the 
  beginning of each game you participate in. Failure 
  to do so results in your disqualification from that 
  game, and  carries a penalty of no less that 2 TUs in 
  a state of emotional imprisonment as you suffer 
  malign effects of the cursed item, usually paranoia, 
  but sometimes worse. Characters that gain 
  possession of cursed items do not have to pay any 
  cost to own that item, nor can they gain any gp 
  from the loss of the item.   
   
  So the first item Mialee gained access to was a Wand of 
  Magic missiles. It has a frequency of “Adventure” so if 
  she wants this item she will have to buy it at the end of 
  this scenario, or the three that follow, and record the 
  purchase on the same Adventure Record she found it. 
  On the other hand, the Bracers of Armor +2 have a 
  frequency of “Any” which means she can now purchase 
  that item at the beginning or end of any Living 
  Greyhawk scenario she plays in. She would love to 
  purchase the Helm of Comprehend Languages but 
  does not currently have the gold to do so. Since it has 
  the frequency of “Regional” she can purchase it after 
  playing another Highfolk regional scenario in the 
  future. 
   
  
   
  Page 18 
  The second part is the caster level of the item for those 
  items needing it. Most items will be found at the 
  minimum caster level to make them. Now and then 
  you may find an item that has a higher caster level. 
   
  The next to the last part is the cost in gold pieces for 
  items not in one of the 3 core rulebooks. This is the 
  price that must be paid unless the character has 
  campaign documentation allowing otherwise. 
   
  The last part is where you can find the item. For the 
  most part this is going to say DMG (Dungeon Master’s 
  Guide). It may also reference you to the middle of the 
  AR if the scenario contained an item not found in the 
  DMG. 
   
  The actual paperwork part of buying and selling items 
  happens at the end of the scenario. More details on 
  how to record it on the Adventure Record can be found 
  on page 19. How to record the items on your Master 
  Item Logsheet will be detailed later in this section, 
  Items Bought, on page 19. 
   
  7. Starting Time Units 
   
  In this box, write the number of Time Units you had 
  left before starting this scenario. If this is your first 
  Living Greyhawk event with this character then your 
  starting number is 52. If not then your starting number 
  is the TU Remaining number from your last Adventure 
  Record. If this is your first adventure in a new year 
  (new campaign years start on January 1
  st), your Time 
  Units reset and your starting number is 52 (unless 
  something from the previous year has reduced this 
  starting total).  
   
  8. Time Unit Cost 
   
  This is the cost in time units for this scenario. Core 
  scenarios costs two Time Units per round. Regional 
  and Meta-regional scenarios cost one Time Unit per 
  round for in-region characters and two Time Units per 
  round for out-of-region characters. If there are two 
  choices in this box, circle the one that applies to you. 
   
  9. Additional Time Unit Costs 
   
  Some things that you can do after a scenario can cost 
  additional Time Units. Some examples are creating 
  magical items for yourself or practicing a craft or 
  profession. If something happens in the scenario that 
  requires additional Time Units to be spent they are also 
  recorded here. 
   
   
  10. Time Units Remaining 
   
  Subtract TU cost and any additional TU’s spent from 
  your starting total and record it here. This will be your 
  starting total for your next adventure. 
   
  11. Starting XP 
   
  In this box, enter the number of XP you had before this 
  scenario. If this is your first Living Greyhawk event 
  with this character, your starting number is 0. If not, 
  your starting number is the FINAL XP TOTAL from 
  your previous Adventure Record. 
   
  12. XP Lost or Spent 
   
  Several things you can do can cause you to lose 
  experience points. Record that loss in this box. The 
  most common way this happens is magic item creation. 
  We have included a subtotal box below this to help in 
  your math. 
   
  13. XP Gained 
   
  This box is highlighted in red to denote it is where you 
  put the experience gained during this scenario. The 
  number in this box cannot be greater than the max xp 
  possible from the APL played at. So in the sample 
  Adventure Record above, if this scenario was played at 
  APL 4, the character could not have earned more then 
  675 XP for playing it. 
   
  14. Final XP Total 
   
  This is where your final adjusted total for experience 
  points is recorded. Starting XP (11) minus XP Lost or 
  Spent (12) plus XP Gained (13) will be your new 
  FINAL TOTAL XP (14). If this total is enough to put 
  you to the next higher level, you must take that level 
  and make all choices needed for it (skills, feats, spells, 
  etc.) before playing this character again. 
   
  15. Starting GP 
   
  This is the starting gold piece total you had for this 
  scenario. If this is your first Living Greyhawk event 
  with this character then your starting gp number is the 
  gold you had left after buying your starting equipment. 
  If not, your starting number is the Final GP Total from 
  your previous Adventure Record. Note that we do not 
  keep track of fractions or any coin less then a gold 
  piece.  
   
   
  
   
  Page 19 
  16. Lifestyle Costs and other Coin spent 
   
  Chapter 3 goes into more detail on exactly what 
  lifestyle is and isn’t. To sum it up though lifestyle 
  covers all those costs that happen between saving the 
  damsel and slaying the dragon. The mundane stuff that 
  we really do not want to get into micro-managing. This 
  section on the Adventure Record is where we record 
  that expense and others that may come up. 
   
  At the beginning of the scenario you must pick your 
  lifestyle for the event. What benefits you gain and how 
  you can attempt to “live off the wild” are detailed in 
  Chapter Three. When you receive your Adventure 
  Record at the end of the scenario, check the 
  appropriate box. If you are living off the wild then 
  choose “None” and write “Lived off the Wild” after it on 
  the sheet. Multiply the lifestyle you choose times the 
  Time Units spent and write that in the “Lifestyle Cost” 
  box. Any Time Units that are spent on an Adventure 
  Record must have a lifestyle cost paid for them unless 
  you have regional or campaign documentation stating 
  otherwise. So if he spent 3 TU’s crafting a magic item, 
  you need to spend the appropriate lifestyle cost as well. 
   
  The “Other Coin Spent” box is for any other gold that 
  you might have spent during the adventure that does 
  not give you something tangible that needs to be 
  written down on your character sheet or Master Item 
  Logsheet. Examples of this would be donating money 
  to a church, bribing a villager for information, or 
  paying a thug’s ransom to get back a captured party 
  member 
   
  Once you have those two numbers add them up and 
  that is your “Total Coin Spent”. Follow the arrow and 
  write it in the box under your starting gp. 
   
  You will notice several “Subtotal” boxes in this part of 
  the Adventure Record. They are there for your 
  convenience. Depending on what you buy and sell at 
  the end of the adventure you may not even need them 
  at all. If unused just put a “—” in the box. 
   
  17. GP Gained 
   
  This box is highlighted in red to denote it is where you 
  put the gold pieces earned during this scenario. The 
  number in this box cannot be greater then the max gp 
  possible from the APL played at unless one of the 
  following two things occurs. 
   
  1. 
  The character has campaign documentation 
  that allows her to earn additional gold by 
  some means. The documentation will specify 
  how this is done. 
  2. 
  The character uses the rules in Chapter Six: 
  Beyond the Core Rules to earn additional 
  money after a regional scenario. 
   
  So for example if the character had no special 
  considerations and played this scenario at APL 8 then 
  he could earn a maximum gold amount of 1,250. 
   
  18. Items Sold 
   
  As your character grows and gains levels his old 
  equipment will not be as useful as it once was. The 
  trusty longsword your father gave you might have 
  worked to slay orcs but it just does not cut it when 
  undead shadows arise. So you sell off the old and buy 
  some newer items. This is where you record it. You will 
  need to make some notes to your character sheet and 
  Master Item Logsheet when you sell items. More on 
  that is later in this chapter when we go over the new 
  MIL.  
   
  On the empty line write in what item you sold. On the 
  line next to it write in the FULL value of that item. If 
  you are selling more than five items you can use the 
  back of the Adventure Record to record everything. 
  Just make a note to see the back. Once done, total up 
  everything sold and write that amount in the “Total 
  Value of Sold Items”. You will then write half of that 
  total in the green “GP Gained” box.  
   
  19. Items Bought 
   
  Well, now that you have sold off the old stuff, I bet you 
  are  just  champing  at the bit to buy  that new sword or  
  wand you have been eyeing for a while. Well you have 
  come to the right place. As with selling items there are 
  some notes you have to make to your Master Item 
  Logsheet when purchasing new equipment. More 
  details on that in a bit. 
   
  In the empty boxes write in what you are purchasing. 
  In the line next to it write in the FULL value of that 
  item. Repeat until you are done purchasing items. If 
  you run out of room you may use the back of the 
  Adventure Record. Just make a note to see the back. 
  Total up all the items purchased and write that amount 
  in the “Total Cost of Bought Items” box. Follow the 
  blue arrow to the blue box and write this amount in. 
  Remember you cannot spend more gold than you have. 
  I know that is pretty obvious but you would be 
  surprised the questions DM’s get asked some days. 
   
  Remember to check step 6 above for exactly what you 
  are allowed to purchase. If you cannot show the DM 
  your documentation allowing the purchase of an item, 
  he or she is fully within his or her rights to refuse you.  
  
   
  Page 20 
   
   
   
  GP
  Starting GP 
  Lifestyle
  � 
  None 
  � 
  Standard (12 gp x TU)  
  � 
  Rich (50 gp x TU) 
  � 
  Luxury (100 gp x TU) 
   
  Lifestyle Cost 
   
  Other Coin Spent 
   
  Total Coin Spent
   
  - 
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  GP
  GP Gained 
   
  GP
  Subtotal 
  + 
  GP
  GP Gained 
   
  GP
  Subtotal 
  - 
  GP
  GP Spent 
   
   
  GP
  FINAL GP TOTAL
   
  Items Sold
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value 
  Items Bought
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value  
   
  XP 
  Starting XP 
  - 
  XP 
  XP lost or spent 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
   
   
  XP 
   
  TU
  Starting TU 
  1 OR 2 TU 
  TU Cost 
  - 
  TU
  Additional TU 
  C
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 2 
  � Wand of Magic Missile – 50 charges  (Frequency: 
  Adventure; 1
  st level caster; DMG) 
  � Potion of Mage Armor (Frequency: Adventure; 2
  nd lvl 
  caster; see above) 
  � Bracers of Armor +2 (Frequency: Any; DMG) 
   
  APL 4 (all of APL2 plus the following) 
  � Potion of Haste (Frequency: Adventure; 5
  th lvl caster; 
  DMG) 
  � +2 Longsword (Frequency: Any; DMG) 
  � Helm of Comprehending Languages and Reading 
  Magic (Frequency: Regional; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  � +2 Longsword (Frequency: Any; DMG) 
  � Arcane Scroll of Cloudkill (Frequency: Adventure; 9
  th 
  lvl caster, DMG) 
  � Ring of the Antler (Frequency: Regional; see above) 
   
  APL 8-12 (all of APLs 2-6 plus the following) 
  � Lord Tolden’s Longsword (Frequency: Adventure; see 
  above) 
  � Rod of Lesser Substitution [Fire] (Frequency: 
  Regional; see above) 
  Adventure Record# 
  593 CY 
  A D V E N T U R E  
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  APL 2 
  max 450xp; 400gp 
   
  APL 4 
  max 675xp; 600gp 
   
  APL 6 
  max 900xp; 800gp 
   
  APL 8 
  max 1,125xp; 1,250gp 
   
  APL 10 
  max 1,350xp; 2,100gp 
   
  APL 12 
  max 1,575xp; 3,000gp 
  � Potion of Mage Armor 
  When consumed, this potion grants a +4 armor bonus for one hour 
  as per the spell, Mage Armor. 
   
  Caster Level: 2
  nd; Prerequisites: Brew Potion, Mage Armor; 
  Market Price: 100 gp. 
   
  � Ring of the Antler 
  This small ring made from the antler of some noble beast 
  continually grants the wearer a +5 competence bonus to Survival 
  Skill checks. 
   
  Caster Level: 5
  th; Prerequisites: Forge Ring, creator must have 
  3 ranks of the Survival skill; Market Price: 500 gp. 
   
  � Rod of Lesser Substitution [Fire] 
  The user can cast up to three spells per day without verbal 
  components as though using the Energy Substitution [Fire] feat. 
  This does not increase the level of the spell slot and cannot be used 
  on spells above third level. 
   
  Caster Level: 17th; Prerequisites: Craft Rod, Energy 
  Substitution [Fire]; Market Price: 2,700 gp. 
   
  From Tome and Blood, a Guidebook to Wizards and 
  Sorcerers, page 76. 
  � Lord Tolden’s Longsword 
  This longsword acts as a +2 Frost Longsword.  It is engraved with 
  the name of each of the Lords of the Tolden household to bear the 
  blade.  This weapon was found by the body of Elrik Tolden, the last 
  of that noble line.  If this weapon is ever in the presence of any of 
  the Tolden household, please make sure to note that you have this 
  blade to the DM. 
   
  Caster Level: 8th; Prerequisites: Craft Magic Arms and 
  Armor, Chill Metal or Ice Storm; Market Price: 18,315gp.  
   
  This Certificate Certifies that 
  _____________________________________________ 
  Played 
  by__________________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Don’t Fear the Old One (who would?) 
  A Regional Adventure 
  Set in Highfolk 
  Event: __________________________________ Date: ______ 
  DM:___________________________________________________
  Play Notes:
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained 
  ______________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________
  1 
  2
  3
  4
  5
  6 
  7 
  8 
  9 
  10 
  11 
  14 
  13 
  12 
  15
  19 
  18 
  17
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  16
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  Page 21 
   
  20. Final GP Total 
   
  The last step and you are done. Now, that was not so 
  bad, was it? Total up everything from your “Starting 
  GP” down to “GP Spent” and write that number in the 
  “FINAL GP TOTAL” box. That will be your new 
  starting total for your next adventure. Hand the 
  completed sheet to your DM along with your last 
  Adventure Record so he can verify your starting totals 
  are correct. He will sign it and hand it back. You are 
  now ready for your next exciting adventure in the 
  world of Greyhawk. 
                              
    Final Thoughts on 
                    the Adventure Record 
   
   The Adventure Record method of keeping track of 
  your character is very different from a home game. In a 
  home game, when you defeat the bad guys, you add 
  what they had to your own equipment and keep going. 
  Your DM provides the counter-balance method to 
  make sure everything stays in line and you are 
  adequately equipped and challenged. In a Living 
  campaign that is much harder to do. With over 300 
  scenarios to play, and 14,000 people playing, it is 
  impossible to give each table or person the kind of 
  attention that a home game DM can give. So this 
  system allows us to keep a level balance across the 
  campaign without being overly restrictive or requiring 
  excessive paperwork. 
   
  So at the end of the adventure instead of getting a list 
  of items you can keep you get gold pieces. You are 
  probably thinking to yourself, “But, dang it, I wanted 
  that +1 chain shirt, not gold”. Well, in a way, you are 
  getting it. Let’s say you and your friends have defeated 
  the evil Lord Unguth. You both fought bravely and 
  walked away with 1,250 gold pieces. A nice haul. At 
  this point that does not represent gold in your pocket. 
  It represents the value of stuff you are taking away 
  from that adventure. You could spend your 1,250 gp 
  and purchase that +1 chain shirt at the end of the 
  adventure. According to your character, he defeated 
  the evil villain and took his chain shirt as spoils. Your 
  wizard friend on the other hand saw nothing of worth 
  and decided to sell his share of the loot for some cold 
  hard cash. So while we have a game mechanic in the 
  middle to do the math part of it, in game your character 
  is doing exactly what you want him to. This allows us to 
  keep everybody on as even of a footing as possible 
  while still offering a wide variety of things to find and 
  do.  
   
             The Master Item Logsheet 
   
  So now you have all this cool equipment but how do 
  you record it?  That is where the Master Item Logsheet 
  comes into play. It will record everything important 
  that your character carries with him in a way that is 
  easy for your DM to read. It will also verify where you 
   found it, where you bought it,  and if applicable where 
  you sold it. We will go over the MIL in more detail 
  here in a second. Let’s go over some basic rules for the 
  MIL first though. 
   
  • 
  Keep your MIL up to date and legible. If it is 
  organized and easily read, your DM will appreciate 
  it. If there is a doubt as to the validity of an item on 
  your MIL, your DM is within his power to deny 
  you its use in the scenario. So be proactive and 
  have a neat sheet ready for his inspection at the 
  start of the game. 
  • 
  When your MIL gets too cluttered and needs to be 
  updated, you can just print out a new one and copy 
  everything over. You do not have to copy over 
  items you no longer have. You will then show your 
  old MIL and your new one to your DM. He will 
  sign the new one to verify it matches the old one 
  and you are all set. Always keep your old MIL’s 
  though. Sometimes it will be necessary to go back 
  and check where something came from and 
  having all your paperwork will make this much 
  easier. 
  • 
  Even though the text for an item may be located in 
  another place (such as a converted year one 
  certificate, or an older Adventure Record) it stills 
  works as described in the text on that certificate. 
  So, for example, if you have a converted Sword of 
  the Rogue from “A Snake in the Grass” it still 
  follows all the rules as described on the original 
  certificate. 
  • 
  Anything purchased from the Player’s Handbook 
  is not required to be listed on the Master Item 
  Logsheet. List these items on your character sheet 
  in an easy to read fashion. 
  • 
  If you have nothing that is required to be listed on 
  the MIL then you are not required to have one. 
  Show your DM your character sheet and you are 
  all set.  
   
  Now let’s get into some more detail on the various 
  sections of the Master Item Logsheet. 
   
   
                              The Master Item 
                  Logsheet, Inch-By-Inch 
   
  “With a loud ‘whoosh’ the room erupted into fire. 
  When it cleared only charred piles of ash remained of 
  the orcs and the tables they had been hiding behind.”  
   
  “’Nice wand, Mialee. Where did ya get it ?’” 
  - 
  Jozan, 593 CY 
  The basis of the Master Item Logsheet is that it shows 
  all non-PHB equipment that you character currently 
  carries with him. Step 6 in the Adventure Record 
  section above goes over what you can purchase. Now 
  we need to go over how you record it. The system is 
  based on the simple premise that for each item listed 
  on the Master Item Logsheet it will show where you 
   
  
   
  Page 22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Miscellaneous Magic Items 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Helms, Goggles, and Other Headgear 
  Necklaces, Brooches, Periapts, etc. 
  Cloaks and Clothing 
  Belts, Gloves, and Boots 
  Rings 
  Weapons 
  Armor and Shields 
  Wands, Staffs, Arrows and other charged Items 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Disposable Magic (Potions and scrolls) 
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
  Item 
  Cost 
  Found AR# Bought AR# Gone AR# 
   
   Character Name:                                                   
  Date:                               
  Judge Sig:       
   
   
   
  Player Name:                                                   
  RPGA#:                                 
  RPGA#:                   
   
  MIL # 
  LIVING GREYHAWK MASTER ITEM LOGSHEET 
  1
  2
  3 
  4 
  5
  6
  3 
  6
  3 
  3 
  3 
  3 
  3 
  
   
  Page 23 
  gained access to it from, where you actually purchased 
  it, and where if applicable you sold it or lost it. 
  Remember that in order for that to work you must have 
  all of your Adventure Certs and Adventure Records 
  numbered and in order. I know I am beating the same 
  drum again here but be proactive and be prepared.  
   
  On the previous page you will find a sample copy of the 
  Master Item Logsheet. You can find a copy of this 
  document for your own use on the Living Greyhawk 
  Campaign Web site at www.livinggreyhawk.com in the 
  “Downloads” section. We plan on having different 
  versions of the document in the future more 
  customized to each class. For now, though, let’s look at 
  the different sections and see how they are used. 
   
  Each of the item sections on the MIL has several things 
  in common. Instead of going over them multiple times 
  we will review them here then look at each section in 
  more detail below. 
   
  Item:  This is the name of the item as it appears in the 
  DMG or document that gave access to it. 
   
  Cost:  This is the Market Value of the item listed. 
   
  Found AR #:  This is the number on which access to 
  this item was gained. If the item were originally a year 
  1 certificate then write “Year 2 #”  instead. The “#” 
  represents the # of the Adventure Record that the 
  original converted cert is stapled to. If access was 
  gained through a meta-game source then write “Meta” 
  on the line and make sure you have your meta-org cert 
  handy for reference. If the item was created then write 
  down “MIC #”. This tells the DM you created the item 
  yourself and what Adventure Record to check for the 
  paperwork if needed.  
   
  Bought AR #:  This is where you actually spent the 
  money purchasing the item. In most cases the AR 
  where you found the item is the same one where you 
  purchased it but sometimes you will buy things at a 
  later date. If the item is from before January 1
  st, 2003 
  write “Year 2” in this space. 
   
  Gone AR #:  This is where the item left your 
  possession. If sold it is the AR # where the gold was 
  added back to your gold piece total. It could also 
  represent using a potion, a wand running out of 
  charges, or your armor being turned to rust by a rust 
  monster. Any time you no longer have use of an item 
  you must mark it gone and on what AR it disappeared 
  or was used in. 
   
   
   
   
  Now let’s gets on to some more details on the MIL. 
   
  1. Name and Verification Block 
   
  This section is pretty simple and only needs to be done 
  when you first create a MIL sheet or rewrite an old one. 
  Enter your characters name, your name, the date it was 
  initially filled out and your RPGA number. The DM 
  will then verify it is correct and put his signature and 
  RPGA number on it as well. Easy and simple. 
   
  2. Master Item Logsheet Number 
   
  Just like your Adventure Records, each MIL has a 
  number. The first one you fill out is numbered one and 
  goes up each time you rewrite it. This way they can be 
  lined up if needed to show your characters progression. 
  How often you rewrite you MIL is up to you but never 
  throw away an old one. Keep them for your records. 
   
  3. Location Based Item Sections 
   
  Each of these sections represents an area where a 
  character can only have one item of that type on at any 
  one time. So while you may have 3 cloaks you can only 
  be using one at a time. With rings you may have two 
  active at one time and you of course can have one 
  active armor and one active shield at the same time as 
  well. If you have more items listed than what you can 
  wear at one time listed you must note which one you 
  are currently using to your DM. This is done by 
  making a “*” mark next to it. Unless you specifically tell 
  the DM otherwise it will be assumed you are using 
  your default equipment. 
  4. Miscellaneous Magic Items 
   
  Any magic item that is not disposable and does not take 
  up a specific spot on your character is listed here. 
  Example would be Bag of Holding, Horn of Blasting, or 
  Pearl of Power.  
  5. Disposable Magic Items: One Shots 
   
  Any item that can only be used once and then is gone is 
  listed here. The most common examples are scrolls and 
  potions. In the case of disposable items, if you purchase 
  items to exactly replace the ones used during the 
  scenario at the end you do not need to mark them off. 
  This saves clutter on your MIL and makes things easier 
  for your DM. You must keep a detailed record of what 
  is used that is satisfactory to the DM. Otherwise he is 
  within his power to mark them off your MIL and make 
  you write them down again later when you purchase 
  their replacements. 
   
  
   
  Page 24 
  6. Wands, Staffs, and other charged items 
   
  Any disposable item that has more than one charge is 
  recorded here. Common examples would be wands, 
  arrows, or a Robe of Useful Items. The “Other Info” 
  section is for things such as caster level and meta-magic 
  feats used in a wand for example. 
   
                           Final Thoughts on 
              the Master Item Logsheet 
  So as you can see, the Master Item Logsheet is easy to 
  fill out and easy to keep up to date. For non-casters it 
  may only need to be updated 2-3 times a year. Casters 
  may need to update it more often but that is the price 
  of being able to create your own magic items. If you do 
  not have enough room on the sheet to record all your 
  items you can print another copy of it on the back side 
  of your existing sheet. That way you have double the 
  room but still have only one sheet to keep track of. We 
  hope to have different types of MIL sheets in the near 
  future on the campaign Web site, so keep checking.  
  Please try to use the official LG Character Sheet if at all 
  possible. We want a sheet that looks the same to make 
  it easier on the DM at the table. If everybody starts 
  using custom sheets then he basically has to relearn 
  where everything is each time he looks at a new sheet. 
   
   
   
   
   
   
   
   
  
   
  Page 25 
  Chapter Five: Class Guidebook and Metagame Policy 
   
   
  As both the Living Greyhawk and Dungeons and 
  Dragons® game expand, new character options will be 
  introduced into the campaign. This chapter explains 
  how the chief forms of campaign rules expansions—
  feats, items both magical and mundane, spells, and 
  prestige classes from the class guidebooks and the 
  Living Greyhawk Journal—are introduced into the 
  campaign, through game and metagame possibilities, as 
  well as answering other metagame questions in the 
  Living Greyhawk campaign.     
   
  Nothing from the class guidebooks is allowed unless 
  specifically allowed in the following rules, it is 
  contained in the 3.5 version of the core rulebooks, or in 
  campaign documentation.  
   
  At the end of this chapter you will find a 3.5 update to 
  the builder books. These new rules apply to all builder 
  book material in the campaign. 
   
   
                                                   Feats 
   
  The potential to gain new feats found in the class 
  guidebooks may occur during play. When this occurs, 
  characters acquire campaign documentation or some 
  form of regional documentation allowing characters 
  the opportunity to acquire the feat (or feats) in question 
  at the next regular opportunity to do so (the 
  appropriate character level advancement). Without 
  both the appropriate documentation and the level 
  advancement necessary to pick up the feat, these feats 
  may not be taken. Also note that these feats are not 
  available to characters during character creation. 
    
  If your character takes a feat or feats from one or more 
  of the guidebooks, you must bring a copy of each of 
  those feats with you to every game that you play that 
  character. Furthermore, you must inform the DM prior 
  to game play that you’re playing the character who has 
  chosen those feats, and allow him or her access to the 
  documentation for those feats when he or she desires 
  to reference their game mechanics.   
   
           Items: Magic and Mundane 
   
  The potential to gain items, both magic and mundane, 
  from the class guidebooks may occur during play. 
  When this occurs, you get campaign documentation, or 
  some form of regional documentation, allowing the 
  character the opportunity to have the item in question, 
  if he or she fulfills any and all requirements listed on 
  that documentation. Without both the appropriate 
  documentation 
  and the ability to fulfill 
  any 
  requirements on that documentation, the items may 
  not be taken. Also note that these items are not 
  available to characters during character creation. 
  If your character carries equipment or magic items 
  from one or more of the guidebooks, you must bring a 
  copy of each of those items with you to every game that 
  you play that character. Furthermore, you must inform 
  the DM prior to game play that you’re playing the 
  character who carries those items, and allow him or her 
  access to the documentation for those items when he 
  or she desires to reference their game mechanics.   
   
                                                  Spells 
   
  The potential to gain new spells from the class 
  guidebooks may occur during play. When this occurs 
  you 
  get 
  campaign 
  documentation, or some 
  form 
  of 
  regional 
  documentation, allowing 
  the 
  character 
  the 
  opportunity to pick the 
  spell 
  (or 
  spells) 
  in 
  question at the next 
  regular chance to do so. 
  Without 
  both 
  the 
  appropriate 
  documentation and the 
  necessary power to pick 
  up the spell, the spell 
  cannot be taken. Also 
  note that these spells are 
  not 
  available 
  to 
  characters 
  during 
  character creation. 
   
  If your character has the ability to cast spells from one 
  or more of the guidebooks, you must bring a copy of 
  each of those spells with you to every game that you 
  play that character. Furthermore, you must inform the 
  DM prior to game play that you’re playing the character 
  who has the ability to cast those spells and allow him or 
  her access to the documentation for those spells when 
  he or she desires to reference their game mechanics.   
   
                                Prestige Classes 
   
  The set of prestige classes that are available to 
  characters is dependent upon their home region. Each 
  prestige class found in the DMG, one of the class 
  handbooks, or the Living Greyhawk Journal is 
  Instant FAQ: 
  Can my wizard copy a Class 
  guidebook spell out of 
  another PC’s spellbook and 
  have it noted in the Play 
  Notes section on my 
  Adventure Record ?  
   
  No. You must have campaign or 
  regional documentation to have 
  a spell from a non-core source. A 
  note in the Play Notes section of 
  your Adventure Record does 
  not qualify. 
  
   
  Page 26 
  designated as either a core, an adaptable, or a special 
  prestige class. Any character in the Living Greyhawk 
  campaign that meets the requirements for a Core 
  prestige class may take that prestige class.  
   
  An Adaptable prestige class may or may not be 
  available to characters within a specific region, or the 
  roleplaying notes from that region’s Triad may change 
  that prestige class to better fit their region. Consult 
  your home Region’s Web site to determine which 
  adaptable prestige classes your character may take. 
    
  Characters cannot take Special prestige classes unless 
  campaign documentation specifically grants them the 
  right to do so. But, these prestige classes are open to 
  Nonplayer Characters (NPCs). 
   
  If you decide to give your character one or more levels 
  in a prestige class, and that prestige class is not one of 
  the twelve you can choose from the Dungeon Master’s 
  Guide, you must bring a copy of that prestige class with 
  you to every game that you play that character, inform 
  the DM prior to game play that you’re playing a 
  prestige class, and allow him or her access to the 
  documentation for that prestige class when he or she 
  desires to review it.   
   
  Core 
  Dungeon Master’s Guide 
    Arcane Archer 
    Arcane Trickster 
    Archmage  
    Duelist 
    Dwarven Defender 
    Eldritch Knight 
    Loremaster 
    Shadowdancer 
   
  Sword and Fist 
    Cavalier  
    Devoted Defender 
    Ghostwalker 
    Gladiator 
    Halfling Outrider 
    Lasher 
    Tribal Protector  
    Weapon Master 
   
  Defenders of the Faith 
    Consecrated Harrier 
    Contemplative 
    Divine Oracle 
    Holy Liberator 
    Sacred Exorcist 
    Sacred Fist 
    Templar 
    Warpriest 
  Tome and Blood 
    Bladesinger - see Note #1 
    Candle Caster  
    Elemental Savant 
    Fatespinner 
    Spellsword 
   
  Song and Silence 
    Dungeon Delver 
    Temple Raider of Olidamarra 
    Thief-Acrobat 
    Vigilante 
    Virtuoso 
   
  Masters of the Wild 
    Animal Lord 
    Bloodhound 
    Deepwood Sniper 
    Exotic Weaponmaster 
    Foe hunter 
    Forsaker 
    Geomancer 
    Oozemaster 
    Shifter 
    Tempest 
    Tamer of Beasts 
    Verdant Lord 
   
  Adaptable 
  Dungeon Master’s Guide 
    Dragon Disciple 
    Hierophant 
    Horizon Walker 
    Mystic Theurge 
     
  Sword and Fist 
    Drunken Master 
    Master of Chains 
    Order of the Bow Initiate 
    Red Avenger 
    Warmaster 
   
  Defenders of the Faith 
    Church Inquisitor 
    Hospitaler 
    Hunter of the Dead 
    Knight of the Chalice 
    Knight of the Middle Circle 
   
  Tome and Blood 
    Alienist 
    Mage of the Arcane Order 
    Mindbender  
    Wayfarer Guide 
   
   
  
   
  Page 27 
  Song and Silence 
    Dread Pirate 
    Outlaw of the Crimson Road 
    Royal Explorer 
    Spymaster 
   
  Masters of the Wild 
    Watch Detective 
    King/Queen of the Wild 
    Windrider  
   
  Living Greyhawk Journal 
    Darkhagard (appeared in issue #2) 
    Veth (appeared in issue #2) 
    Knights of the Chase (appeared in issue #13/Dragon 
  #297) 
    Mask of Johydee (appeared in issue #18/Dragon #302) 
   
   
  Special 
  Dungeon Master’s Guide 
    Assassin 
    Blackguard 
    Thaumaturgist 
    The Red Wizard (Removed from Campaign entirely) 
   
  Sword and Fist 
    Fist of Hextor 
    Knight Protector of the Great Kingdom 
    Master Samurai 
    Ninja of the Crescent Moon 
    Ravager 
   
  Defenders of the Faith 
    Master of Shrouds  
   
  Tome and Blood 
    Acolyte of the Skin 
    Blood Magus 
    Pale Master 
    True Necromancer 
   
  Song and Silence 
    Fang of Lolth 
   
  Masters of the Wild 
    Bane of Infidels 
    Blighter 
    Eye of Gruumsh 
    Frenzied Berserker  
    Hexer 
   
  Living Greyhawk Journal 
    Silent Ones (appeared in issue #4) - See Note #2
   
    The Glaive of Azharadian (appeared in issue 
  #9/Dragon #293) - See Note #3 
    Knight of the Watch/Dispatch (not publicly released) 
  - See Note #4. 
   
  #1 - This class has been revised. The revision appears in 
  the web enhancement section for Tome and Blood 
  found on the Wizards of the Coast Website 
  (www.wizards.com). The Living Greyhawk campaign 
  uses this revision, not the prestige class that appears in 
  Tome and Blood. 
   
  #2 - This class is considered adaptable for the 
  Sheldomar Valley Meta-region. Contact for this 
  organization is the POC for the Keoland Triad. 
   
  #3 – This class is considered adaptable for the following 
  regions -  Onnwal 
   
  #4 – This class is considered adaptable for the regions 
  of the Sheldomar Valley meta-region.  Please contact 
  your triad for details.  Access to the details of the 
  prestige class is restricted to those successfully 
  completing squiring to the Knights of the 
  Watch/Dispatch. 
   
   
  3.5 Changes to the Builder 
                                                  Books 
   
  The following changes are effective for the use of 
  builder book material in the LIVING GREYHAWK 
  campaign with the switch to the revised D&D core 
  rules. As Wizards of the Coast releases revised rules, 
  the LIVING GREYHAWK campaign will adopt them in 
  place of the temporary changes below (we will 
  announce when we make these adoptions). Access to 
  any builder book material is described in the LIVING 
  GREYHAWK Campaign Sourcebook, and all rules found 
  there apply during conversion. 
   
  General Changes to Builder Books: 
  1. 
  Substitute base attack bonus for base unarmed 
  attack bonus wherever base unarmed attack bonus 
  is used.  If used as a prerequisite, add Improved 
  Unarmed Strike as a prerequisite as well. 
  2. 
  Prestige classes that offered the animal empathy 
  skill now grant the wild empathy ability (same as 
  the one offered to druids and rangers).  Where a 
  prestige class had the animal empathy skill as a 
  requirement, it now has the wild empathy ability 
  as a requirement instead.  When a prestige class 
  ability mentions the animal empathy skill, replace 
  those words with wild empathy ability instead. 
  3. 
  Delete the following items where they appear:  
  • Feats: Ambidexterity, Multidexterity 
  • Skills: Scry, Innuendo, Intuit Direction 
  
   
  Page 28 
  • Spells: Negative energy protection 
  4. 
  Make the following substitutions (old term/new 
  term): Make the following substitutions (old 
  term/new term):  
   
  General: 
  • Move-equivalent action/move actions 
  • All-out defense action/total defense action 
  • Subdual damage/ nonlethal damage 
  • One-half cover/cover 
  • Magical diseases/supernatural diseases 
   
  Feats: 
  • Expertise/Combat Expertise 
  • Sunder/Improved Sunder 
  • Weapon Finesse (weapon name)/Weapon 
  Finesse 
  • Remain Conscious/Diehard 
   
  Abilities Converted to Feats: 
  • Superior 
  Weapon 
  Focus 
  (weapon 
  name)/Greater Weapon Focus (weapon name) 
  feat 
  • Superior Weapon Specialization (weapon 
  name)/Greater 
  Weapon 
  Specialization 
  (weapon name) 
   
  Skills: 
  • Alchemy/Craft (alchemy) 
  • Wilderness Lore/Survival 
  • Pick Pocket/Sleight of Hand 
  • Knowledge (undead)/Knowledge (religion) 
   
  Spells: 
  • Resist elements/ resist energy 
  • Protection from elements/protection from 
  energy 
  • Invisibility to undead /hide from undead 
  • Invisibility to animals /hide from animals 
  • Endurance /bear’s endurance 
  • Improved invisibility /greater invisibility 
  • Random action /lesser confusion 
  • Reduce /reduce person 
  • Polymorph other /polymorph 
  5. 
  With respect to feats, spells, prestige classes, and 
  items (magic and mundane), a lack of an entry for 
  them in this document means they continue to be 
  valid in the LIVING GREYHAWK campaign, with 
  only the simple modifications mentioned above. 
   
   
   
  Specific Changes to Builder Book Prestige 
  Classes: 
   
  • 
  Acolyte of the Skin 
  o 
  Remove mention of Outer Planes from 
  requirements. 
  o 
  Symbiosis ability is altered to: “At 10
  th level, an 
  acolyte of the skin’s type and subtype become 
  Outsider (native) rather than it’s original type 
  and subtype.  Additionally, the acolyte of the 
  skin gains damage reduction 10/magic.” 
  o 
  Change resistant ability gained at 2
  nd and 6
  th 
  level from 20 to 10. 
  o 
  Change the DC for the fiendish glare (Su) 
  ability to 10 + levels in the acolyte of the skin 
  prestige class (max DC 20) 
  • 
  Alienist 
  o 
  Transcendence ability’s first paragraph is 
  altered to, “At 10
  th level, an alienist’s type and 
  subtype become Outsider (native) rather than 
  it’s original type and subtype.  Additionally, 
  the alienist gains damage reduction 10/magic 
  and electricity resistance 20.” 
  o 
  Summon Alien (Sp): The template in Tome 
  and Blood remains the same except for the 
  changes listed for the pseudonatural template 
  from the D&D v.3.5 Accessory Update 
  Booklet (page 26) available on the D&D 
  website at www.wizards.com/dnd.  
  • 
  Animal Lord 
  o 
  The skill requirement for a birdlord is Spot, 
  instead of Intuit Direction. 
  o 
  Animal Bond ability’s second paragraph is 
  altered to: “Animal bond also allows the 
  animal lord to have an animal companion as 
  per the animal companion ability of the druid, 
  but limited to animals in his selected group.  
  The animal lord’s levels in this prestige class 
  count as its effective druid level for purposes 
  of this ability.  If the animal lord already has 
  the animal companion ability (from levels as a 
  druid or ranger), instead add levels in this 
  prestige class to the effective druid levels 
  already possessed in the animal companion 
  ability (but only for the purpose of gaining an 
  animal companion from his selected group).” 
  o 
  The snakelord’s first totem grants Clever 
  Wrestling as a bonus feat (even if they don’t 
  meet the prerequisites for it). 
  • 
  Arcane Trickster 
  o 
  Use the revised DUNGEON MASTER’s Guide. 
  • 
  Bladesinger 
  o 
  Under requirements, replace Perform 3+ 
  ranks (dance, sing, and any 1 other) with at 
  least 1 rank in Perform (dance), Perform 
  
   
  Page 29 
  (sing), and Perform (anything other than 
  dance or sing). 
  o 
  This Prestige class uses the web enhancement 
  version found on the D&D website at 
  www.wizards.com/dnd. 
  • 
  Bloodhound 
  o 
  Subdual resistance ability grants damage 
  reduction 
  15/magic 
  against 
  nonlethal 
  damage. 
  • 
  Cavalier 
  o 
  Remove the Full Mounted Attack ability. 
  • 
  Consecrated Harrier 
  o 
  Emotion ability now allows the consecrated 
  harrier to cast any of the following spells 
  instead of emotion: crushing despair, good 
  hope, fear, rage. 
  • 
  Contemplative 
  o 
  Mystic union ability is altered to: “At 10
  th 
  level, a contemplative’s type and subtype 
  become outsider (native) rather than it’s 
  original type and subtype.  Additionally, the 
  contemplative 
  gains 
  damage 
  reduction 
  10/magic.” 
  • 
  Darkhagard 
  o 
  Under class skills, replace Intuit Direction 
  and Knowledge (navigation) with Knowledge 
  (geography) and Survival. 
  o 
  Uncanny Swim (Ex) ability changes to 
  "Uncanny Swim (Ex):  On a successful Swim 
  check, a Darkhagard may swim his full speed 
  (as a full-round action) or one half of his speed 
  (as a move action), failure indicating no 
  progress.  Furthermore, members of the 
  Darkhagard suffer normal armor check and 
  encumbrance penalties to their Swim checks, 
  rather than the double penalty most 
  swimmers face." 
  • 
  Divine Oracle 
  o 
  The requirements for this prestige class are 
  completely different.  To qualify to become a 
  divine oracle, a character must meet the 
  following criteria: Spell Focus (Divination) 
  feat and the ability to cast scrying or 
  divination. 
  o 
  Scry bonus ability grants a +2 sacred bonus to 
  the DC of the divine oracle’s scrying and 
  greater scrying spells. 
  o 
  Immune to surprise ability allows the divine 
  oracle to always take a standard action during 
  a surprise round, unless she is physically 
  restrained from doing so. 
  • 
  Dragon Disciple 
  o 
  Use the revised DUNGEON MASTER’s Guide. 
  • 
  Dread Pirate 
  o 
  Add Survival and Knowledge (geography) as 
  class skills. 
  • 
  Duelist 
  o 
  Use the revised DUNGEON MASTER’s Guide. 
  • 
  Dungeon Delver 
  o 
  Add 
  Survival 
  and 
  Knowledge 
  (dungeoneering) as class skills. 
  • 
  Elemental Savant 
  o 
  Elemental perfection ability’s first paragraph 
  is altered to “At 10
  th level, an elemental 
  savant’s type and subtype become elemental 
  (element selected at 1
  st level) rather than it’s 
  original type and subtype.  She gains the 
  advantages and disadvantages of this type and 
  subtype as per their description in the revised 
  Monster Manual.”  Delete the fourth 
  paragraph. 
  • 
  Fatespinner 
  o 
  Favored one ability is altered to: “At 10
  th level, 
  a fatespinner’s type and subtype become 
  outsider (native) rather than it’s original type 
  and subtype.  Additionally, he can store a 
  maximum value of spin equal to twice his 
  caster level.” 
  • 
  Forsaker 
  o 
  Damage reduction ability starts at 3/magic 
  and increases by 2 for every two forsaker 
  levels (to a maximum of 11/magic at 10
  th 
  level). 
  • 
  Ghostwalker 
  o 
  Change Knowledge (law) to Knowledge 
  (local) under class skills. 
  o 
  Foes for painful reckoning ability must be 
  written down by the judge in the notes 
  section of the AR where the foes are 
  encountered. 
  • 
  Gladiator 
  o 
  Exhaust opponent ability causes 1d6 non-
  lethal damage and the opponent becomes 
  fatigued on a failed Fort save. 
  • 
  Hospitaler 
  o 
  Bonus feats for hospitalers are the same as for 
  fighters. 
  • 
  King/Queen of the Wild 
  o 
  Endure elements (Ex) ability changes to 
  "Resistance to energy (Ex):  The king or queen 
  of the wild can ignore some damage from the 
  element associated with the chosen terrain 
  type (see Terrain-Dependent Features) as 
  though 
  possessing 
  the 
  corresponding 
  resistance to energy extraordinary ability.  At 
  2nd level, the character ignores the first 5 
  points of damage from that energy type.  This 
  amount increases by 5 at 5th, 8th, and 10th 
  level." 
  
   
  Page 30 
  • 
  Knight of the Chalice 
  o 
  Replace demons as a favored enemy with 
  outsider (evil) or outsider (chaotic) as a 
  favored enemy. 
  o 
  Censure demons ability can stun the demon 
  (effects as per the description of stunned in 
  the revised Player’s Handbook). 
  o 
  Spell Focus feat works as per the revised 
  Player’s Handbook (+1 to DC), not +2, as in 
  the entry for this prestige class. 
  • 
  Knight of the Middle Circle 
  o 
  Instead of 4 ranks in Innuendo as a 
  requirement for this prestige class, 4 ranks in 
  Bluff are required. 
  o 
  Add Bluff as a class skill. 
  • 
  Master of Chains 
  o 
  Climb fighting ability allows the climber to 
  retain their Dex bonus to AC when climbing 
  and to gain a +2 dodge bonus to AC if he is 
  hanging from a chain that can swing more 
  than five feet. 
  • 
  Master Samurai 
  o 
  Change Knowledge (code of martial honor) to 
  Knowledge (history) under class skills. 
  • 
  Oozemaster 
  o 
  Under 
  class 
  skills, 
  replace 
  Knowledge 
  (nature) with Knowledge (nungeoneering). 
  • 
  Royal Explorer 
  o 
  The skill requirements for this prestige class 
  are changed to: 4 ranks in Knowledge 
  (geography), 5 ranks in Decipher Script and 
  Survival, 
  and 
  8 
  ranks 
  in 
  Profession 
  (cartographer). 
  • 
  Sacred Fist 
  o 
  Uncanny dodge ability changes to, "At 3rd 
  level, a sacred fist gains the uncanny dodge 
  ability as per the description for the rogue's 
  ability of the same name.  At 5th level, a 
  sacred fist gains the improved uncanny dodge 
  ability as per the description for the rogue's 
  ability of the same name." 
  o 
  Puissant fists (Su) ability changes to: "A sacred 
  fist ignores some damage reduction.  At 1st 
  level, the sacred fist treats his strikes as 
  magical for the purposes of damage reduction.  
  At 3rd level, he may also treat his strikes as 
  silver or cold iron for the purposes of damage 
  reduction.  At 6th level, he may also treat his 
  strikes as adamantine for the purposes of 
  damage reduction.  At 9th level, he may also 
  treat his strikes as being imbued with a 
  certain alignment (such as that granted by the 
  align weapon spell) for the purposes of 
  damage reduction, but limited to alignments 
  that match his own." 
  • 
  Shifter 
  o 
  The special requirement is altered to: 
  “Alternate form – must either know the 
  polymorph spell or have one of the following 
  spell-like or supernatural abilities: wild shape, 
  alternate form, polymorph, shapechange, or 
  change shape.” 
  o 
  Remove beast shape from list of potential 
  greater wild shape forms. 
  o 
  Under evershifting form ability, the shifter’s 
  type 
  does 
  not 
  change 
  (as 
  previously 
  indicated), 
  but 
  she 
  does 
  gain 
  the 
  shapechanger subtype. 
  o 
  Greater wild shape (Sp) ability is changed to 
  "Greater wild shape works exactly like wild 
  shape, with the following exceptions.  It is a 
  spell-like ability.  As she rises in level, the 
  shifter gains the ability to assume the form of 
  creatures with types other than animal, 
  though she cannot choose a form that 
  normally has more HD than she herself does.  
  She can designate at the time of her change 
  which pieces of her equipment meld into her 
  new form and which do not.  Non-melded 
  equipment alters its size to match that of her 
  new form, but retains its functionality.  The 
  shifter cannot, however, use any equipment 
  that she does not have the proper appendage 
  to use.  If the shifter already has the wild 
  shape ability from another class, she may 
  convert her uses per day of the wild shape 
  ability to uses per day of her greater wild 
  shape ability on a one-for-one basis.  She may 
  also mix and match the allowed forms of the 
  two abilities to maximum benefit when using 
  the greater wild shape ability." 
  • 
  Silent Ones 
  o 
  Mask of Cymius ability allows disguise self at 
  will, not change self at will. 
  • 
  Spymaster 
  o 
  The skill requirements for this prestige class 
  are changed to: 5 ranks in Bluff, Gather 
  Information, and Sense Motive.  Remove 
  Sense Motive from the list in the special 
  requirement. 
  • 
  Tamer of Beasts 
  o 
  The requirements for this prestige class are 
  changed to: wild empathy ability, animal 
  companion ability, 10 ranks in Handle 
  Animal, and Skill Focus (Handle Animal). 
  o 
  Animal Mastery ability is altered to, “Add 
  levels in this prestige class to the effective 
  druid levels already possessed in the animal 
  companion ability.” 
  o 
  Intelligence ability is correct except that an 
  animal companion already has a type of 
  
   
  Page 31 
  magical beast and that the animal companion 
  can learn three additional tricks per point of 
  Int it gains as per the Handle Animal skill. 
  o 
  Remove the beast mastery and share spells 
  abilities. 
  o 
  Magical beast mastery is altered to, “The 
  tamer of beasts can take some magical beasts 
  as animal companions.  This adds the 
  following creatures to the alternative animal 
  companion lists (as per the sidebar on page 36 
  of the revised Player’s Handbook).  Although 
  they act as animal companions, they will not 
  accompany 
  the 
  tamer 
  of 
  beast 
  into 
  environments inhospitable to their species: 
  � 4
  th level or higher (level –3): darkmantle, 
  krenshar, shocker lizard, stirge 
  � 7
  th level or higher (level –6): ankheg, 
  hippogriff, 
  giant 
  eagle, 
  giant 
  owl, 
  pegasus, unicorn, worg 
  � 10
  th level or higher (level –9): basilisk, 
  cockatrice, displacer beast, manticore, 
  owlbear, sea cat, spider eater, winter wolf 
  � 13
  th level or higher (level –12): digester, 
  girallon, gorgon, griffon, five-headed 
  hydra, remorhaz 
  � 16
  th level or higher (level –15): bulette, 
  chimera, dragonne, gray render, seven-
  headed hydra” 
  • 
  Tempest 
  o 
  Improved two-weapon fighting ability is 
  altered to: “A tempest can fight as if she has 
  the Improved Two-Weapon Fighting feat, 
  even if she does not have the normal pre-
  requisites for the feat.  This only applies when 
  the tempest is wearing light or no armor.” 
  o 
  Greater two-weapon fighting ability is altered 
  to, “A tempest can fight as if she has the 
  Greater Two-Weapon Fighting feat, even if 
  she does not have the normal pre-requisites 
  for the feat.  This only applies when the 
  tempest is wearing light or no armor.” 
  o 
  Off-Hand Parry ability is altered to “A tempest 
  can fight as if she has the Two-Weapon 
  Defense feat, even if she does not have the 
  normal pre-requisites for the feat.  This only 
  applies when the tempest is wearing light or 
  no armor.  As she gains tempest levels, the 
  bonuses from this feat increase to +3 (+4 when 
  fighting defensively or using the total defense 
  action) at 4
  th level, and to +5 (+6 when fighting 
  defensively or using the total defense action) 
  at 7
  th level.” 
  o 
  Absolute ambidexterity ability is altered to, “A 
  tempest’s attack penalties for fighting with 
  two weapons lessen by 2 when she is wearing 
  light or no armor.” 
  o 
  Supreme two-weapon fighting ability is 
  altered to “A tempest gains an additional 
  attack with her off-hand when she is wearing 
  light or no armor.  Thus she gains a fourth 
  attack with her off-hand weapon, albeit at a –
  15 penalty.” 
  • 
  Temple Raider of Olidammara 
  o 
  Uncanny dodge ability changes to, "At 3rd 
  level, a temple raider gains the uncanny 
  dodge ability as per the description for the 
  rogue's ability of the same name.  At 6th level, 
  a temple raider gains the improved uncanny 
  dodge ability as per the description for the 
  rogue's ability of the same name.  At 9th level, 
  a temple raider gains trap sense +1 as per the 
  description for the rogue's ability of the same 
  name." 
  • 
  Templar 
  o 
  Bonus feats for templars are the same as for 
  fighters. 
  • 
  Thief-Acrobat 
  o 
  Add Bluff and Sense Motive as class skills. 
  o 
  Prone defense ability negates –4 AC penalty 
  the prone defender normally suffers against 
  melee attacks. 
  • 
  Verdant Lord 
  o 
  Spells requirement changes to, "able to cast 
  command plants". 
  • 
  Veth 
  o 
  Under requirements, replace Scry 8 ranks 
  with Spellcraft 8 ranks. 
  o 
  Under 
  class 
  skills, 
  replace 
  Innuendo, 
  Knowledge (Nyr Dyv), and Scry with Bluff, 
  Sense Motive, Knowledge (geography), and 
  Knowledge (Arcana). 
  o 
  Modify the reading the lake ability: Remove 
  all mention of the Scry ability or the Scry 
  check.  The base chance of success on the 
  reading is 70% + 1% per caster level, to a 
  maximum of 90%. 
  • 
  Vigilante 
  o 
  Add Bluff as class skill. 
  o 
  Remove emotion (3
  rd-level spell) and fear (4
  th-
  level spell) from spell list.  Add the following 
  spells instead: crushing despair (3
  rd-level 
  spell), good hope (3
  rd-level spell), fear (3
  rd-level 
  spell), rage (2
  nd-level spell). 
  o 
  Streetwise ability grants bonus to Sense 
  Motive and Gather Information checks. 
  • 
  Warpriest 
  o 
  Change Knowledge (war) to Knowledge 
  (history) under class skills 
  o 
  Replace healing circle ability with mass cure 
  light wounds ability. 
  o 
  Replace mass haste ability with haste ability. 
  
   
  Page 32 
  • 
  Watch Detective 
  o 
  Add Survival as class skill. 
  • 
  Wayfarer Guide 
  o 
  Enhanced capacity ability simply doubles the 
  capacity allowed when casting spells with the 
  teleportation descriptor. 
  • 
  Weapon Master 
  o 
  Change Knowledge (weaponry) to Craft 
  (weaponsmith) under class skills. 
  o 
  Ki critical ability grants the Improved Critical 
  feat, but does not grant anything else if the PC 
  already has that feat. 
  • 
  Windrider 
  o 
  Mount proficiency ability is altered to, “A 
  windrider gains a +2 competence bonus on 
  any check to avoid being unseated while 
  riding her chosen mount.  In addition, she 
  can ride any mount of 4 HD or less without 
  penalty (normally –5 penalty for ill suited 
  mounts).  The maximum HD of the mounts to 
  which this latter benefit applies increase with 
  windrider level: 8 HD at 4
  th level, 12 HD at 6
  th 
  level, 16 HD at 8
  th level, and any mount at 10
  th 
  level.” 
  o 
  Mount assistance ability is altered to, “A 
  windrider can use this ability to perform the 
  aid another action to assist any mount, 
  providing a +4 bonus (double the usual 
  amount) 
  on 
  a 
  successful 
  attempt.  
  Alternatively, a windrider can provide her 
  mount a +10 competence bonus to speed for 1 
  full round.  Mount assistance is usable once 
  per round and requires a standard action.” 
   
  Specific Changes to Builder Book Feats: 
   
  • 
  Acrobatic: Use the version in the revised 
  Player’s Handbook. 
  • 
  Alluring: Benefit is altered to, “You gain a +2 
  bonus on Diplomacy checks and a +1 bonus to 
  the save DCs of all your mind-affecting, 
  language dependent spells.” 
  • 
  Animal 
  Control: 
  Under 
  prerequisites, 
  replace ability to cast animal friendship with 
  animal companion ability.  Delete text under 
  special. 
  • 
  Athletic: Use the version in the revised 
  Player’s Handbook. 
  • 
  Augment Summoning: Use the version in 
  the revised Player’s Handbook. 
  • 
  Blindsight:  Prerequisite: Ability to use wild 
  shape to become a large creature. Benefit: You 
  gain the extraordinary ability of blindsight, as 
  described in the revised Monster Manual, 
  with a range of 40 feet.  It works by the 
  emission of high-frequency sounds, inaudible 
  to most other creatures.  A silence spell, or 
  anything else that negates the ability to hear 
  sound, negates this blindsight." 
  • 
  Chink in the Armor: Benefit is altered to, “If 
  you take a standard action to study an 
  opponent, you can ignore half of his armor 
  and natural armor bonuses (rounded down) 
  during your next single attack.  Shield 
  bonuses, magic armor enhancement bonuses, 
  and armor bonuses from magic items are not 
  halved.” 
  • 
  Eschew Materials: Use the version in the 
  revised Player’s Handbook. 
  • 
  Expert Tactician: Use the version in Song 
  and Silence. 
  • 
  Extra Favored Enemy:  Benefit is altered to: 
  “You may select an additional favored enemy 
  as if you had gained the appropriate level of 
  ranger to do so.  You increase one of your 
  favored enemy bonuses as well, as if you 
  gained the appropriate level of ranger to do 
  so.” 
  • 
  Favored Critical:  The effects of this feat no 
  longer stacks with any other effect that 
  expands the threat range of a weapon. 
  • 
  Flyby Attack: Use the version in the revised 
  Monster Manual. 
  • 
  Greater Spell Focus: Use the version in the 
  revised Player’s Handbook. 
  • 
  Greater Spell Penetration: Use the version 
  in the revised Player’s Handbook. 
  • 
  Greater Two-Weapon Fighting: Use the 
  version in the revised Player’s Handbook. 
  • 
  Improved Familiar: Use the version in the 
  revised DUNGEON MASTER’s Guide. 
  • 
  Improved Overrun: Use the version in the 
  revised Player’s Handbook. 
  • 
  Improved Shield Bash: Use the version in 
  the revised Player’s Handbook. 
  • 
  Improved Sunder: Use the version in the 
  revised Player’s Handbook. 
  • 
  Jack of All Trades: Jack of all trades is altered 
  to, “You can use any skill untrained, even 
  those that normally require training.” 
  • 
  Monkey Grip:  Benefit is altered to, “You can 
  use a melee weapon (type selected at feat 
  selection) that is two-handed for your size in 
  one hand.  You suffer a –2 penalty on your 
  attack roll when using this feat.  This feat can 
  be taken multiple times, each time with a 
  different weapon.” 
  
   
  Page 33 
  • 
  Multiattack: Use the version in the revised 
  Monster Manual. 
  • 
  Multicultural: Multicultural is altered to, “A 
  +4 bonus on all checks made to alter the 
  attitude of your chosen race.” 
  • 
  Multidexterity: No longer available in 
  LIVING GREYHAWK (part of Multiweapon 
  Fighting in the revised Monster Manual). 
  • 
  Natural Spell: Use the version in the revised 
  Player’s Handbook. 
  • 
  Off-Hand Parry: Use the version in the 
  revised Player’s Handbook (now called Two-
  Weapon Defense). 
  • 
  Persistent Spell:  No longer available in 
  LIVING GREYHAWK. 
  • 
  Persuasive: Use the version in the revised 
  Player’s Handbook. 
  • 
  Power Lunge: Benefit is altered to: “A 
  successful attack roll during a charge allows 
  you to increase the Strength bonus that is 
  normally added to damage rolls from 1 times 
  or 1-1/2 times to 2 times, regardless of 
  whether you wield the weapon one-handed or 
  two-handed.  You provoke an attack of 
  opportunity from the opponent you charged.”  
  • 
  Quicker than the Eye: No longer available in 
  LIVING GREYHAWK. 
  • 
  Rapid Reload: Use the version in the revised 
  Player’s Handbook.. 
  • 
  Remain Conscious: Use the version in the 
  revised Player’s Handbook (now called 
  Diehard). 
  • 
  Shadow: Use the version in Masters of the 
  Wild. 
  • 
  Shield Expert: Use the version in the 3.5 
  Player’s Handbook (now called Improved 
  Shield Bash). 
  • 
  Snatch Arrows: Use the version in the 
  revised Player’s Handbook. 
  • 
  Snatch: Use the version in the revised 
  Monster Manual. 
  • 
  Widen Spell: Use the version in the revised 
  Player’s Handbook. 
  • 
  Wingover: Use the version in the revised 
  Monster Manual. 
   
  Specific Changes to Builder Book Spells: 
   
  • 
  Animal Reduction: Use reduce animal in the 
  revised Player’s Handbook.  
  • 
  Animal Trick: Change target to, “Your animal 
  companion.” 
  • 
  Arcane Sight: Use the version in the revised 
  Player’s Handbook. 
  • 
  Aspect of the Deity:  Change the resistances 
  to 10 (instead of 20).  Change the damage 
  reduction to 10/magic (instead of 10/+3). 
  • 
  Beget Bogun: Use the bogun from the  
  Monster Manual II. 
  • 
  Blight: Use the version in the revised Player’s 
  Handbook.. 
  • 
  Briar Web:  As per the entangle spell in the 
  revised Player’s Handbook, but range is 
  Medium (100 feet + 10 feet/level), level is, 
  “Drd 2, Rgr 2”, and add,  “The spell also causes 
  the vegetation to grow thorns.  Those that 
  attempt actions (attack, cast a spell with a 
  somatic component, move, and the like) 
  while in the briar web take thorn damage of 
  1d4 points, plus 1 additional point per caster 
  level.” 
  • 
  Choke:  Remove beasts and shapechangers 
  from list of creatures that can be affected. 
  • 
  Command Undead: Use the version in the 
  revised Player’s Handbook. 
  • 
  Dimensional Lock: Use the version in the 
  revised Player’s Handbook. 
  • 
  Disguise Undead: As per the disguise self 
  spell in the revised Player’s Handbook, but 
  level is, “Sor/Wiz 2”, components includes a 
  focus (a cocoon of a death’s head moth), range 
  is, “Touch”, target is, “One corporeal undead”, 
  and saving throw is “None (harmless).” 
  • 
  Eagle’s Splendor: Use the version in the 
  revised Player’s Handbook. 
  • 
  False Life: Use the version in the revised 
  Player’s Handbook. 
  • 
  Fox’s Cunning: Use the version in the 
  revised Player’s Handbook. 
  • 
  Great Shout: Use Greater Shout in the 
  revised Player’s Handbook  
  • 
  Greater Aspect of the Deity:  Change 
  outsider to outsider (native). Change low-light 
  vision to darkvision 60 ft.  Change 
  immunities to energy or resistances to energy 
  to resistance 10 for that energy type.  Damage 
  for half-fiend claw and bite attacks is as per 
  the table in the revised Monster Manual 
  under half-fiend. 
  • 
  Greater Call Lightning: Use Call Lightning 
  Storm in the revised Player’s Handbook. 
  • 
  Lesser Aspect of the Deity:  Change the 
  resistance to 5 instead of 10. 
  • 
  Mass Awaken: No longer available in LIVING 
  GREYHAWK. 
  
   
  Page 34 
  • 
  Mass Teleport: As per the teleport spell in 
  the revised Player’s Handbook, but level is 
  “Sor/Wiz 7”, components is “V, S”, casting 
  time is “1 round”, the capacity allowed to 
  teleport is doubled, and the caster does not 
  have to teleport himself. 
  • 
  Miasma: No longer available in LIVING 
  GREYHAWK. 
  • 
  Mordenkainen’s Private Sanctum: Use the 
  version in the revised Player’s Handbook. 
  • 
  Owl’s Wisdom: Use the version in the 
  revised Player’s Handbook. 
  • 
  Polymorph Other and Polymorph Self: Use 
  polymorph and baleful polymorph in the 
  revised Player’s Handbook. 
  • 
  Rage: Use the version in the revised Player’s 
  Handbook. 
  • 
  Song of Discord: Use the version in the 
  revised Player’s Handbook. 
  • 
  Summon Instrument: Use the version in the 
  revised Player’s Handbook. 
  • 
  Sympathetic Vibration: Use the version in 
  the revised Player’s Handbook. 
  • 
  Undeath to Death: Use the version in the 
  revised Player’s Handbook. 
  • 
  Weapon of the Deity: Use the weapon listed 
  for this spell in the LIVING GREYHAWK Deities 
  Document rather than the one listed in this 
  entry. 
  • 
  Zone of Silence: Use the version in the 
  revised Player’s Handbook. 
   
  Specific Changes to Builder Book Items 
  (Magic and Mundane): 
   
  • 
  Sandals of Tiger’s Leap: Changed the benefit 
  to read, “On a charge, she can perform a flying 
  kick. Treat this as an unarmed attack that 
  deals 2d6 points of additional damage.” 
  • 
  Arm of Nyr: The Strength and Dexterity 
  bonus granted by this item are considered an 
  enhancement bonus. 
  • 
  Barricade Buckler: The tower shield this 
  turns into follows the rules for tower shields 
  in the revised Player’s Handbook.  
   
  Other Changes to Builder Book Items: 
  • 
  Special mounts in Defenders of the Faith: Use 
  the version in the revised DUNGEON 
  MASTER’s Guide. 
  • 
  Rules update sections in the various builder 
  books no longer apply. 
  • 
  Dire and legendary animals in Masters of the 
  Wild: Use the versions in the revised Monster 
  Manual and Monster Manual II. 
  • 
  Poisons and traps in Song and Silence: Use 
  the versions in the revised DUNGEON 
  MASTER’s Guide. 
  • 
  Alternate familiars and improved familiars in 
  Tome and Blood: Use the versions in the 
  revised DUNGEON MASTER’s Guide. 
   
  
   
  Page 35 
  Chapter Six: Beyond the Core Rules 
   
  This chapter clarifies some rules presented in the 3.5 
  D&D Core Rulebooks that must be altered or expanded 
  due to the needs of our play environment. This 
  includes the role of animals that are brought on 
  adventures, the use of the Leadership feat, spells and 
  magic items that need additional clarification or rules 
  to be used in the campaign, and how to handle 
  character death and NPC spellcasting in Core 
  scenarios.  
   
                     Adventuring Animals  
   
  The purpose of this section is to clarify the use of 
  animals in the worldwide Living Greyhawk campaign. 
  These rules expand those found in the D&D Core 
  Rules and only supersede those rules when explicitly 
  stated.  
   
  It is your responsibility to read and understand these 
  rules and the rules in the three Core Rulebooks on 
  which they’re based. If you are playing a character that 
  brings animals on adventures, it is your responsibility 
  to have appropriate documentation on these animals 
  prepared for inspection and use by your Dungeon 
  Master (DM). This documentation must include the 
  complete stat block for the animal as well as any tricks 
  that it knows. 
   
  Unless stated otherwise in these rules or in the Player’s 
  Handbook, animals and magical beasts that accompany 
  your character on adventures have the average hit 
  points listed within their description in the Monster 
  Manual.  
   
  Animal Categories 
   
  There are two basic types of animals that you can bring 
  into play: magical beasts gained by way of class abilities 
  (such as a paladin’s mount, animal companion, or a 
  spellcaster’s familiar), and domesticated animals. 
  Animals fall into two behavioral categories: trained and 
  wild (see below).  
   
  Familiars and Paladin Mounts: Familiars and 
  paladins’ mounts are not normal creatures. They are 
  intelligent magical beasts, not animals, and thus do not 
  need to be trained. Familiars and mounts can respond 
  to any command they are physically capable of 
  performing. Your DM has the final say on what is the 
  reasonable use of a familiar or special mount. 
     
  Familiars are acquired as per the rules found on Player’s 
  Handbook page 52. You may pay the 100 gp for magical 
  materials during character creation or at some point 
  later, but the fact that you paid that cost and gained a 
  familiar must appear in the Play Notes of your next 
  Adventure Record. Unless you have campaign or 
  regional documentation that grants you expanded 
  familiar choices, you may only pick one of the standard 
  familiars listed on page 52 in the Player’s Handbook. 
   
  Paladins’ mounts are acquired as per the rules found on  
  Player’s Handbook page 45. In the Living Greyhawk 
  campaign, Small paladins may choose a riding dog 
  (page 196 of the Monster Manual) instead of the 
  standard warpony.  Riding dogs used as a paladin’s 
  mount are trained for war. A Paladins mount starts 
  with the average hit points for the particular base 
  animal as listed in the Monster Manual.  For each 
  bonus Hit Dice a paladin’s mount receives, it gains 5 
  plus their Constitution modifier in extra hit points.  
  Special mounts not covered here require regional or 
  campaign documentation. Gaining a paladin’s mount 
  must appear on the Play Notes of your next Adventure 
  Record. The warhorse is a normal animal that becomes 
  a magical beast when it is called. As such, it only has 
  the skills and feats of a normal warhorse. The warhorse 
  does not “Advance” as a magical beast, it advances as a  
  Paladin’s mount.  
     
  If a familiar is dismissed or slain, such an occurrence 
  must be reported on the Play Notes of the Adventure 
  Record of the adventure that event took place. These 
  magical beasts cannot be replaced until 52 Time Units 
  of  the character’s play  have passed from the point that 
  it was either slain or dismissed. A lost Paladin’s Mount 
  follows the rules in the Player’s Handbook for 
  replacement.  
    
  Animal Companions: Animal companions are normal 
  or dire animals that share a strengthened bond with a 
  druid or ranger. This companion is treated as a magical 
  beast and not a normal animal. For complete rules see 
  page 36 in the Player’s Handbook. If you have levels in 
  ranger and druid, and your ranger is at least 4
  th level, 
  then you may add half your ranger levels to your druid 
  levels to determine the level of your animal 
  companion. 
   
   
  Starting Companion: Only a first level druid may 
  starts with an animal companion. They may 
  choose from the list on page 35 of the Player’s 
  Handbook.  
   
  
   
  Page 36 
  Changing Animal Companions: You may change 
  your base animal companions each adventure you 
  play if you so desire, as long as you prepare 
  appropriate documentation in advance of play 
   
  Tricks: The animal companion you have at the 
  start of an adventure may be trained with its full 
  compliment of tricks (3 for every point of 
  Intelligence). The list of animal companion tricks 
  can be found on page 74 of the Player’s Handbook 
  under handle animal. Special tricks (ones not 
  listed in the Player’s Handbook) are allowed only 
  if granted by way of campaign or regional 
  documentation.  
   
  Non-Standard Animal Companions: You must 
  have campaign documentation to have an animal 
  companion that is not listed in the Player’s 
  Handbook.  You must also have a level adjustment 
  associated with your animal companion for 
  purposes 
  of 
  determining 
  the 
  companions 
  characteristics and special abilities. Contact the 
  triad that issued the special animal companion for 
  more details if needed. 
   
  Domesticated Animals: Most of the animals that you 
  can buy for your character, and that you would bring 
  on an adventure, are trained to some extent.  These 
  animals include those listed on Table 7-8 of the Player’s 
  Handbook. The Handle Animal skill can be used to 
  further train these animals. 
    
  Almost all of these animals (except donkeys and mules) 
  can perform the basic “Attack” trick, detailed on page 
  74 of the Player’s Handbook under handle animal.  You 
  must be riding a horse or a pony in order for it to 
  follow the “Attack” command. Commanding an animal 
  to perform a trick is a move-equivalent action and 
  pushing an animal is a full-round action (see Handle 
  Animal for more details). A druid or ranger can 
  command an animal to perform a trick as a free action 
  and push it as a standard action.   
   
  When you buy an animal, you may pick an extra trick 
  for each point of Intelligence the animal has. You must 
  pick the tricks from page 74 of the Player’s Handbook 
  under handle animal. For the riding dog you may 
  either pick two tricks, or use these trick slots to make 
  the dog trained for war, which grants them a trip attack 
  (as specified in the Riding Dog entry in the Monster 
  Manual). Animals gained that start play with more than 
  the standard training must be supported with 
  campaign or regional documentation. 
   
   
   
   
  Characters with the Handle Animal skill can train their 
  animals further. To do so you must have the ability to 
  train the animal type desired (see skill description, 
  Player’s Handbook page 74), and spend 1 TU to teach 
  one animal one trick. You must succeed at a Handle 
  Animal check (DC varies – see skill description) after 
  the TU cost is paid. A failed check results in no training 
  occurred. You are not able to attempt another check 
  until after you have played another Regional 
  adventure. You may not take 20 on this check. 
   
  Animals and the APL 
   
  If you bring domesticated animals that have been 
  trained for combat and your DM determines that such 
  animals are a boon for the particular adventure (usually 
  war horses and riding dogs) use table 6-1  to determine 
  the number of effective levels you add to your own 
  character level for the determination of the APL.  You 
  may only use four or fewer animals of this type. 
  Animals with different CRs are determined separately 
  using the chart below, and then add the results. While 
  how to determine a parties APL is contained in each 
  adventure we have also included it in the Glossary at 
  the end of this document for your convenience. 
   
  Table 6-1: Animal Effective Level 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
   
   
                        The Leadership Feat 
   
  Taking the leadership feat allows you to gain a single 
  cohort, a skilled adventuring sidekick to share 
  adventures, as well as an assortment of other followers.  
  Your cohort may accompany you on Regional, Meta-
  Regional, and Core Living Greyhawk adventures, as 
  long as you follow the rules for their inclusion (see 
  below). Your followers only come into play during 
  special events, only if those events explicitly allow 
  their inclusion.  
   
  Cohort Inclusion in an Adventure 
   
  You may include your cohort in the play of a standard 
  Living Greyhawk table if and only if there are four, or 
  
   
  Page 37 
  five characters participating in that adventure. At most, 
  six adventurers, be they characters or cohorts, can 
  participate in a Living Greyhawk adventure.  A cohort 
  may only participate in an adventure if there is an open 
  slot at the table, and no RPGA member wishes to 
  participate to fill the table. If more than one of you 
  wishes to bring a cohort, but there are not enough open 
  slot on the table, one or more of you will have to leave 
  their cohort at home. If you and the other players 
  wishing to bring your cohort cannot decide who leaves 
  their cohort at home, the DM is free to rule that no 
  player is allowed to bring their cohort.  
   
  Designing Your Cohort 
   
  Cohorts are designed and restricted exactly as a Living 
  Greyhawk character, using the current Living 
  Greyhawk character creation rules with the following 
  exceptions:  
   
  Step 1: Ability Scores 
   
    Cohorts only have 22 points to spend on ability scores. 
   
  Step 2: Race, Class, Deity, and Alignment 
    
    Level: The starting level of your cohort is determined 
  when you take the Leadership feat by your leadership 
  score, as per the rules on Dungeon Master’s Guide page 
  106. You may modify your Leadership score for 
  determining cohort level only by those modifications 
  listed under the ‘The Leader . . .’ modifiers on page 106, 
  unless you have special regional or campaign 
  documentation granting other modifiers. Cohorts 
  begin play with the minimum experience points for 
  their starting level.  
    Starting Gold: Use Table 4-23: NPC Gear Value on 
  page 127 of the Dungeon Master’s Guide to determine 
  you cohort’s starting gold.  
   
  Step 4: Feats 
   
    Your cohort can never gain a cohort of his own via the 
  Leadership feat. 
   
  Step 5: Equipment 
   
    You may purchase your cohort’s equipment from the 
  list of available items for your character. Cohorts may 
  not spend more than half of their starting gold (see 
  above) on a single item during cohort creation, but may 
  buy items normally after that point.  You are not 
  required to use the suggested starting NPC items listed 
  in the Dungeon Master’s Guide. 
   
   
  Step 6: Home Region 
   
    The cohort must have the same home region as the 
  character at all times. 
   
   
  Cohort Advancement and Special 
  Cohorts 
   
  A cohort advances in the exact same way that any 
  Living Greyhawk character does. They gain Adventure 
  Records, and can hold special item and favor 
  certificates. Like all characters they have and spend 
  Time Units.  At the end of an adventure they gain a half 
  share of treasure and experience points (but note they 
  may never be within one level or higher than a 
  character they are a cohort of, and lose all experience 
  points gained in an adventure that would put them in 
  such a position). You must keep track of your cohort’s 
  advancement and play in the same way that you keep 
  track of your character’s advancement.  
   
  If your cohort dies, it can be brought back from the 
  dead in the same manner that a character can. If you 
  choose not to bring your character back from the dead, 
  you can attract another cohort at an expense—500 gp 
  and 4 Time Units as you search the land to find a new 
  loyal sidekick. Also remember that if the DM believes 
  that the cohorts death was your fault you suffer a –2 
  penalty to your Leadership score from that point 
  forward. If you no longer need the services of your 
  cohort you may dismiss him. When you next look for a 
  cohort you must spend 500 gp and 4 Time Units as 
  your search the land for a new loyal sidekick. You will 
  also suffer a one time –1 penalty to your Leadership 
  score when determining the level of your new cohort 
  since you have earned the reputation as a fickle leader. 
    
  Special cohorts, as described in the Dungeon Master’s 
  Guide, Defenders of the Faith: A Guidebook to Clerics 
  and Paladins, or other D&D sources, are only granted 
  by way of regional or campaign documentation.  
   
  Level Loss and Cohorts 
   
  If you lose enough levels so you are within two levels 
  or at an equal or lower level than your cohort, your 
  cohort does not abandon you, but the cohort does not 
  adventure with you until you regain the lost levels.  
  However, if the character ever drops below 6th level 
  (therefore losing the Leadership feat), the cohort 
  immediately abandons you, disheartened by your 
  failure.  
   
   
  
   
  Page 38 
  Playing Cohorts in Living Greyhawk 
   
  Cohorts, like most folk, enjoy their own possessions 
  and believe that their items belong to them. They only 
  give over one of their own items to a character in the 
  direst of circumstance. A cohort must be played at a 
  table in order for a character to gain use of one of their 
  items - and not at the expense of the cohorts own 
  wealth or person. A DM is free to override any 
  exchange that treats the cohort as a magic item factory, 
  and not the trusted ally that they are. At the end of the 
  adventure all the cohorts wealth and items reverts back 
  to the cohort.  
   
  Cohorts are played by the player, but must always be 
  played as secondary characters. A player with a cohort 
  does not get twice the attention of the DM or the other 
  characters. If the DM feels that the cohort is acting in 
  an unrealistic fashion he may take over playing the 
  cohort, but this should only be done in the most 
  unusual situation. 
   
   
  Character Death and Back Again 
   
  The life of an adventurer is a dangerous one and 
  sometimes bad things happen that you would like to 
  have undone.  The death, level loss, or ability score loss 
  of a character is a hard thing for even the best of us to 
  accept.  Since Oerth is a magical world, these things 
  can be undone—for a price. These rules are the 
  standards for bringing your character or cohort back 
  from the brink.  
   
  Living Greyhawk Character Death Rules 
   
   
  No Wills: Under no circumstances may the 
  possessions of a dead character or cohort make their 
  way into the hands of another character.  The death of a 
  comrade is a tragedy, not a yard sale.  
   
   
  Plot Item Exception: If the dead character or cohort 
  was carrying a special item vital to the plot of the 
  scenario in which the character died, that item may be 
  transferred to another character, at the DM’s 
  discretion. 
   
   
  Player Directed Restoration: Only the player of a 
  dead character or cohort is allowed to direct the 
  disposition of their character’s corpse. This includes 
  any arrangements for restoration. If they want to stay 
  dead the other players at the table cannot force the 
  issue. 
   
   
  Must be Resolved at the Table: When a character or 
  cohort dies what happens to him must be resolved at 
  the table in which the death occurred. A player may 
  use his or her character’s wealth (if the items survived 
  the attack that killed the character) to facilitate 
  spellcasting that will restore his character, and may 
  enlist monetary aid from characters or cohorts at the 
  table the death occurred (only) to gain such 
  spellcasting, but if the spell casting requirements 
  cannot be met, the character is permanently dead. All 
  the character’s and its cohort’s (if any) Adventure 
  Records are handed to the DM (as he or she is the 
  representative of the Living Greyhawk campaign staff 
  in these instances) who destroys or voids them (player’s 
  choice). At multi-table events you may want to 
  establish a DM who is in charge of character death 
  appeals. Ideally, this DM is a Grand Master judge or 
  higher RPGA judge who is not running an adventure 
  during any slot that he or she is designated “Appeals 
  DM.” If a player believes that his or her character’s 
  death was due to a DM’s mistaken call, he or she may 
  ask for a second opinion by the Appeals DM. The 
  player and the DM are each given five uninterrupted 
  minutes in which to explain their point of view. 
  Thereafter, the Appeals DM makes a decision. The 
  decision made by that Appeals DM is final. If there is 
  no Appeals DM, then the Senior Judges for the event 
  fills in as the Appeals DM. Once the Appeal DM has 
  ruled it is final and you must abide by his decision. 
   
   
  Charity of Friends Clause 
   
  If your character was revived, but you died in such a 
  way that you lost all your equipment, you may enlist 
  the charity of friends. This gives you one-fourth the 
  total from Table 5-1: Character Wealth by Level from 
  page 135 in  the Dungeon Master’s Guide, or all of your 
  character’s coin value from your last Adventure Record, 
  whichever is greater.  
   
  Wizards may opt to discard half of this charity to create 
  a new spellbook identical to their former spellbook, or 
  take the full charity and rebuild their spell book by way 
  of scrolls. This represents family and friends chipping 
  in to help get you back on your feet. No player at the 
  table is allowed to contribute to this amount nor does 
  any player actually adjust their gold on hand total. 
   
  NPC-Performed Spellcasting 
   
  If there is not a character capable of casting the desired  
  spells at the table, the character’s only option is to have 
  an NPC perform the restoration.  This is expensive, but 
  straightforward. 
   
  Each region in Living Greyhawk should have its own 
  rules for NPC spellcasting available on its Web site, 
  detailing how NPC spellcasting is handled in their 
  region. For all Core, Meta-Regional, or Regional 
  
   
  Page 39 
  adventures where the Triad has not detailed region-
  specific rules for NPC spell casting, use the following 
  rules: 
   
    Default Cost: Determine the size of the settlement 
  the characters have access to in the adventure (see table 
  6-2). Characters pay NPCs for restorative spells 
  according to table 6-3. 
   
   
    Influence Points/Favors: Influence Points may not 
  be used to reduce these costs unless the cert states a 
  specific circumstance and the DM rules that it applies 
  in this case. 
   
   
    Scenario Specific Costs: A Living Greyhawk 
  adventure may have  situations that override these 
  rules. For example, the text of the adventure may detail 
  an NPC who owes a favor to the characters for services 
  rendered and agrees to cast certain spells for a reduced 
  cost. Items such as these written into a scenario take 
  precedent over rules presented here. 
   
    Determine Level of Caster Available: Depending on 
  the scenario a spellcaster of the needed level may or 
  may not be available. Review table 6-2  to determine 
  what level of spellcaster is available by the size of the 
  settlement detailed in the adventure text. If a higher-
  level spellcaster is written into the scenario, that NPC 
  may be used instead. When the scenario does not 
  specify what size settlements are close at hand then the 
  DM is encouraged to make his best guess and go with 
  it. All spells are assumed to be cast at the minimum 
  level needed to cast them. Adjust the cost appropriately 
  if the players wish them cast at a higher level. 
   
   
  Table 6-2: Town Size and Spellcaster Level 
   
   
  Town Size 
  Spellcaster Level 
  Village or Smaller 
  (0-900 people) 
  3
  rd 
  Small Town 
  (901-2000) 
  5
  th 
  Large Town 
  (2001-5000) 
  9
  th 
  Small City 
  (5001-12,000) 
  11
  th 
  Large City or bigger 
  (12,001 – and up) 
  13th 
   
  Spell Costs 
   
  These spells may be cast by NPCs under a DM’s 
  control.  Regional rules and individual scenario text 
  may override these costs. 
   
   
  Table 6-3: Spell Costs 
  Spell Name 
  Caster Level 
  Cost (gp) 
   
   
   
  Cure Minor Wounds 
  1
  st 
  5 
  Detect Magic 
  1
  st 
  5 
  Detect Poison 
  1
  st 
  5 
  Purify Food & Drink 
  1
  st 
  5 
  Cure Light Wounds 
  1
  st 
  10 
  Cure Moderate Wounds 
  3
  rd 
  60 
  Delay Poison 
  3
  rd 
  60 
  Lesser Restoration 
  3
  rd 
  60 
  Cure Serious Wounds 
  5
  th 
  150 
  Dispel Magic 
  5
  th 
  150 
  Gentle Repose (5 days) 
  5
  th 
  100 
  Remove Blindness/Deafness 
  5
  th 
  150 
  Remove Curse 
  5
  th 
  150 
  Remove Disease 
  5
  th 
  150 
  Speak with Dead 
  5
  th 
  150 
  Cure Critical Wounds 
  7
  th 
  280 
  Neutralize Poison 
  7
  th 
  280 
  Restoration 
  7
  th 
  380 
  Break Enchantment 
  9
  th 
  450 
  Raise Dead 
  9
  th 
  5,450 
  1 
  Greater Dispelling 
  11
  th 
  660 
  Heal 
  11
  th 
  660 
  Stone to Flesh 
  11
  th 
  660 
  Regenerate 
  13
  th 
  910 
  Resurrection 
  13
  th 
  10,910 
  2 
   
   
   
   
  1 – There are two ways to pay for Raise Dead. The first is 
  to just pay the cost as listed and receive the benefits of 
  the spell. The second method requires you to pay all of 
  your gold on hand (minimum 2,000 gp – you may sell 
  items as normal to pay this cost) up front and 5 time 
  units. The remaining balance must be paid out of 
  future adventure earnings as quickly as possible (all 
  gold earned from future adventures, after lifestyle 
  costs, must go towards this debt until it is fully paid 
  off). If you do not have enough TU’s you may spend 
  TU’s from the next campaign year to meet this 
  requirement. This represents working off your debt 
  with the church and coming up with more funds to pay 
  them. Others at the table may chip in gold to help 
  offset either method of payment. You are not required 
  
   
  Page 40 
  to pay upkeep on TU’s spent in this fashion. Only one 
  debt of this fashion is permitted at any time. 
   
  2 - There are two ways to pay for Resurrection. The first 
  is to just pay the cost as listed and receive the benefits 
  of the spell. The second method requires you to pay all 
  of your gold on hand (minimum 5,000 gp - you may sell 
  items as normal to pay this cost) up front and 10 time 
  units. The remaining balance must be paid out of 
  future adventure earnings as quickly as possible (all 
  gold earned from future adventures, after lifestyle 
  costs, must go towards this debt until it is fully paid 
  off). If you do not have enough TU’s you may spend 
  TU’s from the next campaign year to meet this 
  requirement. This represents working off your debt 
  with the church and coming up with more funds to pay 
  them. Others at the table may chip in gold to help 
  offset either method of payment. You are not required 
  to pay upkeep on TU’s spent in this fashion. Only one 
  debt of this fashion is permitted at any time. 
   
   
                                      Lycanthropy 
   
  During the many adventures your character goes on it 
  is possible for him to pick up a few nasty curses. None  
  can destroy party chemistry faster then Lycanthropy 
  though. A trusted comrade turning on the party in the 
  middle of a tough battle is more then most parties can 
  take. So the following rules apply to those who 
  currently have or may, in the future, have this disease. 
   
  • 
  A player whose character is afflicted with 
  Lycanthropy must inform the DM of such before 
  the adventure starts. Failure to do will cost the 
  character 20% of the xp and gp earned in that 
  adventure. 
  • 
  If the scenario does not specify if it is a full moon 
  then the DM rolls a d10 before play starts. If it 
  comes up a 1 then there is a full moon during this 
  scenario. 
  • 
  A PC can become aware of his affliction by making 
  a Wisdom check (DC 15) after he changes back or 
  by having a fellow party member witness him 
  changing and telling him. 
  • 
  Once a PC  is aware that he has this disease, he  
  must attempt to have it removed. If he does not 
  then next time he changes his alignment shifts to 
  that of the were-creature and he becomes a NPC 
  under the DM’s control. Mark the characters 
  Adventure Records void and the character is 
  removed from the campaign. 
  • 
  Check 
  your 
  triads 
  website 
  for 
  regional 
  information on having this curse removed from 
  your character. If your triad does not have rules on 
  it then use the following core rules. 
   
  � An afflicted character who eats a sprig of 
  belladonna (also called wolfsbane) within an 
  hour of a lycanthrope’s attack can attempt a 
  Fortitude save (DC 20) to shake off the 
  affliction. If a healer administers the herb, use 
  the character’s save or the healer’s Heal check, 
  whichever is higher. The character gets only 
  one chance, no matter how much belladonna 
  is consumed. The belladonna must be 
  reasonably fresh (picked within the last 
  week). Any town of decent size (2,000+ 
  people) will have belladonna for sale (5 gp). A 
  Wilderness Lore check (DC 14) will also find 
  some. However, fresh or not, belladonna is 
  toxic. The character must succeed at a 
  Fortitude save (DC 13) or take initial damage 
  of 1d6 points of temporary Strength. One 
  minute later, the character must succeed at a 
  second save or take an additional 2d6 points 
  of temporary Strength damage. 
  � If the player cannot have the curse removed 
  in the adventure and it is within 3 days of 
  when the character received Lycanthropy, 
  then a Remove Disease or Heal spell cast by a 
  12
  th level priest will remove it. This costs 
  360/720 gp respectively and 1 Time unit 
  unless a cert that character has reduces this 
  cost or the player has another way to have the 
  spell cast.  
  � If it is past 3 days then it is much harder to 
  remove. The player must seek out a  caster to 
  cast Remove Curse or Break Enchantment 
  cast on him while the moon is full. Once a 
  caster is found the afflicted character must 
  spend 150/450 gp respectively and 4 Time 
  Units. This allows the character to make a 
  Will save (DC 20). If the character fails this 
  save he must spend another 150/450 gp and 4 
  Time Units and attempt another save. 
  � The character must continue this until he 
  either makes the save or runs out of money. 
  Other players at the table may donate money 
  to help pay for this cost. If the character 
  cannot pay the 150 gp then he is assumed to 
  be doing menial tasks for the church during 
  his time there to help pay for it. 
  � If the character runs out of Time Units then 
  he is done being played for this year. Once his 
  time units reset on Jan 1
  st of the next year he 
  can try to remove the curse once again. 
   
   
  
   
  Page 41 
                                 Candle Caster’s 
   
  The Prestige Class of Candle Caster (from Tome & 
  Blood) lets the character create magical candles to use 
  at a later date. This is done through Magic Item 
  Creation (Chapter 7) and works just like creating a 
  scroll. The same rules and restrictions that apply to 
  scrolls apply to the newly created candle. 
   
  Unfettered Candle is gained at 3
  rd level of the Prestige 
  Class. It works just like creating a potion. The same 
  rules and restrictions that apply to potions apply to the 
  newly created candle. Since there is not a list of candles 
  allowed in the DMG, the Candle Caster is allowed to 
  create a candle of any spell that he or she knows with a 
  target of ‘Creature Touched’ and is 3
  rd level or lower. 
   
   
                                       Fatespinner 
   
  Fatespinners can accumulate something called ‘spin’ 
  during normal adventuring. This spin can be saved 
  from one adventure to another. Have your DM note in 
  your play notes on your adventure record and then 
  show this to your next DM.  Note that this spin must 
  be accumulated during the adventure and at risk to 
  yourself. You cannot lightning bolt birds on the road 
  home and store spin for your next event. The DM has 
  final call on what is acceptable. 
   
   
                                           Infusions 
   
  Create Infusion, is a new feat from the Masters of the 
  Wild builder book. It allows a new kind of magic item 
  to be created. This is done through Magic Item 
  Creation (Chapter 7) and follows the rules for making a 
  scroll. The cost of the item in gold and xp is based on 
  Chart 3-3: Infusion Base Prices and Costs from Masters 
  of the Wild.  
   
   
                            Spellsword Cache 
   
  The Prestige Class Spellsword from Tome and Blood 
  gains the special ability Spellsword Cache at 6
  th level. 
  This allows the character to keep spells stored in his 
  weapon until a later date. This is done through Magic 
  Item Creation (Chapter 7) and follows the rules for 
  making a potion. Since there is not a list of Spellsword 
  Cached spells in the DMG, the Spellsword is allowed to 
  store any spell that he or she knows with a target of 
  ‘Target Creature’ and is 3
  rd level or lower. 
   
   
                          Spell Clarifications 
   
  Due to the nature of Living games, some spells need 
  some changes to work properly within the framework 
  of the Living Greyhawk Campaign. There are also some 
  basic ground rules that we will go over below before 
  getting into specific spells. 
   
  • 
  No spell or ability may generate a benefit that 
  extends beyond the end of the play session unless 
  documentation exists to allow it.  
  • 
  In a multi-round scenario, a spell effect may 
  extend into the next rounds if appropriate (DM’s 
  call). 
  • 
  It is the players responsibility to have this 
  document with him at the table when  casting any 
  of the spells contained below. Be proactive and be 
  prepared. Your DM will appreciate it. 
  • 
  It is also recommended that the DM keep a 
  current copy of this document with him to 
  reference when needed during the game. 
  • 
  The rules for the spells below are retroactive. So if 
  you somehow cast a wish spell to give yourself a +1 
  inherent stat bonus it goes away. If you somehow 
  cast Greater Planar Binding to summon something 
  that gave you a million gp for its freedom then it 
  goes away. 
   
  The following spells are banned and not used within 
  the Living Greyhawk Campaign. If you have one of 
  these in your spell book or on a scroll contact your 
  local triad for how to correct this before you next play. 
   
  • 
  Awaken 
  • 
  Lesser Planar Binding 
  • 
  Greater Planar Binding 
  • 
  Mass Awaken (Masters of the Wild) 
  • 
  Miasma (Masters of the Wild) 
  • 
  Permanency  
  • 
  Planar Binding 
  • 
  Simulacrum 
   
   
  Clone 
   
  The Clone spells creates a body for a wizard or sorcerer 
  that his soul will inhabit upon its death. As this is a 
  permanent effect that resolves itself at a later date 
  additional clarification needs to be made for the Living 
  Greyhawk Campaign. 
   
  • 
  A Wizard or Sorcerer may use this spell to create a 
  clone of themselves only.  
  
   
  Page 42 
  • 
  The caster must spend 12 Time Units and 1,000 gp 
  when casting this spell. 
  • 
  The player must inform his DM at the start of each 
  play session that he has a clone. 
  • 
  Upon the players death his soul will enter the 
  body of the clone. The character loses one level as 
  if he had been resurrected. Unless he has a way to 
  rejoin the party he is effectively out of the 
  adventure.  
  • 
  If out of the adventure, the caster only gains xp 
  and gp up to the point he died. If he can rejoin his 
  party he gains xp and gp as normal at the end of 
  the scenario. 
  • 
  If any of the players party members survive and 
  can recover the deceased’s gear, then the caster 
  retains possession of all his surviving equipment. 
  If no party members survive or cannot recover his 
  gear then the caster loses everything and can 
  invoke the “Charity of Friends” Clause found 
  earlier in this chapter.  
  • 
  At the start of each new campaign year the caster 
  of the Clone spell must spend 6 Time Units 
  keeping his clone up to date or he loses it and 
  must start again. 
  • 
  The DM will note that the player has used this 
  spell in the Play Notes section of the Adventure 
  Record when it happens. 
   
   
  Drawmij’s Instant Summons 
   
  This spell places a mark on an item and enables the PC 
  to summon it to him. Since this is a permanent until 
  discharged effect some additional clarification is 
  needed. 
   
  • 
  A Wizard or Sorcerer may use this spell on any 
  item currently listed on their MIL or character 
  sheet. It may not be used on another PC or NPC ‘s 
  possessions.  
  • 
  When first cast the caster must spend 1,000 gp for 
  the gem. The gem remains on the PC until the 
  spell is activated at which time the gem is 
  destroyed. 
  • 
  The DM will note in play notes section when this 
  spell is cast the name of the item the arcane mark 
  is placed upon. 
   
   
  Fabricate 
   
  The use of this spell allows the caster to create a 
  permanent item. The following rules apply when using 
  this spell 
  • 
  The DM decides if the item created requires a 
  Craft check or not. The DM is to use the chart 
  listed with the Craft skill to determine the DC if 
  necessary. 
  • 
  The item remains for the duration of the scenario 
  and then goes away. It is not a permanent item. 
  • 
  The item may not be sold to increase the amount 
  of gp earned in the scenario. 
   
   
  Gate 
   
  Due to the powerful nature of this spell and its many 
  variables additional rules are needed. 
   
  • 
  The Gate created may be used for Planar Travel or 
  Calling Creatures. The caster must pick one or the 
  other when casting this spell. 
  • 
  When used for Planar Travel the DM adjudicate 
  whether the destination is valid based on the 
  scenario being played. 
  • 
  If used to call a creature only a single creature may 
  be called. You must choose an immediate task for 
  it as it will not perform contractual service unless 
  you have campaign documentation allowing you 
  to do so. 
  • 
  In the case of scrolls or other magic devices that 
  allow the casting of this spell the caster level for 
  purposes of controlling the summoned creature is 
  the caster level of the PC. 
  • 
  A known unique creature may only be called if he 
  meets one of the following qualifications 
  1. 
  Is a PC currently at the table who is on 
  another plane. 
  2. 
  Is a NPC or creature listed in the module that 
  is currently on another plane. 
  3. 
  The 
  Player 
  has 
  special 
  campaign 
  documentation allowing them to call a 
  specific being. 
  • 
  If a type of creature is desired then the PC may 
  summon a creature with the type Outsider from 
  the Monster Manual. It has standard HD for its 
  type.  
  • 
  For purposes of control, the caster may summon a 
  creature type with standard HD up to his caster 
  level safely. For each HD over his caster level the 
  standard creature has there is a 10% cumulative 
  chance the summoned type is too strong to 
  control. This represents the wide range in HD for 
  stronger Outsiders. If the creature is not 
  controlled it is under the control of the DM and 
  will act appropriately. Note: A PC Caster is 
  responsible for the actions of the creature he 
  summons. If he summons something that destroys 
  a village then he pays the price for it. 
  
   
  Page 43 
  Greater Planar Ally 
   
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply 
  when using this spell. 
   
  • 
  When the priest casts this spell, his deity will send 
  a single elemental or outsider, of no greater then 
  18 HD, or up to three identical creatures who total 
  HD does not exceed 18, to answer the call. These 
  creatures must have the same alignment as your 
  god (elementals are automatically the same 
  alignment) and be listed in the 3.5 Monster 
  Manual (no appendixes or templates). 
  • 
  You may not call a named creature without 
  campaign documentation. 
  • 
  The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round).  
  • 
  The caster must choose the task that he needs 
  performed during the bargaining and how long he 
  thinks it will take. The DM is free to increase or 
  decrease this time at his discretion. 
  • 
  The DM will then determine if the task is non-
  hazardous (50% normal cost), normal, hazardous 
  (150% normal cost) or suicidal (will not accept).  
  • 
  If the DM believes the task is strongly aligned 
  with that of the caster’s god he can reduce the final 
  cost, as calculated above, by an additional 50%. 
  (Minimum of 25% normal cost) 
  • 
  At this point the caster must either accept the 
  agreement and pay the agreed upon sum or refuse 
  and end the spell. The caster must pay the 500 xp 
  regardless of the outcome of the spell. 
  • 
  The players at the table may all chip in to cover the 
  cost of this spell. 
  • 
  Writers Note: Creatures summoned prior to a 
  fight using this spell must be included when 
  calculating the EL of a combat.  
   
   
  Leomund’s Secret Chest 
   
  As this spell has a duration that is longer then a 
  standard Living Greyhawk event additional rules for its 
  use are needed. 
   
  • 
  The foci for this spell are a large chest and a 
  smaller replica that cost 5,050 gp. This must be 
  paid when the spell is first cast. Record these items 
  on your MIL as they may be reused. 
  • 
  The chest is the standard chest size from the 
  Players Handbook. The player must keep a 
  separate list of what is stored in the chest in an 
  easy to read fashion and provide it to the DM on 
  request. 
  • 
  The player must inform the DM he has an active 
  Leomund’s Secret Chest when he sits down at the 
  table. 
  • 
  The chest lasts for 8 Time Units before expiring. 
  The Adventure Record that it is first recorded on 
  does not count as one of those eight. 
   
   
  Lesser Planar Ally 
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply 
  when using this spell. 
   
  • 
  When the priest casts this spell, his deity will send 
  a single elemental or outsider, of no greater then 6 
  HD, to answer the call. This creature must have 
  the same alignment as your god (elementals are 
  automatically the same alignment) and be listed in 
  the 3.5 Monster Manual (no appendixes or 
  templates). 
  • 
  You may not call a named creature without 
  campaign documentation. 
  • 
  The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round).  
  • 
  The caster must choose the task that he needs 
  performed during the bargaining and how long he 
  thinks it will take. The DM is free to increase or 
  decrease this time at his discretion. 
  • 
  The DM will then determine if the task is non-
  hazardous (50% normal cost), normal, hazardous 
  (150% normal cost) or suicidal (will not accept).  
  • 
  If the DM believes the task is strongly aligned 
  with that of the caster’s god he can reduce the final 
  cost, as calculated above, by an additional 50%. 
  (Minimum of 25% normal cost) 
  • 
  At this point the caster must either accept the 
  agreement and pay the agreed upon sum or refuse 
  and end the spell. The caster must pay the 100 xp 
  regardless of the outcome of the spell. 
  • 
  The players at the table may all chip in to cover the 
  cost of this spell. 
  • 
  Writers Note: Creatures summoned prior to a 
  fight using this spell must be included when 
  calculating the EL of a combat.  
   
   
   
   
   
  
   
  Page 44 
  Miracle 
   
  Miracle is one of the most powerful spells and also one 
  of the easiest to abuse in the campaign. The following 
  list contains the rules for using the Miracle spell in the 
  Living Greyhawk Campaign.  
   
  The Miracle spell may do any of the following: 
   
  • 
  Duplicate any cleric spell of 8th level or lower, 
  including spells to which you have access because 
  of your domain.   
  • 
  Duplicate any other spell of 7th level or lower.  
  • 
  Undo the harmful effects of many other spells, 
  such as feeblemind, geas/quest, bestow curse, or 
  insanity.  
  • 
  Remove injuries and afflictions. A single miracle 
  can aid one creature per caster level, and all 
  subjects must be cured of the same type of 
  affliction. For example, the character could heal all 
  the damage the character's party has suffered, or 
  remove all the poison effects from the party, but 
  not do both with the same miracle. A miracle can 
  never restore the experience point loss from 
  casting a spell or the level or Constitution loss 
  from being raised from the dead.  
  • 
  Transport travelers. A miracle can lift one creature 
  per caster level from anywhere on any plane and 
  place these creatures anywhere else on any plane 
  regardless of local conditions. An unwilling target 
  gets a Will save to negate and SR.  
  • 
  Undo misfortune. A miracle can undo a single 
  recent event. The miracle forces a reroll of any roll 
  made within the last round (including the 
  character's last turn). Reality reshapes itself to 
  accommodate the new result. For example, the 
  miracle could undo an opponent’s successful save, 
  a foe’s successful critical hit (either the attack roll 
  or the critical roll), a friend’s failed save, and so on. 
  The reroll, however, may be as bad as or worse 
  than the original roll. An unwilling target gets a 
  Will save to negate and SR.  
   
  In any event, a request that is out of line with the 
  caster’s deity’s nature is refused.  
   
  The caster may not use the option to pick something 
  beyond the list above. He must choose something from 
  that list when the spell is cast. He may also not use a 
  Miracle spell to cast a spell that is banned in the Living 
  Greyhawk Campaign. 
   
  Duplicated spells allow saves and SR as normal (but 
  save DCs are for 9th-level spells). When a Miracle 
  duplicates a spell that has an XP cost, the character 
  must pay that cost. When a miracle duplicates a spell 
  with a material component that costs more than 100 
  gp, the character must provide that component. 
   
   
  Mirror Image 
   
  This spell creates illusionary duplicates of the caster. 
  All of these duplicates occupy the same square (or 
  squares) as the caster. Once an attacker has determined 
  which is the real caster amongst the images, he, and 
  only he, may continue to attack the caster without a 
  chance of hitting an image instead. On the casters turn 
  he may, as a free action, move within the images to 
  once again confuse his attacker as to which is the real 
  one.  
   
   
  Planar Ally 
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply 
  when using this spell. 
   
  • 
  When the priest casts this spell, his deity will send 
  a single elemental or outsider, of no greater then 
  12 HD, or two identical creatures who total HD 
  does not exceed 12, to answer the call. These 
  creatures must have the same alignment as your 
  god (elementals are automatically the same 
  alignment) and be listed in the 3.5 Monster 
  Manual (no appendixes or templates). 
  • 
  You may not call a named creature without 
  campaign documentation. 
  • 
  The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round).  
  • 
  The caster must choose the task that he needs 
  performed during the bargaining and how long he 
  thinks it will take. The DM is free to increase or 
  decrease this time at his discretion. 
  • 
  The DM will then determine if the task is non-
  hazardous (50% normal cost), normal, hazardous 
  (150% normal cost) or suicidal (will not accept).  
  • 
  If the DM believes the task is strongly aligned 
  with that of the caster’s god he can reduce the final 
  cost, as calculated above, by an additional 50%. 
  (Minimum of 25% normal cost) 
  • 
  At this point the caster must either accept the 
  agreement and pay the agreed upon sum or refuse 
  and end the spell. The caster must pay the 250 xp 
  regardless of the outcome of the spell. 
  • 
  The players at the table may all chip in to cover the 
  cost of this spell. 
  
   
  Page 45 
  • 
  Writers Note: Creatures summoned prior to a 
  fight using this spell must be included when 
  calculating the EL of a combat.  
   
   
  Plane Shift 
   
  The focus for this spell is a small, forked metal rod. 
  These rods are not readily available and must be found 
  during play. The caster starts with the rod for the Prime 
  Material (Oerth) only and gain access to others via 
  campaign documentation. 
   
   
  Polymorph, 
  Polymorph 
  any 
  Object, and Shapechange 
   
  The caster may only polymorph into creatures listed in 
  the 3.5 Monster Manual unless he has campaign 
  documentation allowing otherwise. 
   
   
  Raise Dead 
   
  When cast this spell brings one dead person back to life 
  per the rules in the Players Handbook. The body must 
  be intact per the rules for the spell and the character 
  returns with 1 hp. Mark 5,000 gp off the sheet of the 
  character or characters who pay for the spell 
  component. 
   
  If cast immediately after the player’s death he may 
  continue with the scenario normally and receive his 
  full share of xp and gp at the end. Mark on the 
  Adventure Record that the character was raised and set 
  his starting experience total to the halfway point of 
  next lowest level. He will then add the xp earned in the 
  scenario to that new starting total. 
   
  If cast at the end of the adventure the PC receives xp 
  and gp up to the point he died. Mark on the Adventure 
  Record that the character was raised and set his starting 
  experience total to the halfway point of the next lowest 
  level. He will then add the xp earned in the scenario to 
  that new starting total. 
   
   
  Reincarnate 
   
  The nature of the Living Greyhawk campaign 
  necessitates some table rules for this spell, as listed 
  here. When this spell is used, the following table rules 
  must be observed: 
  • 
  Reincarnate may only be cast during a scenario by 
  either another character, or an NPC druid with 
  that spell prepared who appears in the adventure 
  text. 
  • 
  Before the roll is made, the character’s player must 
  authorize the casting of the spell. 
  • 
  A single roll is made to determine the type of 
  creature the character is reincarnated as. The 
  player must abide by the result of the roll. 
  • 
  No modifiers to the rolls are allowed. 
  • 
  The DM and at least one other player must witness 
  the roll. 
  • 
  If the result of the reincarnation is a creature other 
  than a dwarf, human, halfling, gnome, half-elf, 
  half-orc, or elf, the character is immediately and 
  permanently removed from the Living Greyhawk 
  campaign. 
  • 
  If the roll is a “100,” the character retains its 
  current race. 
  • 
  Reincarnate may only be cast on characters or 
  cohorts. 
   
   
  Resurrection 
   
  When cast this spell brings one dead person back to life 
  per the rules in the Players Handbook. The caster must 
  have a part of the body from after the person died and 
  the character returns with full hp’s. Mark 10,000 gp off 
  the sheet of the character or characters who pay for the 
  spell component. 
   
  If cast immediately after the player’s death they may 
  continue with the scenario normally and receive full xp 
  and gp at the end. Mark on the Adventure Record that 
  the character was raised and set his starting experience 
  total to the halfway point of the next lowest level. He 
  will then add the xp earned in the scenario to that new 
  starting total. 
   
  If cast at the end of the adventure the PC receives xp 
  and gp up to the point he died. Mark on the Adventure 
  Record that the character was raised and set his starting 
  experience total to the halfway point of the next lowest 
  level. He will then add the xp earned in the scenario to 
  that new starting total. 
   
   
  True Resurrection 
   
  This spell is very hard to find from an NPC in the 
  Living Greyhawk Campaign. It is only available in a 
  scenario if the scenario contains a NPC who can cast it 
  and the scenario specifically states that the NPC will 
  
   
  Page 46 
  cast it for PCs. Otherwise, this spell is only available 
  from a NPC if the player has campaign documentation 
  allowing it to be cast. This documentation will only 
  come in higher level events as a reward to notable and 
  worthy heroes. This spell may be cast by PC casters as 
  normal once they reach high enough levels. 
   
  If cast immediately after the PC’s death they may 
  continue with the scenario normally and receive full xp 
  and gp at the end. 
    
  If cast at the end of the adventure the PC receives xp 
  and gp up to the point he died.  
   
   
  Wish 
   
  Wish is one of the most powerful spells and also one of 
  the easiest to abuse in the campaign. The following list 
  contains the rules for using the Wish spell in the 
  Living Greyhawk Campaign.  
   
  The Wish spell may do any of the following: 
   
  • 
  Duplicate any wizard or sorcerer spell of 8th level 
  or lower, provided the spell is not from a school 
  prohibited to the character.  
  • 
  Duplicate any other spell of 6th level or lower, 
  provided the spell is not from a school prohibited 
  to the character.  
  • 
  Duplicate any wizard or sorcerer spell of 7th level 
  or lower even if it’s from a prohibited school.  
  • 
  Duplicate any other spell of 5th level or lower 
  even if it’s from a prohibited school.  
  • 
  Undo the harmful effects of many other spells, 
  such as geas/quest or insanity.  
  • 
  Remove injuries and afflictions. A single wish can 
  aid one creature per caster level, and all subjects 
  must be cured of the same type of affliction. For 
  example, the character could heal all the damage 
  the character's party has suffered, or remove all the 
  poison effects from the party, but not do both with 
  the same wish. A wish can never restore the 
  experience point loss from casting a spell or the 
  level or Constitution loss from being raised from 
  the dead.  
  • 
  Revive the dead. A wish can bring a dead creature 
  back to life by duplicating a resurrection spell. A 
  wish can revive a dead creature whose body has 
  been destroyed, but the feat takes two wishes, one 
  to recreate the body and another to infuse the 
  body with life again. A wish cannot prevent a 
  character who was brought back to life from losing 
  an experience level.  
  • 
  Transport travelers. A wish can lift one creature 
  per caster level from anywhere on any plane and 
  place these creatures anywhere else on any plane 
  regardless of local conditions. An unwilling target 
  gets a Will save to negate and SR.  
  • 
  Undo misfortune. A wish can undo a single recent 
  event. The wish forces a reroll of any roll made 
  within the last round (including the character's 
  last turn). Reality reshapes itself to accommodate 
  the new result. For example, the wish could undo 
  an opponent’s successful save, a foe’s successful 
  critical hit (either the attack roll or the critical 
  roll), a friend’s failed save, and so on. The reroll, 
  however, may be as bad as or worse than the 
  original roll. An unwilling target gets a Will save 
  to negate and SR.  
   
  The caster may not use the option to wish for 
  something beyond the list above. He must choose 
  something from that list when the spell is cast. He may 
  also not use a Wish spell to cast a spell that is banned in 
  the Living Greyhawk Campaign. 
   
  Duplicated spells allow saves and SR as normal (but 
  save DCs are for 9th-level spells). When a wish 
  duplicates a spell that has an XP cost in excess of 5,000 
  he must pay that cost instead. When a wish duplicates a 
  spell with a material component that costs more than 
  10,000 gp, the character must provide that component. 
   
   
                  Class Guidebook Spells 
   
  Beget Bogun 
   
  This spell creates a small animate creature that 
  accompanies a druid on his adventures. It is sort of like 
  a wizards familiar with a few twists. The druid may only 
  have one Bogun at any one time. When created the 
  caster must pay all applicable costs.  
   
  Remember even though an inanimate object, the 
  Bogun is still a creature of nature and should be treated 
  with respect by its druidic creator. If mistreated it will 
  vanish and the druid may suffer penalties next time he 
  calls upon his god for a favor (DM’s discretion). 
   
   
  Genesis 
   
  This spell cannot be cast in the context of a normal 
  game. If you wish to use this spell contact your meta-
  regions Circle rep for further rules on how to handle it. 
  It will require a special mission and considerable time. 
   
  
   
  Page 47 
  True Reincarnate 
   
  This spell may only be cast by a NPC when specifically 
  stated in the scenario being played. As Reincarnate 
  with the following changes. 
   
  • 
  You may roll twice instead of once on the 
  Reincarnation table and pick which result you 
  will choose. If both choices are not playable in 
  the 
  Living 
  Greyhawk 
  Campaign 
  your 
  character is removed from play. 
  • 
  Unlike Reincarnate, you do not lose a level 
  when this is cast upon your character. 
  • 
  Make sure to deduct 1,000 xp from the casters 
  experience total. 
   
   
  Weapon of the Deity 
   
  A full list of gods and their associated spell abilities can 
  be found on the Living Greyhawk Campaign website at 
  www.livinggreyhawk.com in the Files section.  
   
   
                            Item Clarification 
   
  Do to the nature of Living games, some items need 
  some changes to work properly within the framework 
  of the Living Greyhawk Campaign. There are also some 
  basic ground rules that we will go over below before 
  getting into specific spells. 
   
  • 
  No item may generate an effect that extends 
  beyond the end of the play session unless 
  campaign documentation exists to allow it.  
  • 
  In a multi-round scenario, an item’s effect may 
  extend into the next rounds if appropriate (DM’s 
  call). 
  • 
  It is the players responsibility to have this 
  document with him when  using any of the items 
  contained below. Be proactive and be prepared. 
  Your DM will appreciate it. 
   
   
   
  Caster’s Shield 
   
  Few additional rules and clarifications on this item. 
   
  • 
  This item when purchased does not contain a 
  scroll already scribed upon it.  
  • 
  Scribing  a spell onto the back of the shield is done 
  through Magic Item Creation (see Chapter Seven).  
  • 
  Note the resulting scroll on your Master Item 
  Logsheet as attached to the Caster’s Shield and 
  cross it off when used. 
   
   
  Spell Storing Items 
   
  Several magic items allow you to store a spell for later 
  use. Some examples are Ring of Counterspells, Ring of 
  Spell Storing, and the Spell Storing weapons special 
  ability. In the Living Greyhawk Campaign these items 
  always start empty at the start of a new scenario. A 
  charged Spell Storing device may carry over to the next 
  round in a multi-round event. 
   
   
  Benefits from Nonadventuring 
                                              Activity 
   
  Heroes are skilled people. Some have the ability to 
  expand their personal wealth without adventuring. The 
  creation of magical and mundane items needed or 
  desired by the commoners and nobility of the Flanaess 
  is not as potentially lucrative as adventuring, but is 
  definitely safer. While your character is primarily an 
  adventurer in the Living Greyhawk campaign, it does 
  have the opportunity to make some extra coin every 
  now and then using his professional and craft abilities. 
   
   
  Due to the worldwide nature of the Living Greyhawk 
  campaign, the following rules override most of the 
  rules presented in the Player’s Handbook regarding the 
  creation of items or generation of gold pieces for work 
  while using the following skills and feats: Alchemy, 
  Craft, Perform, Pick Pockets, Profession. 
    
  Fundamentally, each of these skills gives you the 
  opportunity to increase your character’s wealth by 
  virtue of skill, knowledge, or craft after the play of a 
  Regional Living Greyhawk adventure that is set in your 
  current home region. Just how this is done is 
  dependent on the individual skill. After each Regional  
  Living Greyhawk adventure, a character may attempt 
  to create extra gold via one of the following skills.  
    
  Using these skills or professions during a scenario is 
  allowed but does not increase the maximum gold 
  earned cap for the APL played at. 
   
  Skills 
   
    Craft: You can practice your trade and make a decent 
  living, earning your check result in gold pieces when 
  you spend 1 TU immediately after playing a Regional 
  Living Greyhawk adventure set in your current home 
  
   
  Page 48 
  region. You may only spend 1 TU per adventure this 
  way. You must own a set of artisan’s tools in order to 
  practice your trade. Masterwork artisan tools grant a +2 
  circumstance bonus on these checks. You may neither 
  take 10 nor take 20 on this check.   
   
    Perform: You find the best place to practice your art 
  for both coin and admiration (usually the most 
  prosperous or cultured settlement in your region). 
  Spend 1 TU immediately after playing in a regional 
  Living Greyhawk adventure set in your current home 
  region. You gain the following results based on the DC 
  you succeed: 
   
  Lower than DC 10: You’re panned. You earn nothing.                                      
  DC 10: Routine performances. You earn 1d4+1 gp. 
    DC 15: Enjoyable performances. You earn 1d8+1 gp. 
    DC 20: Great performances. You earn 3d6+3 gp. 
    DC 25: Memorable performance. You earn 1d6 pp. 
  Your fans ask you to stay. You may spend another TU 
  and gain  another 
  perform 
  check 
  with 
  a 
  +2 
  circumstance bonus. That check will be your last until 
  you play another Living Greyhawk Regional adventure 
  in your current home region, despite the results of that 
  check.  
    DC 30: Extraordinary performance. Your earn 3d6+3 
  pp. You may spend another TU and gain another 
  perform  check with a +4 circumstance bonus. That 
  check will be your last until you play another Living 
  Greyhawk Regional adventure in your current home 
  region, despite the results of that check.  
   
   
  You may neither take  10 nor take  20 on this check. 
  Unless you succeed at your check at DC 25 or DC 30, 
  you may only spend 1 TU to gain coin in this way. If 
  you succeed at your check with those two higher DCs 
  you many spend and additional TU (2 Tus) total to gain 
  coin by way of your performances.  
   
  Profession: You can practice your trade and make a 
  decent living earning your check result in gold pieces 
  when you spend 1 TU immediately after playing in a 
  Regional Living Greyhawk adventure set in your 
  current home region. You may only spend 1 TU per 
  adventure in this way. You may neither take 10 nor 
  take 20 on this check. 
   
    Sleight of Hand: Taking wealth from those you meet: 
  that’s how you make your money. Every good 
  pickpocket knows that the best scores come 
  consistently to those who watch, wait, and then strike 
  when the time is right. After you play in a Living 
  Greyhawk Regional adventure set in your current 
  home region you may immediately spend 1 TU to 
  scope out and strike on scores.  
   
  The Safe Score  
  DC 9 or less: You are caught, and you may be 
  arrested. Succeed at a Bluff check (DC 12) or you lose 
  2 more TU (total 3 TUs) from imprisonment. If 
  imprisoned you gain no coin or other benefits until 
  released. 
  DC 10 to DC 14: Failure. Spend your 1 TU, and 
  gain no coin.  
  DC 15: Small success. Gain 1d3 gp.  
  DC 20: Success. Gain 3d6 gp. 
  DC 25: Great success. Gain 3d6+5 gp. 
  DC 30: More than you dreamed. Gain 3d6+20 gp.  
   
   
  The Typical Mark  
  DC 14 or less: You are caught, and you may be 
  arrested. Succeed at a Bluff check (DC 15) or you lose 
  4 more TU (total 5 TUs) from imprisonment. If 
  imprisoned you gain no coin or other benefits until 
  released. 
  DC 15: Minimal success. Gain 1d6 gp.  
      DC 20: Some Success. Gain 3d10 gp. 
      DC 25: Success. Gain 3d10+5 gp. 
   
      DC 30: Great Success. Gain 3d10+20 gp. 
           DC 35: More than you dreamed. Gain 3d10+40 gp.  
   
  The Overking’s Jewels  
  DC 19 or less: You are caught, and you may be 
  arrested. Succeed at a Bluff check (DC 25) or you lose 
  6 more TUs (total 7 TUs) from imprisonment. If 
  imprisoned you gain no coin or other benefits until 
  released. 
  DC 20: Light Success. Gain 3d10+5 gp. 
  DC 25: Some Success. Gain 3d20+20 gp. 
  DC 30: Success. Gain 3d20+40 gp. 
  DC 35: Great Success. Gain 6d20+50 gp. 
  DC 40: More than you dreamed. 6d20+80 gp 
  DC 50: More than anyone dreamed. 6d20+120 gp. 
   
  You may neither take 10 nor take 20 on this check. You 
  may only spend 1 TU to gain coin in this way. 
   
   
   
  Out-of-Game Benefit Rules 
   
  The following rules govern the use in LIVING 
  GREYHAWK of in-game benefits derived from out-of-
  game sources, primarily the Bonus Buttons distributed 
  at the Gen Con Game Fair 2002 and the Campaign 
  Cards from D&D
  ® PLAYER REWARDS™. 
   
  1. 
  Each player may make use of one of the below 
  listed benefits for every four levels (or fraction 
  thereof) that their character possesses (cohorts, 
  companions, familiars, etc. have no bearing on this 
  calculation).  For example, the player of a 3rd level 
  character may use only one of the below listed 
  
   
  Page 49 
  benefits, while the player of a 9th level character 
  may use three. 
  2. 
  No individual benefit may be used more than once 
  in any given event (no matter the number of 
  rounds).  To use the same type of benefit twice, the 
  player must possess two copies of the benefit. 
  3. 
  Benefits must be presented to the judge of the 
  event at the beginning of the event. The benefits 
  to be used must be selected before the event 
  begins. 
  4. 
  Benefits can be loaned to other players at the table, 
  but as mentioned above, no individual benefit may 
  be used more than once.  For example, James loans 
  a button to Ashley.  Ashley may use the button 
  once during that event, but James cannot use the 
  same benefit unless he possesses another copy for 
  his own use. 
  5. 
  Benefits are not destroyed when used and can be 
  used again in future events. 
  6. 
  No more than one benefit can be used to affect a 
  single roll. 
   
  Currently Sanctioned Benefits 
   
  The following benefits are approved for use in LIVING 
  GREYHAWK play.  This list includes any specific 
  campaign modifications applicable to their use.  This 
  list will be updated frequently as future benefits 
  become available. 
   
  • 
  Ember Button, Krusk Button, Lidda Button, and 
  Tordek Button: These buttons were given out at 
  the Gen Con Game Fair 2002.  The bonuses that 
  are conveyed from these buttons must be declared 
  BEFORE the roll that they affect is made. They 
  can be used to affect an ally’s roll. 
  • 
  D&D Player Reward Campaign Cards: These 
  cards are part of an expanding system of rewards 
  for the play of RPGA events including LIVING 
  GREYHAWK events.  The following cards are 
  currently allowed with the following campaign 
  modifications.  All card effects must be used 
  before the roll is made unless otherwise stated. 
  Cards not listed are not permitted for use in the 
  LIVING GREYHAWK campaign at this time. 
  • 
  Wink and a Smile: set 1, card 8 of 10; no 
  errata. 
  • 
  I Have That!: set 1, card 9 of 10; any item 
  gained through the use of the card must be 
  paid for at the end of the event.  In addition, 
  this card cannot be used to gain a vial of 
  alchemical sleep gas, a vial of disappearing 
  ink, or a scent breaker bag. 
  • 
  Hero’s Strike: set 1, card 10 of 10; no errata. 
  • 
  Arcane Influx: set 2, card 5 of 10; no errata. 
  • 
  Holy Flood: set 2, card 6 of 10; no errata. 
  • 
  Twist the Blade: set 2, card 7 of 10; no errata. 
  • 
  Let’s Try That Again: set 2, card 8 of 10; no 
  errata. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 50 
  Chapter Seven: Magic Item Creation 
   
  In the old days of the campaign to create a magic item 
  using the feats your character chose was a long process 
  and usually required traveling. Now we have 
  incorporated those rules into this document and you 
  can now create magic items at the table you play at. You 
  fill out the paperwork for what you want to create in-
  between playing and then have the judge of your next 
  game sign off on it. Simple and easy. So read on about 
  the wonderful things your character can create. 
   
   
                                        Basic Rules 
   
  While playing in any core, regional set in the 
  character’s home region, or meta-regional adventure set 
  in the character’s home metaregion, characters that 
  possess Item Creation feats may elect to spend 
  additional time units in the creation of magic items.  
  What they can create is detailed below as well as the 
  rules that must be followed when doing it.  
   
  The following are rules that apply to all Magic Item 
  Creation. 
   
  • 
  You cannot create any item that bestows a negative 
  level upon its bearer if they are good. 
  • 
  Charged items are always created with a full 
  charge. 
   
  Brew Potion:  A character with this feat can brew 
  potions from Table 7-17 in the Dungeon Master’s 
  Guide that he meets the prerequisites for. He may also 
  brew a potion from an Adventure Record that he meets 
  the prerequisites for. If the character has campaign 
  documentation allowing the creation of other non-
  standard potions he may brew those if he meets the 
  prerequisites.  
   
  Craft Magic Arms and Armor: A character with this 
  feat can create items from DMG Tables 7-2 thru 7-16 
  using the following rules 
   
  • 
  Any weapon, ammunition (lot of 20), or 
  shield/armor up to a +1 enchantment bonus can 
  be created if the character meets the prerequisites 
  for it.  
  • 
  If the caster has access to purchase an item or 
  enhancement to an item from DMG Tables 7-5, 7-
  6, 7-14, and 7-15, then he may create it if he meets 
  the prerequisites for it. So for example if the caster 
  had access to purchase a +2 flaming longsword he 
           could then turn around and Craft a +2 flaming falchion.  
  • 
  If the caster has campaign documentation that allows 
  the creation of an item he may create that item if he 
  meets the prerequisites for it. 
   
  Craft Rod, Craft Staff, Craft Wondrous Item, Forge 
  Ring:  A character with one of these feats can create items 
  from DMG Tables 7-18, 7-19, 7-25, 7-26, 7-27, 7-28, and 7-29 
  using the following rules. 
   
  • 
  Any item that has a Market Price of 2,500 gp or less can 
  be created if the character meets the prerequisites for 
  it. 
  • 
  For items over 2,500 gp in value, the caster may create 
  them if he has access to purchase that item from a 
  campaign approved source and he meets the 
  prerequisites for it. 
  • 
  For items over 2,500 gp in value that the caster cannot 
  purchase he may make that item if his caster level 
  exceeds that needed to make the item by 2 and he 
  meets the prerequisites for it. 
  • 
  If the caster has campaign documentation that allows 
  the creation of an item he may create that item if he 
  meets the prerequisites for it. 
   
  These rules simulate the fact that just because you take a 
  feat, it does not instantly grant you the knowledge to make 
  everything.  While at the same time taking into account 
  that as casters go up in levels they just naturally learn how 
  to make certain items. 
   
  Scribe Scroll: A caster can scribe a scroll of any spell that 
  he currently knows. For wizards this is any spell in his 
  spellbook. For sorcerers and bards this is any spell they 
  know. For all divine casters it is the spells they have access 
  to. These scrolls may incorporate meta-magic feats that the 
  creator has if he wishes.  
   
  Craft Wands: A caster can create a wand of any spell that he 
  currently knows up to 4
  th level. For wizards this is any spell 
  in his spellbook. For sorcerers and bards this is any spell 
  they know. For all divine casters it is the spells they have 
  access to cast based on their divine casting class. These 
  wands may incorporate meta-magic feats that the creator 
  has if he wishes. Remember that the meta-magic feats 
  cannot push the spell level past 4
  th as that is the maximum 
  for wands per the feat. 
   
   
   
  
   
  Page 51 
  Instant FAQ 
   
  Is the Caster Level of an item 
  a prerequisite for making it ? 
   
  Yes. You must have a caster level 
  equal or higher then the one 
  listed to create a magic item 
  using these rules. 
   
  Can I make an item off 
  somebody else’s Adventure 
  Record ? 
   
  No. It is what you have 
  encountered in your adventures 
  not somebody else. 
                      Some Nuts and Bolts 
   
  So now you know what you can create. Lets get into the 
  nitty-gritty of actually figuring out what it is going to 
  cost you.  
   
  When you create an item you spend 3 things. 
    
  1. 
  Gold Pieces. Generally you spend half the market 
  price of the item you are creating in its creation. 
  There are exceptions and items that cost more but 
  this is a general rule. Some items have material 
  components as well that must be provided or 
  purchased at full price. 
  2. 
  You spend experience points. Creating an item of 
  power takes a bit from you and you must spend 
  some xp to represent this. Remember you cannot 
  spend enough xp to cause you to lose a level. 
  3. 
  Time. It takes time to create items for yourself and 
  this is represented by spending Time Units. The 
  more expensive and powerful the item, the more 
  TU’s you must spend to make it. 
   
  For each Time Unit spent your character gains up to 
  five days to create magic items. During any of those 
  days you may create, at most, one magic item worth no 
  more then 1,000 gp market value. You may spend 
  multiple days crafting a single item, if the market value 
  of that item necessitates it. You may even spend more 
  than one TU crafting an item if, and only if, you are 
  creating a single powerful item, and the market value 
  of the item you wish to create necessitates spending 
  extra TU’s to create it (the item’s market value is more 
  than 5,000 gp). Any left over days that you do not use 
  for magic item creation are lost.  For example, if you 
  craft an item worth 8,000 gp, you would spend 2 TU’s 
  and make that one single item. You cannot save any 
  leftover days for later use. 
   
  For every 2 gp worth of items you wish to create, you must 
  spend 1 gp from your character’s coin value and for every 25 
  gp of items created, you must spend 1 xp when you create 
  the item. If the item has a material component then you 
  must either supply it or spend full gold for it (example. 
  Crafting a +1 suit of Full Plate requires a Masterwork set of 
  Full Plate as a component). You may not spend more gold 
  than you currently possess, nor spend so much XP that you 
  would lose a character level. In the case of scrolls and 
  wands, the character can decide the caster level but must 
  meet the minimum level required for the spell. 
   
  For example, Mialee is a 5
  th level wizard with the scribe 
  scroll, brew potion, and craft wondrous item feats. 
   
  After playing an 
  adventure, Mialee 
  decides to spend a 
  time unit crafting 
  a few magic items. 
  Upon considering, 
  she 
  decides 
  to 
  create a scroll of 
  web (cast at only 
  3
  rd level) and two 
  potions of fly.  The 
  scroll costs 150 gp 
  and the potions 
  cost 750 gp each.  
  This brings her 
  total up to 1650 gp. 
  Since this is well 
  under 5000 gp this 
  will only cost her 1 
  time unit.  She 
  must also spend 825 gp out of her own pocket and spend a 
  total of 66 xp (1650/25=66).  During her next adventure, she 
  could decide to use these items, just like any other or she 
  could sell them all back for 825 gp.  Note that if Mialee sold 
  the items back, she would get back all of the gold that she 
  spent, but not the time unit or the xp.   
   
  After the next adventure, Mialee decides to spend some 
  more time crafting another item.  After careful 
  consideration, she decides to create a pair of gloves of 
  swimming and climbing.  She meets the minimum 
  requirements (she is 5
  th level, has access to the item, and 
  knows the spells cat’s grace and bull’s strength).  The item 
  costs 6,250 gp, so it will cost her 2 time units and hence be 
  the only item she can create for this adventure.  She must 
  personally spend 3,125 gp and 250 xp (6250/25).   
   
  • 
  No more than 5 items, whose market value is less then 
  5,000 gp total  (1,000 gp per day), may be created per 
  adventure played.  Only 1 item may be created per 
  adventure if that item’s market value is over 5,000 gp.  
  Multi-round scenarios still count as only 1 adventure. 
  • 
  For items costing more than 5,000 gp, the total price 
  divided by 5,000 (round up) is the total number of TU 
  spent.  An item that would cost 5,001 gp would require 
  the expenditure of 2 TU. 
  • 
  The character cannot be loaned money to be used in 
  magic item creation. Nor may he create an item for 
  another character. 
  • 
  For purpose of Magic Item Creation, an item with a 
  frequency of “Adventure” is considered a valid 
  purchase source to qualify to make that item. Note this 
  is to make the item not to purchase it at a later date. 
  
   
  Page 52 
  • 
  The actual item creation happens before the adventure 
  starts. You must have a Magic Item Creation Logsheet 
  filled out and ready for your DM when you sit down at 
  the table. See the next page for more on filling out the 
  MIC Logsheet. 
  • 
  The DM will note the GP and XP spent and make sure 
  it is noted on your Adventure Record at the end of the 
  scenario.  
  • 
  It is the player’s responsibility to have correct math and 
  reporting concerning magic item creation.  Flaws must 
  be immediately corrected and may result in a 20% gp 
  fine for the adventure in which the judge notes the 
  error.  
  • 
  Charged items must be created with the maximum 
  number of charges allowed 
  • 
  The ability to create an item not found in the DMG 
  does not grant the ability to purchase the item outright.  
  For example, Mialee may be able to create a potion of 
  barkskin but this does not grant her the ability to 
  purchase the item without campaign documentation. 
  • 
  Cohorts cannot create magic items for the main 
  character or help him meet the prerequisites for 
  creating an item.  Items created by cohorts can be 
  loaned to the PC, but they never become a part of the 
  PC’s equipment. 
  • 
  DM’s choice on the tables does not equate to the ability 
  to create something not on the table. Nor may a custom 
  item be crafted using the custom items rules in the 
  DMG. 
   
   
  Upgrading Existing Magic Items 
   
  Some items have natural progressions in power. With the 
  right feats and prerequisites it is possible to upgrade them. 
  To upgrade an item use the  following rules. 
   
  • 
  Upgrading works like normal Magic Creation. You 
  may do it during any core, regional set in the 
  character’s home region, or meta-regional adventure set 
  in the character’s home metaregion. 
  • 
  To upgrade an item you must meet the prerequisites to 
  create the new item from scratch (see previous 
  sections).  
  • 
  The cost is the difference between the old item and the 
  new item. You pay half of that in gp and 1 xp for each 
  25 gp just like normal.  
  • 
  For each 5,000 gp or fractions thereof you spend 1 time 
  unit. When upgrading an item you can only upgrade a 
  single item and any leftover time is lost. 
  • 
  In the case of Armor, Shields, and Weapons you may 
  not swap powers or special abilities for other ones 
  when upgrading unless they are on table 8-1 
  below. For example. A +1 frost longsword may be 
  upgraded into a +2 Icy burst longsword or a +1 keen 
  frost longsword but may not be upgraded into a +1 
  keen flaming longsword.  
  • 
  As always, Campaign documentation can allow things 
  beyond what these rules specify. See the paperwork for 
  details.. 
   
  Table 8-1: Swappable Armor, Weapon, and Shield Powers 
   
  Original Power 
  New Power 
   
   
  Acid, Cold, Elec, Fire, Sonic 
  Resistance 
  (+18,000 gp) 
  Acid, Cold, Elec, Fire, Sonic 
  Resistance, Improved 
  (+42,000 gp) 
  Acid, Cold, Elec, Fire, Sonic 
  Resistance, Improved 
  (+42,000 gp) 
  Acid, Cold, Elec, Fire, Sonic 
  Resistance, Greater 
  (+66,000 gp) 
  Flaming  
  (+1 Modifier) 
  Flaming Burst 
  (+2 Modifier) 
  Frost 
  (+1 Modifier) 
  Icy Burst 
  (+2 Modifier) 
  Shock  
  (+1 Modifier) 
  Shocking Burst 
  (+2 Modifier) 
  Fortification, light 
  (+1 Modifier) 
  Fortification, moderate 
   (+3 Modifier) 
  Fortification, moderate 
   (+3 Modifier) 
  Fortification, heavy 
   (+5 Modifier) 
  Slick 
  (+3,750 gp) 
  Slick, Improved 
  (+15,000 gp) 
  Slick, Improved 
  (+15,000 gp) 
  Slick, Greater 
  (+33,750 gp) 
  Shadow 
  (+3,750 gp) 
  Shadow, Improved 
  (+15,000 gp) 
  Shadow, Improved 
  (+15,000 gp) 
  Shadow, Greater 
  (+33,750 gp) 
  Silent 
  (+3,750 gp) 
  Silent, Improved 
  (+15,000 gp) 
  Silent, Improved 
  (+15,000 gp) 
  Silent, Greater 
  (+33,750 gp) 
  Spell Resistance 13 
  (+2 Modifier) 
  Spell Resistance 15 
  (+3 Modifier) 
  Spell Resistance 15 
  (+3 Modifier) 
  Spell Resistance 17 
  (+4 Modifier) 
  Spell Resistance 17 
  (+4 Modifier) 
  Spell Resistance 19 
  (+5 Modifier) 
   
  The following table lists items that are upgradeable and 
  their progression. An item that is not on this chart may not 
  be upgraded or powers swapped unless the caster has 
  campaign documentation allowing it. If you have any 
  questions on what can be upgraded contact your local triad 
  for clarification. 
   
   
  
   
  Page 53 
  Table 8-2: Upgradeable Magic Items 
   
  Original Item 
  New Item 
  Notes 
   
   
   
  Magical Armor +1 
  or better 
  Magical Armor +1 
  or more higher 
  then the previous 
  item 
  You may add an 
  additional +1 
  bonus or a Special 
  Ability from 
  Table 7-5 in the 
  DMG to an 
  existing suit of 
  armor.  
  Magical Shield +1 
  or better 
  Magical Shield +1 
  or more higher 
  then the previous 
  item 
  You may add an 
  additional +1 
  bonus or a Special 
  Ability from 
  Table 7-6 in the 
  DMG to an 
  existing shield.  
  Magical Weapon 
  +1 or better 
  Magical Weapon 
  +1 or more higher 
  then the previous 
  item 
  You may add an 
  additional +1 
  bonus or a Special 
  Ability from 
  Table 7-14 or 7-15 
  in the DMG to an 
  existing weapon.  
  Ring of 
  Protection +X 
  Ring of 
  Protection X+1 
  _ 
  Bracers of Armor 
  +X 
  Bracers of Armor 
  X+1 
  _ 
  Cloak of 
  Resistance +X 
  Cloak of 
  Resistance X+1 
  _ 
  Amulet of 
  Natural Armor 
  +X 
  Amulet of 
  Natural Armor 
  X+1 
  _ 
  Stat boost item +2 
  or +4 
  Stat boost item +4 
  or +6 
  Gauntlets of Ogre 
  Power cannot be 
  upgraded into a 
  Belt of Str 
   
  • 
  Non-Standard items cannot be upgraded. A non-
  standard item is a magic item that has an ability not 
  normally present in the DMG description of the item 
  and/or additional rules to it. An item made of a special 
  material is a standard item. So for example, a Cloak of 
  Resistance +2 that also gives a +10 to hide is a non-
  standard item while a +1 Mithral Chain Shirt is a 
  standard item. We have included a chart below that 
  lists some of the common standard and non-standard 
  items. If you have a question on what category an item 
  falls in please contact your local triad. 
   
   
   
   
  Table 8-3: Standard & Non-Standard Item Examples 
   
  Standard Item 
  Non-Standard Items 
   
   
  +1 Mithral Chain Shirt 
  +2 Adamantine Full Plate 
  +1 Shadow Studded Leather 
  +1 Chitin Breastplate 
  Specific Armor from DMG 
  Table 7-7 Exception is the 
  Mithral Shirt which works 
  just like a normal Chain 
  Shirt made of Mithral. 
  +2 Large, Turtle Shell Shield 
  +1 Large, Darkwood Shield 
  Specific Shield from DMG 
  Table 7--8. 
  +1 Adamantine Longsword 
  +1 Frost, Shock Heavy Mace 
  Specific 
  Weapon 
  from 
  DMG Table 7-16 
  Cloak of Resistance +1 
  Bracers of Resistance +3 
  Cloak of Protection +2 
  Sword of the Rogue, Mace 
  of Peron, or any other item 
  that advances based on non-
  DMG criteria. 
  Ring of Protection +2 
  Bracers of Armor +3 
  Gloves of Dexterity +4 
  Any Item from Table 7-27, 
  7-28, 7-29 in the DMG with 
  an additional power added 
  to it. 
    
  • 
  As always, Campaign documentation can allow things 
  beyond what these rules specify. See the paperwork for 
  details.. 
   
   
       Using the Magic Item Creation 
                                                Logsheet 
   
  Before creating magic items you must print out and 
  complete a MIC Logsheet prior to play. The next page 
  contains a sample sheet filled out for you already. You can 
  find a blank one in the files section of the LG website at 
  www.living-greyhawk.com. Filling in the Logsheet is easy.  
   
  Item Name: Is the name of what you are creating. 
   
  DMG Market Value: Is the Market Value from the 
  DMG or Adventure Record for the item you are making. 
   
  GP, XP, and TU Spent:  The amount that was spent on 
  this item. If you create 4 items then the TU spent for 
  each one would be 1/4. 
   
  Scenario Name:  Name of the Scenario you created 
  these items before. 
   
  Access:  Where you gained access to make this item. It 
  could be default for basic items everybody knows or a 
  AR # for a scenario you gained access to the item. If a 
  meta-group then write in META.  
   
  
   
  Page 54 
  Special Notes: For notes on meta-magic feats used or 
  increased caster level of the item. 
   
  The totals at the bottom are calculated and you are ready to 
  go. You will staple this to your Adventure Record once 
  signed by the DM and add the items to your Master Item 
  Logsheet. In the Found and Acquired spots on your Master 
  Item Logsheet put the AR # that the sheet is stapled to. 
   
   
  Notes to the Dungeon Master 
   
  The player is required to have his MIC Logsheet filled out 
  and ready before play. If he does not or it is not in order you 
  are within your powers to deny him creating any items 
  before the current scenario. 
   
  When the player hands you his MIC Logsheet verify 
  quickly that the totals are correct and that the player has 
  met the prerequisites for the item. The player should have 
  the necessary books with him to back it up. This process 
  should be quick and done in 4-5 minutes.  
   
  Creating Magic Items before an adventure should not 
  detract from the adventure or the other players at the table. 
  If the slot you are playing in is running behind to start, you 
  may verify totals at the end of the adventure if you so 
  choose. If the player has his stuff in order then do your best 
  to accommodate them but do not waste your time and the 
  time of others at the table on somebody who is not 
  prepared. 
   
   
   
  Table 8-4: Chart of Costs for Common MIC Items 
   
   
  Scroll Costs 
  Spell 
  Level 
  Minimum 
  Caster Lvl 
  Base Cost 
  Cost/Level 
  Above Min 
  1
  st 
  1
  st 
  25 
  +25 
  2
  nd 
  3
  rd 
  150 
  +50 
  3
  rd 
  5
  th 
  375 
  +75 
  4
  th 
  7
  th 
  700 
  +100 
  5
  th 
  9
  th 
  1125 
  +125 
  6
  th 
  11
  th 
  1650 
  +150 
  7
  th 
  13
  th 
  2275 
  +175 
  8
  th 
  15
  th 
  3000 
  +200 
  9
  th 
  17
  th 
  3825 
  +225 
   
   
  Wand Costs 
  Caster 
  Spell Level 
  Level 
  1
  st 
  2
  nd 
  3
  rd 
  4
  th 
  1
  st 
  750 
  - 
  - 
  - 
  2
  nd 
  1500 
  - 
  - 
  - 
  3
  rd 
  2250 
  4500 
  - 
  - 
  4
  th 
  3000 
  6000 
  - 
  - 
  5
  th 
  3750 
  7500 
  11250 
  - 
  6
  th 
  4500 
  9000 
  13500 
  - 
  7
  th 
  5250 
  10500 
  15750 
  21000 
  8
  th 
  6000 
  12000 
  18000 
  24000 
  9
  th 
  6750 
  13500 
  20250 
  27000 
  10+ 
  7500 
  +750/lvl 
  15000 
  +1500/lv
  l 
  22500 
  +2250/lv
  l 
  30000 
  +3000/lv
  l 
   
   
  Potion Costs 
  Caster 
  Spell Level 
  Level 
  1
  st 
  2
  nd 
  3
  rd 
  1
  st 
  50 
  - 
  - 
  2
  nd 
  100 
  - 
  - 
  3
  rd 
  150 
  300 
  - 
  4
  th 
  200 
  400 
  - 
  5
  th 
  250 
  500 
  750 
  6
  th 
  300 
  600 
  900 
  7
  th 
  350 
  700 
  1,050 
  8
  th 
  400 
  800 
  1,200 
  9
  th 
  450 
  900 
  1,350 
  10 + 
  500 
  +50/lvl 
  1,000 
  +100/lvl 
  1,500 
  +150/lvl 
   
   
   
   
  
   
  Page 55 
  Magic Item Creation Logsheet 
  Version 1.0 for the Living Greyhawk Campaign 
   
  Character Name:  
   
   
        Player Name:      
   
   
   
  Player RPGA #:  
   
   
  Item Name: 
   
  Scroll of Web 
   
  DMG Market 
  Value: 
  150 gp 
  XP Spent 
   
  6 
  TU Spent 
   
  1/3 
  Scenario Name: 
  Fear the Darkness (Veluna Regional) 
   
  GP Spent 
  75 gp 
   
  Access: 
  Default 
  Special Notes: 
   
   
  None 
   
  Item Name: 
   
  Potion of Fly 
   
  DMG Market 
  Value: 
  750 gp 
   
  XP Spent 
   
  30 
  TU Spent 
   
  1/3 
  Scenario Name: 
  Fear the Darkness (Veluna Regional) 
   
  GP Spent 
  375 gp 
  Access: 
  Default 
  Special Notes: 
   
  Item Name: 
   
  Wand of Magic Missiles 
   
  DMG Market 
  Value: 
  750 gp 
   
  XP Spent 
   
  30 
  TU Spent 
   
  1/3 
  Scenario Name: 
  Fear the Darkness (Veluna Regional) 
   
  GP Spent 
  375 gp 
  Access: 
  Default 
  Special Notes: 
   
  Item Name: 
   
   
   
  DMG Market 
  Value: 
   
   
  XP Spent 
  TU Spent 
  Scenario Name: 
   
   
  GP Spent 
  Access: 
  Special Notes: 
   
  Item Name: 
   
   
   
  DMG Market 
  Value: 
   
   
  XP Spent 
  TU Spent 
  Scenario Name: 
   
   
  GP Spent 
  Access: 
  Special Notes: 
   
   
  Total GP Spent:  
  825 gp  
   
   
  Total XP Spent:  
  66 xp 
   
   
   
   
  Judges Signature: 
   
  Joe Schmoo  
   
   
  Total Time Units Spent:        1 
   
   
   
   
   
   
   
   
   
  Attached to Adventure Record #:         39 
   
   
   
  Judges RPGA #:       123456 
   
   
  
   
  Page 56 
  Chapter Eight: Running a Living Greyhawk Event 
   
  So you want to judge a Living Greyhawk event?  This is 
  your section.  We will cover everything you need to 
  know as a judge.  This includes what you can and 
  cannot do, how to handle the paperwork, and where to 
  turn if you need a ruling or have a problem. 
   
   
                             Before you Begin 
   
  Before you begin to even think about judging a Living 
  Greyhawk event, make sure you are familiar with the 
  basics of D&D 3.5 rules.  Make sure you have also read 
  the other chapters of this document to know the rules 
  that are specific to Living Greyhawk.  Without a 
  working knowledge of the basic rules (movement, 
  actions, skills, combat, attacks of opportunity, etc.), you 
  should not consider judging.  If you are familiar with 
  the rules, however, you should definitely volunteer 
  your time and energy as a judge.  The rewards of 
  running a successful game, either at a convention or for 
  a group of friends at home, are limitless. 
   
  Once you decide to judge, the next thing you will need 
  to do is get a copy of the LG-sanctioned module.  If you 
  are judging at a game day or convention, the 
  coordinator of the event will send you the module.  If 
  you are running a home game, you can order the 
  module from the RPGA website. 
   
  As a judge and possible event organizer, you will also 
  need to be familiar with the RPGA General Rules and 
  it’s 
  companion 
  document, 
  the 
  RPGA 
  Penalty 
  Guidelines. These documents will give you an idea of 
  the overall organizational rules that are in place while 
  the following will go into more specific Living 
  Greyhawk rules.  
   
  You may have the chance to play the module before 
  you have to run it.  For a convention, this is called a 
  “slot 0” (since it is a game that takes place before slot 1 
  of the convention).  Playing the module before running 
  it can be a great tool in experiencing the module from a 
  player’s point of view as well as seeing how another 
  judge handles the module. 
   
  Whether or not you play the module, it is imperative 
  that you thoroughly and carefully read the module 
  before you run it.  Failure to read and study the module 
  before running the game will, in most cases, ensure 
  problems.  When you receive the module, we suggest 
  taking the following steps: 
   
  1. 
  Read the module through from front to back. 
  2. 
  Read the module again, making notes about 
  potential problem areas, such as unfamiliar 
  rules, tricky role-playing encounters, unclear 
  portions of the module, etc.  Review any new 
  material in the module, and review any 
  unfamiliar rules, spells, monsters, or items. 
  3. 
  Run a mock battle in each encounter at each 
  of the APLs.  This will ensure you don’t miss 
  anything important regarding the monsters’ 
  or NPCs’ spells and items when you run the 
  module for the actual PC party. 
  4. 
  Make a chart showing how the PCs get from 
  one encounter to another during the game.  
  Some modules, particularly investigative 
  ones, 
  may 
  have 
  weak 
  links 
  between 
  encounters, so you need to know how the PCs 
  can navigate the challenges of the module. 
  5. 
  Make maps for any tactical areas, especially 
  areas where battles will occur.  Maps are often 
  provided with modules, but sometimes they 
  are not. 
  6. 
  Rehearse playing important NPCs, especially 
  if personality traits are not given. 
  7. 
  In some cases, you may know ahead of time 
  what APL your table will be using.  In these 
  cases, you can focus your preparation 
  specifically to one APL tier rather than all of 
  them. 
  8. 
  Make cheat sheets or crib notes.  Having all 
  the monsters or NPCs on one sheet of paper 
  will save you from having to flip between 
  pages during the game. 
   
   
       At the Table before the Game 
   
  When the time for the game arrives, set yourself up in 
  the play area where all players can see and hear you.  
  Arrange your books, dice, maps, etc. so that everything 
  is within easy reach.  You should have the following 
  items: 
   
  • 
  the module, including handouts, maps, 
  appendices, and your notes 
  • 
  the Adventure Records for the module 
  • 
  a tactical map and objects to represent NPCs 
  and monsters 
  • 
  the RPGA scoring pack 
   
  The first few pages of the LG-sanctioned module will 
  cover some rules: how to figure APL for the game, how 
  
   
  Page 57 
  to handle animals owned by characters, and others.  
  Follow the correct procedure for these according to the 
  module.  The following is a list of questions you will 
  want to ask your players before the module starts: 
   
  • 
  What level are the characters? 
  • 
  Do any of the characters have cohorts they 
  plan to bring? 
  • 
  Do any of the characters plan to bring animals 
  that are not gained via a class feature? 
  • 
  Do any of the characters have special certs, 
  curses, spells, restrictions, or other things that 
  you need to know about before starting the 
  module?  (Anything special should be certed.) 
  • 
  What lifestyle is each character going to buy 
  during the module?  Are any going to attempt 
  to live off the land? 
  • 
  Do any characters have any ongoing 
  conditions from a previous module, such as 
  damage that was not healed or ability point 
  loss? 
  • 
  What spells are the spellcasters going to have 
  memorized at the beginning of the module? 
   
   
                             During the Game 
   
  Once the game has begun, your role as Living 
  Greyhawk judge begins in earnest.  You now have a 
  huge responsibility.  You are the actor who will play all 
  the NPC roles.  You are the judge who will rule on PC 
  actions.  You are the eyes and the ears of the characters, 
  telling them everything they sense.  Remember that at 
  the table you are not really a DM anymore; you are a 
  judge.  It is important to follow the parameters set by 
  the module to the best of your ability.  Instances will 
  arise when you will need to invent details that are not 
  covered in the module; however, you must attempt to 
  keep within the spirit and the letter of the module.  
  Here are some other tips and guidelines: 
   
  • 
  Ask the players to use a “tent” if possible to 
  give information on their characters, their 
  own names, and their RPGA numbers.  This 
  will 
  assist 
  you 
  and 
  the 
  players 
  in 
  communicating with each other. 
  • 
  Do not make extraneous or out-of-game 
  comments about the module.  Resist the urge 
  to complain about the module or tell stories 
  about what happened when you played the 
  module.  Make the game as fun for the players 
  as you can. 
  • 
  Quickly get a feel for the players and the 
  characters.  Try to tailor the adventure to the 
  type of players that you have.  Be aware of 
  younger players.  Identify players who try to 
  dominate a table. 
  • 
  Remember that the PCs are the heroes (or 
  anti-heroes) of the story.  Allow them to be so.  
  Give them some leeway in doing what they 
  want within the game.  This does not mean 
  you should let them do anything they want.  
  It simply means that they are playing the 
  game to have fun, so let them have fun. 
  • 
  Do not go out of your way to punish or kill 
  characters.  Character death and other 
  unpleasant situations will occur without any 
  special effort on the part of a judge.  Be fair. 
  • 
  Do not go out of your way to make it easy on 
  the players.  Part of the fun and challenge of 
  the game is to overcome obstacles.  If the 
  players feel that there is no risk, they may 
  enjoy the game less. 
  • 
  You have the right to apply circumstance 
  modifiers to situations not covered in the 
  rules.  While these circumstance modifiers 
  should generally range between +2 to –2 on 
  die rolls and difficulty classes, judges have the 
  right to apply more drastic penalties and 
  bonuses based on the situation. 
  • 
  Judges who find problems with players’ 
  behavior, character documentation, or other 
  issues are well within their rights to refuse to 
  let a player stay at the table, confiscate 
  character sheets and adventure records, or 
  report incidents to the region’s Triad.  Each 
  Triad will have a policy for dealing with such 
  incidents—check with your Triad for these 
  policies.  See the final section of this chapter 
  for further details. 
   
  In rare cases, a third-party mediator may be necessary 
  to settle disputes.  At a home game, the judge has the 
  final say.  If problems arise at a convention or game 
  day, either the convention coordinator or an individual 
  named by the convention coordinator will be in charge 
  of making final decisions.  The goal for problems is to 
  resolve the situation at the table and keep conflicts 
  from carrying over past the convention or game day. 
   
   
           At the Table after the Game  
   
  When the game has been completed, two things can be 
  done simultaneously.  The players can fill out the 
  RPGA Table Tracking Form while you calculate 
  experience point and gold piece rewards from the 
  charts at the end of the module.  On each of the 
  Adventure Records, fill in the experience point and 
  gold piece rewards that the PCs earned during the 
  
   
  Page 58 
  game.  Cross out anything on the AR that the PCs did 
  not earn.  When you have completed this step, hand 
  out the Adventure Records to the players. More details 
  on the Adventure Record can be found in Chapter 
  Four. 
   
  The players will have a chance to review and fill in the 
  Adventure Record.  They must do the paperwork at the 
  table.  While they are doing the paperwork on the ARs, 
  you can collect the RPGA Table Tracking Form and 
  turn it into the coordinator if needed. The players will 
  fill out the AR, tally resources consumed during the 
  adventure, pay Upkeep, resolve special issues from past 
  certs, calculate new XP and GP totals, and decide if they 
  are going to purchase any items from the AR.  Do not 
  sign the ARs until you have checked everything on 
  each, especially the calculations and resources spent. 
   
  If you have the time, reviewing players’ complete 
  paperwork (past ARs, MILs, etc.) is recommended after 
  a game.  This helps catch potential problems, gives 
  important instruction to players in proper record 
  keeping, prevents rampant cheating, and makes the 
  entire campaign run more smoothly. 
   
   
                             RPGA Paperwork 
   
  Detailed instructions regarding RPGA paperwork are 
  included on each of the scoring packs.  Below is a 
  summary of important points: 
   
  • 
  Fill in the top of the RPGA Network Table 
  Tracking Form.   
  • 
  Make sure each player at the table is listed on 
  it and their RPGA numbers are filled in and 
  legible. 
  • 
  Make sure you own name is on the form and 
  your RPGA number is filled in. 
   
  Once completed, turn the form into the event 
  coordinator. It is just that easy. 
   
   
      What you Can and Cannot do 
                                           as a Judge  
   
  While the most important job as an Living Greyhawk 
  judge is running the game to make it fair and fun for 
  the players and completing the accompanying 
  paperwork, you must remember that you are also an 
  administrator in a huge Living campaign.  The RPGA 
  General Rules go over a lot of what you need to do and 
  what you are required to do as a RPGA judge. The 
  following goes into some more detail on your 
  additional powers, rights, and responsibilities as a 
  Living Greyhawk judge. A lot of these are already 
  covered in the RPGA General Rules but we wanted to 
  point some out once again and give some more detail to 
  others. 
   
  • 
  If you feel that the player’s documentation or 
  character is incorrect or invalid, you should 
  sit down with the player and do an audit.  The 
  key elements to check are the magic items on 
  the MIL, the gold piece and experience point 
  totals, and the acquisition of any non-core 
  items, feats, spells, etc. 
  • 
  If you find that there is a problem, you should 
  help the player correct the problem. 
  • 
  If a player’s Magic Item Log (MIL) is too full 
  or too incomprehensible, you can make the 
  player re-write the MIL so that it is readable 
  and easier to audit. 
  • 
  If you find items on the Magic Item Log 
  (MIL) that cannot be tracked back to correct 
  documentation, you should remove that item 
  from the MIL. 
  • 
  If you suspect cheating is taking place, you 
  should contact the senior judge for the event 
  or Triad member if these people are available. 
  • 
  If several discrepancies are found with a 
  player’s character and/or paperwork, you can 
  seize the character, adventure records, and 
  MIL.  These should immediately be given to 
  the convention coordinator or Triad.  If this 
  happens, the character is out of play until the 
  matter can be resolved. 
  • 
  If a player cheats during a game, you have the 
  right to remove that player from the game 
  (per the RPGA General Rules).  The player 
  should be given the AR with the experience 
  and treasure that the character has earned up 
  until that point.  You also have a right to deny 
  the player’s character experience points or 
  treasure from the game if those points and 
  treasure were gained through cheating. 
  • 
  If a player is causing problems during a game, 
  you have the right to request the senior judge 
  remove that player from the game (per the 
  RPGA General Rules). 
  • 
  If a PC purposefully attacks another PC, that 
  character should be immediately removed 
  from play. See the FAQ in Chapter Nine for 
  more details on how to handle this. 
  • 
  If the PC performs an act that is evil, you must 
  warn the character that you consider it evil at 
  your first opportunity. If he does the action 
  anyway then make a note on his AR of the act. 
  Also send this information to the local triad as 
  
   
  Page 59 
  they will compile it with other reports to 
  determine if the player has crossed the line 
  and needs removed from play. See Chapter 
  Nine for more details on this. 
  • 
  At the table, the judge is the final authority.  A 
  player can appeal a judges rulings to the 
  convention coordinator or his designated 
  appeals judge if he is unhappy with your 
  ruling. If there is no coordinator or appeals 
  judge, then the table judges decision is final. 
  So think hard when you make a decision. It 
  could have far reaching effects on that player 
  and the campaign. 
  • 
  While you have these rights, you must 
  remember that you are there to make sure the 
  players are having fun.  Let them play their 
  characters as they see fit and be the heroes.  
  Work with them to make the game fun and 
  memorable. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 60 
  Chapter Nine: Living Greyhawk FAQ & Errata 
   
  Before we go into some of the commonly answered 
  questions we need to go over which books are actually 
  official for the Living Greyhawk Campaign. 
   
  The current printing of the following books, and their 
  published errata, are considered “Core” for the 
  campaign: 
   
  • 
  3.5 Player’s Handbook 
  • 
  3.5 Dungeon Master’s Guide 
  • 
  3.5 Monster Manual 
  • 
  Living Greyhawk  Journal –Campaign 
  News (found in Dungeon Magazine) 
   
  The following sources of material, and their published 
  errata, may be used in the campaign but require some 
  sort of campaign documentation to be used by a player. 
  Also any book or article other then the 3 core books 
  listed above must be brought to the table by the person 
  wishing to use it. 
   
  • 
  Sword & Fist 
  • 
  Defenders of the Faith 
  • 
  Tome and Blood 
  • 
  Song and Silence 
  • 
  Masters of the Wild 
  • 
  Monster Manual II 
  • 
  Fiend Folio 
  • 
  Manual of the Planes 
  • 
  Living Greyhawk Journal Articles 
  • 
  Arms & Equipment Guide 
  • 
  Savage Species 
   
  The following FAQ’s are used and considered official 
  for the Living Greyhawk Campaign. They can be found 
  on the D&D website at www.wizards.com. Anything in 
  this document trumps the FAQ’s list below. 
   
  • 
  Main 3.5 D&D FAQ 
  • 
  Monster FAQ 
  • 
  Sword and Fist FAQ 
  • 
  Defenders of Faith FAQ 
  • 
  Tome and Blood FAQ 
  • 
  Song and Silence FAQ 
  • 
  Masters of the Wild FAQ 
   
  Sage Advice may be used by a DM to help clarify a rule 
  but is not official for the campaign until it shows up in 
  one of the FAQ’s listed above. 
  The LG FAQ as listed in this document and kept 
  current 
  on 
  the 
  Campaign 
  website 
  (http://www.livinggreyhawk.com) is official for the 
  campaign. Anything in this document trumps the 
  FAQ’s list above. 
   
  Now on to the Frequently Asked Questions and the 
  campaigns answers to them. 
   
   
                              Campaign Errata 
   
  3.5 Dungeon Masters Guide: 
   
  • 
  Prestige Classes(page 176):  Prestige classes do 
  not count towards the multi-classes characters 
  as described on page 60 of the 3.5 Player’s 
  Handbook.  
   
  3.5 Monster Manual: 
   
  • 
  W0od Elf: The Living Greyhawk Campaign 
  uses the stat adjustments listed on page 9 of 
  the LGCS and not the ones listed in the 
  Monster Manual. These adjustments are the 
  same as in the 3.0 edition of the rules so no 
  adjustment to your character is warranted or 
  authorized. 
   
  Living Greyhawk 3.5 Conversion Document: 
   
  • 
  Tempest: 3
  rd Bullet: Change ‘and at 4
  th level to 
  +5’ to  ‘,at 4
  th level and to +5’ 
  • 
  Darkhagard:  Add a bullet: Uncanny Swim 
  (Ex) ability changes to "Uncanny Swim (Ex):  
  On a successful Swim check, a Darkhagard 
  may swim his full speed (as a full-round 
  action) or one half of his speed (as a move 
  action), failure indicating no progress.  
  Furthermore, members of the Darkhagard 
  suffer normal armor check and encumbrance 
  penalties to their Swim checks, rather than 
  the double penalty most swimmers face." 
   
   
   
   
   
   
   
  
   
  Page 61 
                               Campaign Rules 
   
   
  Q: When am I allowed to spend Time Units from 
  next year ?   
   
  A: You may not spend TU’s from next year unless one 
  of three things happens.  
   
  1. 
  Something in a module specifically forces you 
  to spend a certain amount of Time Units. 
  2. 
  You have campaign documentation allowing 
  you to spend TU’s from next year.  
  3. 
  You are paying for a raise dead or resurrection 
  using the alternate rules from Chapter Six. 
   
  Obviously if you spend TU’s from next year your TU 
  total does not reset to 52 on the 1
  st of a new year. 
   
   
  Q: How many evil acts before my character is taken 
  away ?  
   
  A:  Varies. There is no set number to how many evil 
  acts it takes to change your alignment. It is up to the 
  DM. He is to note those acts in the play notes section 
  of your Adventure Record. Once enough of them add 
  up you are evil and removed from the campaign. If you 
  do something bad enough he can deem you evil on the 
  spot and turn your character into an NPC thus 
  removing him from the campaign. You can of course 
  appeal this decision to your local triad but do not 
  expect to win this argument often. For those worried 
  about this I have one suggestion. DO NOT DO EVIL 
  ACTS. Pretty easy rule to follow. 
   
  Only a Triad or Circle member can remove a character 
  from play. As a DM it is your job to do three things. 
  First – Warn the player that the act he is about to do is 
  considered evil. Two – Note the evil act on his 
  Adventure Record. Three – Report the act to the local 
  triad. They will handle it from there. 
   
   
  Q:  When I lose a level how do I determine what 
  class I lose a level in ? 
   
  A:   When you lose a level you lose the last one gained.  
   
   
  Q:  My paladin’s mount was killed. How long do I 
  have to wait before I can call a new one and if I 
  have TU’s left at the end of the year can these count 
  towards that number ?  
   
  A:  You must wait 4 TU’s or until you gain a new level 
  in the paladin class. Having leftover Time Units does 
  not count as spending them. 
   
   
  Q:  If I live near the border of another region can I 
  rent a hotel room over the border and run events 
  for me and my friends ? 
   
  A:  No. A regional (or meta-regional) scenario must be 
  run by a Judge from that region (or meta-region). So if 
  you could find a judge over the border to run them for 
  you then this would be acceptable. The only exception 
  to this ruling is Conventions which may use judges 
  from other regions in their judge pool. 
   
   
  Q:  What are the ‘Big 3’ shows that I keep hearing 
  about and why can regionals not run at them ? 
   
  A:  The ‘Big 3’ shows are Winter Fantasy, Origins, and 
  GenCon (all 3 of them). They are national showcases 
  for the campaign and thus do not count as a regional 
  show. They are given special events that either only 
  run at those shows or are altered before being released 
  to the rest of the campaign. So it would not be fair to 
  give them a special event and let them have regional 
  events as well. 
   
   
                          Character Creation 
   
  Q: The FAQ just came out and clarified one of my 
  feats. Can I get rid of it and pick another one ?  
   
  A:  No. You may not change feats, skills points, spells 
  known, or anything else because something changes or 
  some new cool item or rule comes out. Choose 
  carefully when you pick things for your character 
  because you cannot go back and change them. 
   
   
  Q:  When I earn enough xp to gain a new level can I 
  delay taking that level until a later date ?   
   
  A:  No. If the xp total in your Final Total XP box on 
  your Adventure Record is enough to gain a new level, 
  then you must take that level before you can play that 
  character again. 
   
   
  Q:  When gaining a level can I leave a feat slot 
  empty or not spend skill points until later ?  
   
  A:  No. When you gain a level you must follow the 
  chart under Level Advancement on pages 58-59 in the 
  
   
  Page 62 
  Player’s Handbook in the exact order it shows before 
  you next play that character. 
   
   
  Q:  Can my wizard copy a Class guidebook spell out 
  of another PC’s spellbook and have it noted in the 
  Play Notes section on my Adventure Record ?  
   
  A:  No. You must have campaign or regional 
  documentation to have a spell from a non-core source. 
  A note in the Play Notes section of your Adventure 
  Record does not qualify. 
   
   
  Q:  Does my character have to carry all his 
  possessions with him at all times ? 
   
  A:  You can leave things at home when you adventure. 
  If you do so they must be clearly labeled on your 
  Master Item Log sheet and/or character sheet. It is also 
  common courtesy to inform your DM that you are 
  leaving things at home. If you leave things at home 
  then you cannot use the ‘Charity of Friends’ clause 
  because you have to lose everything you own. 
   
   
  Q:  I worship a deity with the “War” domain. If my 
  deity’s favored weapon is exotic do I gain the exotic 
  weapon proficiency in it ?   
   
  A:  No. If you are not proficient in it then you must 
  still spend a feat to avoid taking a penalty while using 
  it. If a deities favored weapon has both a martial and 
  exotic version you do gain the martial version. An 
  example would be the Bastard Sword or the Dwarven 
  Waraxe 
   
   
  Q:  Does Weapon Focus in Longbow also apply to 
  Composite, Longbows ?  
   
  A:   Yes 
   
   
                                  Item Purchase 
   
  Q: Does “DM’s Choice” that shows up on several 
  tables in the DMG give me access to items not on 
  the list ?  
   
  A:  No. When something gives you access to items on a 
  table in the PHB, DMG, or other source, it only gives 
  you access to exactly what is on that table. Nothing 
  else. 
   
  Q:  Can I purchase scrolls and potions from the 
  DMG at a higher caster level then the minimum ? 
  A:  All scrolls in the DMG are listed at minimum caster 
  level and are bought as such. Potions can be bought at 
  higher caster levels if they are listed on the chart. 
   
   
  Q:  Does the enhancement bonus given to materials 
  made from Mithral or Adamantine count towards 
  the requirement of having a +1 enhancement bonus 
  or higher to add special abilities to armor,  shields, 
  or weapons ? 
   
  A:  No. A sword, suit of armor, or shield must have at 
  least a +1 enhancement from magical enchantment 
  before a special ability can be added to it for purchasing 
  or Magic Item creation purposes. 
   
   
  Q:  Can I make my Mithral Chain Mail Masterwork 
  and does the bonuses from being Masterwork stack 
  with the benefits for it being Mithral ?  
   
  A:  No and No. Mithral and Adamantine items are 
  already considered masterwork and thus cannot gain 
  additional bonuses by being made masterwork again. 
   
   
  Q:  Does the Monk’s Belt from the Dungeon 
  Master’s Guide allow me to add my wisdom score to 
  my armor class ? 
   
  A:  No. The belt grants +1 AC bonus from the Monk 
  chart in the revised Player’s Handbook. It does not 
  grant the wisdom bonus to armor class. 
   
   
  Adventure Record and Master 
                                  Item Logsheet 
   
  Q:  If I attempt to “Live off the Wild” and fail my 
  Wilderness Lore check can I then pay normal 
  adventurers lifestyle ? 
   
  A:  No. If you fail your check then you do not gain any 
  of the benefits of “Living off the Wild”. You are dirty 
  and disheveled and are considered to have picked 
  “None” as your lifestyle cost for this event. 
   
   
  Q: If I convert a year one certificate over to the new 
  MIL does it lose any special abilities it had ?  
   
  A:  No. It works exactly as it did before. 
   
   
  
   
  Page 63 
  Q:  I have an item that grows in power as it is used. 
  How do I determine its value ? 
   
  A:  This one has two answers. If the item grows in 
  power and stays at that higher power regardless of 
  owner then its value is equal to its current 
  enchantment. If the item reverts to its initial stage if 
  the owner changes, such as with the Sword of the 
  Rogue, then its value is always the original value of the 
  item. 
   
   
                   Beyond the Core Rules 
   
  Q:  My character gained access to an item after my 
  cohort’s creation. Can my cohort now purchase that 
  item when he next plays ? 
   
  A:  Yes. A cohort’s purchase list is the same as your 
  characters. 
   
   
  Q:  Can I have an NPC cast spells that are not on 
  Table 6-3: Spell costs ? 
   
  A:  No. Unless specifically documented in a scenario 
  you cannot have an NPC cast a spell that is not on 
  Table 6-3: Spell Costs. 
   
   
  Q:  Must I pay upkeep for Time Units spent on 
  MIC, practicing a skill, or plying a trade ?  
   
  A:  Yes. Upkeep must be spent for any Time Units used 
  on an Adventure Record. Campaign documentation 
  may reduce or eliminate this cost. 
   
   
                       Magic Item Creation 
   
  Q: In Chapter Three it states that when I have 
  earned enough experience to gain a new level I 
  must take it before I play that character again. Can I 
  create magic items before gaining that level and 
  thus not have to take it ? 
   
  A: Yes. If you look at the bottom left of your Adventure 
  Record you will see a box titled “Final Total XP”. This is 
  the number that is important. If the number in that 
  box is enough to raise you to the next level you must 
  take that level before you play that character again. It is 
  possible to earn enough experience during the scenario  
  to level but then spend it on Magic Item Creation so 
  that your Final Total XP is not enough to raise your 
  level. 
   
   
   
   
  Q:  Is the Caster Level of an item a prerequisite for 
  making it ? 
   
  A:  Yes. You must have a caster level equal or higher 
  than the one listed to create a magic item using these 
  rules. 
   
  Q:  What about the Pearls of Power ? 17
  th level to 
  make any of them seems a bit steep. 
   
  A:  Pearls of Power are the exception to this rule. The 
  Caster Level requirement to make a pearl of power is 
  the spell level of the pearl, times 2, minus 1 (minimum 
  5
  th). Thus a 3
  rd level pearl of power has a 5
  th level caster 
  requirement and a 7
  th level pearl has a 13
  th level 
  requirement. The two spell pearl has a requirement of 
  17
  th level. 
   
   
  Q:  Can I make an item off somebody else’s 
  Adventure Record ? 
   
  A:  No. It is what you have encountered in your 
  adventures not somebody else. 
   
   
  Q:  I have gained access to an item/weapon upgrade 
  via an adventure record. Can I use this upgrade on a 
  non-standard item ?  
   
  A:  No. Only standard items (as defined in Chapter 
  Seven: Magic Item Creation) can be upgraded in any 
  fashion. So if you find an upgrade to add ‘flaming’ to a 
  weapon you cannot add it to the Sword of the Rogue 
  for example. This is retroactive to all items. If you have 
  something that this rule applies to contact your triad 
  immediately. 
   
   
  Q:  When I am using Scribe Scroll can I put more 
  than one spell on a scroll and thus get more then 5 
  spells onto scrolls for my one time unit ? 
   
  A:  No. For purposed of MIC, one day = one scroll = 
  one spell.  
   
   
                                              Combat 
   
  Q:  Can I attack another character to inflict 
  permanent harm or death if he is being controlled 
  by the DM? 
   
  
   
  Page 64 
  A: Only if it is unavoidable. If the character is under 
  the DM’s control then you may defend yourself as 
  needed but you may still not kill the character unless 
  you cannot avoid it (DM discretion here folks). Though 
  the character is not himself he is still a fellow party 
  member and killing him would be an evil act. 
   
  On the other hand, as soon as you attack another  
  character of your own free will to cause serious 
  physical harm, while not defending yourself, you are 
  removed from the campaign. Obviously there are times 
  in which you may inadvertently hurt another player 
  through your actions. The intent behind the actions is 
  what is important here and can only be judged on a 
  case by case basis by the DM at the table 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 65 
  Chapter Ten: Contacts, Websites, & Message Boards 
   
  So you have made it this far. Good. This book and the 
  Living 
  Greyhawk 
  Campaign 
  can 
  seem 
  pretty 
  intimidating to a new player at times. Fortunately the 
  RPGA is a great organization and there  are plenty of 
  people out there who are more then happy to help you 
  get started. There are discussion lists for each region as 
  well as the campaign itself. From a group dedicated to 
  nothing but discussing rules to a group for people with 
  curses there is something for everybody. Each region 
  also has a website stocked full of information on play 
  opportunities, meta-campaign groups, and what 
  scenarios are coming down the pike to play in the 
  upcoming months.  
  As you already know we have broken down the 
  campaign into regions. Each region corresponds to an 
  area in the real world. Each region is grouped together 
  with other regions that share a common interest into 
  five meta-regions. Below you will find the websites, 
  discussion groups, and point of contact for all the 
  regions in the campaign broken out by meta-region. So 
  find you local list and stop in and say hi. There are 
  games probably going on closer then you think right 
  now and a bunch of new friends who share a lot of the 
  same interests as you waiting to meet you. 
   
   
  The Circle – Living Greyhawk Campaign Administration 
   
  Creighton Broadhurst 
  Jason Bulmahn 
  David Christ 
  Steven Conforti 
  Craig Hier 
   
  The Official Living Greyhawk Campaign Website:  www.livinggreyhawk.com 
  The Official Living Greyhawk Circle and Scenario Website: www.living-greyhawk.com  
   
  We also have several campaign wide discussion groups. We have listed several of them below for you. 
   
  Living Greyhawk Campaign Discussion Board: 
  http://groups.yahoo.com/group/Living_Greyhawk  
  Living Greyhawk Campaign News Board: 
   
  http://groups.yahoo.com/group/LG-news  
  Living Greyhawk Draft Rules Discussion Board: 
  http://groups.yahoo.com/group/lg_draft_discussion_group  
  Living Greyhawk Wotc Discussion Board: 
   
  http://www.wizards.com/lists  
   
  Unofficial Discussion Boards: 
   
  Living Greyhawk Rules Discussions:  
   
  http://groups.yahoo.com/group/Infinite_Monkeys  
  Living Greyhawk Writers Discussion: 
   
  http://groups.yahoo.com/group/lgwriters  
  RPGA Gamemaster Help Board: 
   
   
  http://groups.yahoo.com/group/rpga_gamemasters  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 66 
  MetaRegion One – The Sheldomar Valley 
   
  Circle Representative: 
  Steven Conforti (scon40@aol.com) 
   
  The Sheldomar Valley has a long and troubled history.  Once dominated by the terrible lich Vecna, it is a fertile, but war-
  torn place.  It is a land where many of the Suel and Oeridians took refuge after the Twin Cataclysms amongst the native 
  Flan of the region, forming the mighty kingdom of Keoland.   The Valley has seen hard times lately: invasions by giants 
  on its western borders, interference by the Scarlet Brotherhood in the south, invasion by evil humanoids of the Pomarj 
  in the east, and the conquering of its northern most reaches by the nation of Ket.   The giants have been driven out of 
  Sterich and Ket has vacated Bissel, but Geoff and the Principality of Ulek still remain under siege.  If not for the 
  assistance of Gran March and the Yeomanry these last years, who knows how long the Sheldomar Valley would remain 
  under the control of the forces of good. 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Bissel 
  http://bissel.living-greyhawk.com 
  http://groups.yahoo.com/group/bissel 
  Matt Pennington 
  bisselpoc@adelphia.net 
  Geoff 
  http://www.rpgageoff.com 
  http://groups.yahoo.com/group/living-geoff 
  Marc Yudson 
  marc@yudson.com 
  Gran March 
  http://granmarch.living-
  greyhawk.com 
  http://groups.yahoo.com/group/GranMarch 
  Lyman Green 
  daerid@io.com  
  Keoland 
  http://keoland.living-
  greyhawk.com  
  http://groups.yahoo.com/group/keoland 
  Judy Rudolph 
  keoland_marf_poc@yahoo.com  
  Principality 
  of Ulek 
  http://www.livingcity.net/pou  
  http://groups.yahoo.com/group/PoU_Triad 
  Christopher Reed 
  Fltriad@aol.com 
  Yeomanry 
  http://yeomanry.living-
  greyhawk.com 
  http://groups.yahoo.com/group/yeomanry 
  Kevin Freeman 
  Madman31@mindspring.com 
   
  MetaRegion Two – Tuflik, Fals, and Velverdyva Trade Route 
   
  Circle Representative: 
  David Christ – (wavester@neo.rr.com)  
   
  Before you adventure beckons. Disembarking from the lake of unknown depths you're drawn into the bustling 
  mercantile city of Dyvers. Traveling through the Gnarly Forest into the heart of Old Ferrond the halls of the Viscount of 
  Verbobonc await. All is not well here as they are the uneasy keeper of the ruin known as the Temple of Elemental Evil. 
  Though destroyed many years ago it's legacy lingers no matter how hard the souls of good men try to forget. To the west 
  lies the Archclericy of Veluna with its people living in harmony as Rao watches over and protect them all. Beyond the 
  Bramblewood Forest lies Ket the crossroads between the east and west with it's strong military and deft merchants. 
  Across the Yatil mountains lies Tusmit, home of some of the finest weapons and armor in the Baklunish lands. Settled 
  upon the shores of the Dramidj Ocean is possibly the oldest of the Baklunish states, the Caliphate of Ekbir. Adventure, 
  wealth and danger abound. Are you up to the task of finding it and living to tell the tale? 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Dyvers 
  http://dyvers.living-greyhawk.com 
  http://groups.yahoo.com/group/dyvers 
  Matt Maddy 
  stroth69@hotmail.com  
  Ekbir 
  http://www.ekbir.org  
  http://fr.groups.yahoo.com/group/lg-ekbir  
  Gael Richard 
  Gael.loic.richard@wanadoo.fr 
  Ket 
  http://ket.living-greyhawk.com 
  http://groups.yahoo.com/group/ket 
  Dave Kristenson 
  silverdak@yahoo.ca 
  Tusmit 
  http://tusmit.living-greyhawk.com 
  http://groups.yahoo.com/group/lg-tusmit 
  Miri Segalowitz 
  iobhin@icqmail.com  
  Veluna 
  http://veluna.living-greyhawk.com 
  http://groups.yahoo.com/group/Veluna-lw 
  Chuck James 
  Email Here 
  Verbobonc 
  http://www.verbobonc.net 
  http://groups.yahoo.com/group/Verbobonc 
  Brad Ruby 
  VerboboncPOC@aol.com 
  
   
  Page 67 
  MetaRegion Three – Iuz’s Border States 
   
  Circle Representative: 
  Jason Bulmahn – (iuztheevil@aol.com)  
   
  There are many in the Flanaess who believe that Iuz is a spent force. There is much recent evidence which suggests that 
  Old Wicked has been content to merely tease the fringes of his border states as an annoyance rather than as a true 
  threat. But it takes time to hatch new plots and spawn unmentionable offspring; and time to delve deeper into the 
  darkest places, and create armies that will not be vulnerable again. Now, the border states of Iuz, who have been 
  rebuilding and reorganizing since the Flight Of Fiends, are about to discover what new nightmare Iuz The Old is ready 
  to unleash upon the lands of the Flanaess! Are you prepared to fight?" 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Bandit 
  Kingdoms 
  http://www.bandit-kingdoms.com 
  http://groups.yahoo.com/group/bandit_king
  doms 
  Britt Fey 
  britt@thethem.org  
  Furyondy 
  http://www.furyondy.com 
  http://groups.yahoo.com/group/furyondy-
  discussion 
  Michelle Sharp 
  miglee@chartermi.net  
  Highfolk 
  http://www.highfolk.com 
  http://groups.yahoo.com/group/nl1triad 
  Greg Marks 
  skerrit@wi.rr.com 
  Perrenland 
  http://perrenland.lythia.com 
  http://groups.yahoo.com/group/perrenland 
  Patrick Williamson 
  patjeni@nor.com.au  
  Shield Lands 
  http://www.shieldlands.net  
  http://groups.yahoo.com/group/shield-
  lands-lg 
  Jeff Dobberpuhl 
  jeff@shieldlands.net   
   
   
  MetaRegion Four – Nyrond and Her Environs 
   
  Circle Representative: 
  Craig Hier – (craig@hierview.com)  
   
  The fertile lands that once made up the western part of the Great Kingdom are now home to the Kingdom of Nyrond, 
  County & Duchy of Urnst, Theocracy of the Pale and the Archbarony of Ratik.  Political intrigue is rife in the area.  The 
  widow Archbaroness of Ratik has all but disappeared from public view, leaving the noble lords to defend themselves 
  against border raids. The traitorous Prince Sewarndt's attempted coup in Nyrond keeps the King ever watching for 
  traitors in his court.  The Countess Belissica aids her neighbors and plays hostess to the exiled Duke of Tenh, trying to 
  strike a balance between aiding him and upsetting others who have eyes on Tenh.  The noble houses of the Duchy of 
  Urnst have perfected the game of political intrigue trying to get rid of their enemies and further their own ends.  In the 
  Pale, Theocrat Ogon Tillit has fallen ill and the Prelates are trying to place themselves in his office.  All of this added to 
  the shifting alliances between states and the external threats of Iuz, the Great Kingdom and Scarlet Brotherhood provide 
  a dangerous and potentially explosive environment.  How long can an area subjected to these tensions avoid conflict or 
  all out war? 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  County of 
  Urnst 
  http://www.countyofurnst.com 
  http://groups.yahoo.com/group/CountyofUr
  nst 
  Jeanna Scharfenberg 
  cou3jeanne@yahoo.com  
  Duchy of 
  Urnst 
  http://www.duchyurnst.com 
  http:/groups.yahoo.com/group/duchyofurns
  t 
  Russ Taylor 
  Rtaylor@cmc.net 
  Nyrond 
  http://www.nyrond.org  
  http://groups.yahoo.com/group/Nyrond-lw 
  Kelly Nabours 
  nyrond-triad@nyrond.org  
  Ratik 
  http://www.geocities.com/ratik_triad  
  http://groups.yahoo.com/group/Ratik-lw  
  Matt Lau 
  Mattador5@hotmail.com 
  Theocracy of 
  the Pale 
  http:www.theocracyofthepale.com 
  http://groups.yahoo.com/group/ThePale 
  Lance White 
  lwpale@lvcm.com  
   
   
   
  
   
  Page 68 
   
  MetaRegion Five – Splintered Suns and Scarlet Signs Against Tyranny 
   
  Circle Representative: 
  Creighton Broadhurst – (creighton.broadhurst@ntlworld.com)  
   
  Once the Golden Sun of Aerdy was the light of the Flanaess, a shining bastion of civilization and culture. Now that sun 
  is splintered into a handful of successor states, struggling amongst themselves to reclaim some 
  small fragment of their glorious birthright. In the heartlands of Aerdy, two Overkings vie for a debased throne, a 
  tarnished crown and a lost city. In the south the states of the once proud Iron League fight desperately to resist the 
  insidious tendrils of the Scarlet Brotherhood and their nested conspiracies to restore another lost empire - the ancient 
  Suel Imperium. 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Ahlissa 
  (Adri) 
  http://www.livinggreyhawk.de.vu  
  http://de.groups.yahoo.com/group/Living_A
  dri  
  Dr. Rainer Nagel 
  GH_Adri@web.de  
  Ahlissa 
  (Naerie) 
  None 
  http://groups.yahoo.com/group/naerieLG  
  Anders Lindborg 
  darknessgm@yahoo.se  
  Bone March 
  None 
  http:/groups.yahoo.com/group/bonemarchlg  
  None 
   
  Lordship of 
  the Isles 
  http://lordshipoftheisles.living-
  greyhawk.com  
  http://groups.yahoo.com/group/lordshipLG  
  Marco Saoner 
  Msaoner@infonegocio.com 
  Onnwal 
  http://www.onnwal.org.uk 
   
  Http://groups.yahoo.com/group/living-
  onnwal 
  Paul Looby 
  Woesinger@hotmail.com 
  Sea Barons 
  http://www.seabarons.it 
  http://it.groups.yahoo.com/group/seabarons  
  Lorenzo Latella 
  celebdel@yahoo.it   
  Sunndi 
  http://Sunndi.blackstar.nl  
  Http://groups.yahoo.com/group/Sunndi  
  Pieter Sleijpen 
  Madfox@wxs.nl 
  Dullstrand 
  None 
  http://groups.yahoo.com/group/dullstrandlg  
  Stefan Lang 
  altongreenbottle@yahoo.de  
   
   
   
  
   
  Page 69 
  Glossary: 
   
  Adventure Record (AR): After each Living Greyhawk 
  scenario you play in you will receive a full page 
  certificate. This certificate is known as an Adventure 
  Record and will detail what you gained or lost during 
  the course of the scenario. Together with your previous 
  AR’s, they form the recorded history of your character 
  from when you first created him until the present time. 
  Without these you have no record of what your 
  character has seen, done, or found. So keep track of 
  them and do not lose them. 
   
  Average Party Level (APL): In order for the Living 
  Greyhawk Campaign to accommodate all the different 
  combinations of player levels that could sit down at a 
  table, we use a system of module tiering known as the 
  APL system. It calculates the average party level and 
  then runs the event at an appropriate level to challenge 
  that group. Though described in detail at the beginning 
  of each scenario, we will go over it briefly here.  
   
  To determine the APL of the party we must first 
  determine the effective level of each character at the 
  table. Unless you have animals with you on the 
  adventure that are not a class ability (such as Druidic 
  animal companions or a paladins mount) your effective 
  level is your class level. If you have animals with you 
  then a chart in Chapter Six shows how many levels to 
  add to your own. Once this is done, add up the levels of 
  everybody at the table and divide by the number of 
  characters. Use standard rounding rules to round to a 
  whole number. You then add one to this number if 
  there are 6 members in the party. Since APL’s in a 
  scenario are only even number you may pick which 
  APL to play at if your number is odd. So if you were an 
  APL 7 group you could pick to play at APL 6 or 8. If you 
  are an even number then you must play at that APL. 
   
  Campaign Documentation: An official certificate 
  issued by the global campaign staff. In most cases this 
  will be an official Adventure Record from a sanctioned 
  Living Greyhawk event. The cracked shield devices of 
  the region denote these certificates. The shield device 
  on those shields sports the coat-of-arms of the region 
  that the certificate was issued (or the City of Greyhawk 
  shield device as a default), and will have no overlay text 
  across the shield. A DM’s signature must appear on this 
  documentation for it to be valid. 
   
  Campaign Year:  A campaign year in Living Greyhawk 
  runs from January 1
  st to December 31
  st. Each campaign 
  year has a Greyhawk year assigned to it as well. So for 
  example the real year 2003 corresponds to 593 cy in the 
  game. So when one year passes in the real world, one 
  year passes in the game as well.  
   
  Circle, The: Each meta-region in the Living Greyhawk 
  Campaign is overseen by a Circle member. These 5 are 
  collective know as ‘The Circle’. The Circle represents 
  the top of the hierarchy in the campaign and all triad 
  members report to one of the five members. The Circle 
  is responsible for setting all the rules in the campaign, 
  creating all campaign official documents (such as the 
  one you are reading right now), core plotlines, triad 
  recruitment 
  and 
  management, 
  approval 
  and 
  sanctioning of all Living Greyhawk adventures, 
  conflict and appeal resolution, and many other tasks 
  that keep us very busy.  The Circle represents the 
  campaign on a global scale, and when it comes to 
  Living Greyhawk and rules, should be accorded all due 
  respect. The Circle reports to Stephen Radney-
  MacFarland, RPGA Content Developer, at Wizard of 
  the Coast.  
   
  Class Guidebook: One of five Dungeon & Dragons 
  accessories published by Wizards of the Coast. They are 
  titled: Sword and Fist: A Guidebook to Fighters and 
  Monks, Defenders of the Faith: A Guidebook to Clerics 
  and Paladins, Tome and Blood: A Guidebook to 
  Wizards and Sorcerers, Song and Silence: A Guidebook 
  to Bards and Rogues, and Masters of the Wild: A 
  Guidebook to Barbarians, Druids and Rangers.  
   
  Core scenarios usually take place in the “non-regional” 
  areas of the game world:  the City of Greyhawk, the 
  Nyr Dyv, Duchy of Tenh, or the Underdark.  Core 
  scenarios can be played by any character, anywhere in 
  the world.  Core scenarios advance campaign-wide 
  plots, and usually cost your character 2 TUs. On 
  average there are 20 rounds of Core scenarios each year 
  plus several more special scenarios that run at certain 
  shows or venues. 
   
  During Play: At any point after the character’s creation 
  and the start of its first adventure. From that point on 
  the character is considered “in play” when it is being 
  played at an RPGA sanctioned Living Greyhawk event 
  until it either dies or it gains 230,000 experience points, 
  at which point it is considered out of play. Be aware 
  that a character may be in play, but not immediately 
  controlled by its player. Imprisonment, some spell 
  effects and other factors may take the control of a 
  character out the player’s hands and into the hands of 
  either the DM or the campaign staff. 
   
  Home Region: Unlike other Living campaigns, Living 
  Greyhawk has assigned real world locations to a 
  corresponding Greyhawk location. So for example if 
  you live in Ohio your default home region is the 
  Archclericy of Veluna. Your Home Region represents 
  where that character calls home and effects what 
  options the character has access to and how many Time 
  
   
  Page 70 
  Units it spends on different activities. You may choose 
  another region other then your default home region 
  but for most players choosing the default is the best 
  option. 
   
  Master Item Logsheet (MIL): Is a single page 
  document that contains every item that your character 
  owns that is not found in the Player’s Handbook. It 
  shows where you found them, when you purchased it, 
  and when you sold it. It keeps track of charges left in 
  wands or how many +2 arrows you have left in your 
  quiver.  
   
  Meta-Regional Scenarios: All of the regions are 
  grouped into one of five meta-regions, which unite 
  regions together that share a similar theme.  For 
  example, the Bandit Kingdoms, Perrenland, Highfolk, 
  Furyondy, and the Shield Lands all border the realm of 
  the evil Iuz, and are therefore connected as the Iuz’s 
  Border States Meta-Region.  Like regional scenarios, 
  meta-regional scenarios can only be played in the real-
  world regions that make up the meta-region.  Meta-
  regional scenarios advance larger plots and introduce 
  non-player characters important to the entire meta-
  region.  Meta-regional scenarios usually cost your 
  character 1 TU if it contains his home region, or 2 TUs 
  if it does not. Each meta-region is allowed 8 rounds of 
  scenarios each year. 
   
  A Meta-Regional scenario can only be ordered and run 
  by a Judge from that meta-region. The only exception 
  to this rule is for shows that qualify for Convention 
  status based on the RPGA’s current rules. Those shows 
  may use out-of-region judges to run their events. 
  Under NO circumstances can a meta-regional scenario 
  be run out of region without Campaign approval.  
   
  Regional 
  Documentation: 
  Usually 
  a 
  regional 
  certificate, but includes any other form of region-
  sanctioned documentation that outlines regional 
  requirements for meta-game groups, or other official 
  regional details. It should clearly state on whatever 
  form of documentation a particular region is official, 
  and a list of regional documentation should appear on 
  the region’s Web site. It will contain the heraldry of the 
  region it is from with the words “Regional Certificate” 
  over the top of it. A triads or DM’s signature must 
  appear on this documentation for it to be valid. 
   
  Regional Scenarios can only be played in their real-
  world region.  Each region has several scenarios 
  published each year, and these regional scenarios can 
  only be played in the corresponding real-world region.  
  Regional scenarios for Highfolk, for example, can only 
  be played in the state of Wisconsin, and nowhere else.  
  If you visit Wisconsin from somewhere else, your 
  character can play these Highfolk regional scenarios, 
  but cannot play his own home region scenarios.  
  Regional scenarios advance plots and introduce non-
  player characters important within that region.  
  Regional scenarios usually cost your character 1 TU if it 
  is his home region, or 2 TUs if it is not his home 
  region. Each region is allowed 8 rounds of regional 
  scenarios each year.  
   
  A regional scenario can only be ordered and run by a 
  Judge from that region. The only exception to this rule 
  is for shows that qualify for Convention status based on 
  the RPGA’s current rules. Those shows may use out-of-
  region judges to run their events. Under NO 
  circumstances can a regional scenario be run out of 
  region without Campaign approval.  
   
  Time Units (TU’s): In a normal year in the Living 
  Greyhawk Campaign your character only has so much 
  time to do things. This is represented by Time Units. 
  Each character you have has 52 TU’s to use in a year. 
  Various things such as adventuring, creating a magic 
  item, or becoming a squire to a knight all use up Time 
  Units. Once you run out you cannot play with that 
  character again until your TU’s reset to 52 again on 
  January 1
  st of the next year.  
   
  Triad:  Each region in the Living Greyhawk Campaign 
  is overseen by three individuals collectively know as 
  ‘The Triad’. These hard-working volunteers are the ones 
  in charge of adventure production, meta-orgs, 
  interactives, special missions, and many of the exciting 
  things that go on in your region. They are the 
  campaigns representation at the local level ,and when it 
  comes to Living Greyhawk and rules, should be 
  accorded all due respect. Your triad reports to the 
  Circle rep for the meta-region they are in (see Chapter 
  Nine for more details on what meta-region you are in). 
   
  Year One Certificate: From August 11
  th, 2000 to 
  December 31
  st, 2001 was considered ‘Year One’ of the 
  Living Greyhawk Campaign. At this time magical items 
  and non-standard items were represented in the 
  campaign by individual certificates. These were usually 
  1/3 of a page sized sheets of paper, printed in color, and 
  signed off by the DM that gave them out. They have 
  since been removed by the campaign staff and are now 
  recorded on the Master Item Logsheet instead. A few 
  of these are still floating about representing influence 
  points and other oddities but for the most part are 
  being phased out of the campaign. No currently 
  available Living Greyhawk scenarios give out these 
  types of certificates anymore. 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/LGCS/LGCS 2.0 - Draft.pdf