TEXT:  
  Page 27 
  Chapter Six: Beyond the Core Rules 
   
  This chapter clarifies some rules presented in the 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 three basic types of animals that you can 
  bring into play: magical beasts gained by way of class 
  abilities (such as a paladin’s mount or a spellcaster’s 
  familiar), animal companions gained by use of the 
  animal friendship spell, 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 51. 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 Certificate. Unless you have campaign or 
  regional documentation that grants you expanded 
  familiar choices, you may only pick one of the standard 
  familiars listed on Table 3-18 in the Player’s Handbook. 
   
  Paladins’ mounts are acquired as per the rules found on  
  Player’s Handbook page 43. 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 
  Certificate. 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 or special mount is dismissed or slain, such 
  an occurrence must be reported on the Play Notes of 
  the Adventure Certificate 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.  
    
  Animal Companions: Animal companions are normal 
  or dire animals that share a strengthened bond with a 
  character due to the effects of an animal friendship 
  spell. You must have personally cast animal friendship 
  in order to have animal companions. As per that spell, 
  you can have animal friends whose Hit Dice total no 
  more than twice your caster level (Player’s Handbook 
  page 173), but adventurers cannot have more than their 
  caster level in Hit Dice of animal companions for any 
  extended length of time. A 1st-level druid is the 
  exception to this rule, as they can start play with a 2 Hit 
  Dice animal companion.   If you have two classes that 
  grant you access to animal companions, you must 
  count each separately for the purpose of determining 
  maximum Hit Dice.  In the Living Greyhawk campaign 
  this translates to the following rules: 
   
   
  
   
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  Starting Companion: Unless your character is a 
  1st-level druid, you may only start a Living 
  Greyhawk adventure with your caster level in Hit 
  Dice of animal companions. A 1st-level druid may 
  begin play with a single 2 Hit Dice animal 
  companion, but if that animal dies in an 
  adventure, it is lost and the 1st-level druid can only 
  replace the animal with an animal companion 
  with 1 Hit Dice or less.  
   
  Animal Companion Species: You are free to pick 
  your animal companion from any animal in the 
  Monster 
  Manual, 
  including 
  dire 
  animals, 
  appropriate to your home region or the region in 
  which you select the animal companion.  Some 
  regions may provide a list of appropriate animals.  
  If the region in question does not, use common 
  sense to select an animal which is appropriate.  If 
  you have specific campaign documentation 
  allowing an unusual selection (one not in the 
  Monster Manual or not on a region's list of 
  appropriate animals), it overrides the above 
  restrictions. 
    
  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 Dungeon Master’s Guide page 46. 
  Special tricks (ones not listed in the Dungeon 
  Master’s Guide) are allowed only if granted by way 
  of campaign or regional documentation.  
   
  Animal Friendship During An Adventure: You 
  may acquire additional animal companions during 
  an adventure by way of the animal friendship spell 
  if the animal is specifically referenced in the 
  adventure text. You may only acquire double your 
  caster level minus the Hit Die total of current 
  animal companions with each casting of the spell. 
  These creatures do not follow you to participate in 
  any other adventures. These animals are wild (see 
  sidebar next page).  
   
  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—-7 of the 
  Player’s Handbook, as well as the normal dog listed on 
  Table 7—-3.   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 
  Dungeon Master’s Guide page 46. You must be riding a 
  horse or a pony in order for it to follow the “Attack” 
  command. Commanding an animal to attack generally 
  is a free action, and causes the animal to attack the 
  closest known enemy. Commanding an animal to 
  attack a specific target is a standard action that does not 
  provoke an attack of opportunity.  
   
  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 Dungeon Master’s Guide page 46. 
  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 on Monster Manual page 196). 
  Animals gained that start play with more than the 
  standard training must be supported with campaign or 
  regional documentation. 
   
   
  Playing Animal Companions & Trained Animals 
   
  Trained Animals:  Animal Companions that you s tart 
  with during an adventure are trained, as are animals 
  purchased from the Player’s Handbook, and animals 
  that you have trained.  These kinds of animals are 
  subject to these rules:  
   
    1. Character Controlled: The animal is under the 
  character’s control.  In the case of a druid, ranger or 
  cleric’s animal companion, the DMs are free to 
  overrule specific actions that would put an animal 
  needlessly into harm’s way, or  treats the animal 
  companion as if it were fodder. DM’s are free to 
  adjudicate reasonable situations where an animal 
  companion may abandon a character.  If an animal 
  companion abandons a character during an adventure, 
  nature turns against that character for a short time. All 
  further attempts during that adventure to acquire more 
  animal companions fail, and she may not begin the 
  very next adventure she plays with any animal 
  companions. Such an occurrence must appear on the 
  Play Notes of the Adventure Record where this occurs. 
   
    2. Attacking Unnatural Creatures: Trained animals 
  will not attack (or defend their characters against) 
  unnatural creatures unless they use two trick slots on 
  “Attack”. Aberrations, constructs, oozes, outsiders, a 
  creature that the animal knows to be a shapechanger, 
  and undead are all considered unnatural creatures. 
   
  <continued on next page> 
  
   
  Page 29 
   
   
  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 69), and spend 8 TU to either 
  teach three animals of the same type one trick, teach 
  one animal two tricks, or to train one riding dog for 
  war. You must succeed at a Handle Animal check (DC 
  15 for tricks, DC 20 for training a riding dog for war) 
  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 592 CY or 
  later Regional adventure. You may not take 10 or 
  take20 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 
  4 
  5 
  6 
  4 
  4 
  5 
  6 
  7 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
   
   
   
                             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 three, 
  four, or five characters participating in that adventure. 
  At most, six adventurers, be they characters or cohorts, 
  Playing Animal Companions & Trained Animals 
  <continued from previous page> 
   
  Wild Animals:  Animal Companions that you acquire 
  during the course of an adventure are not trained.  
  They act in the following ways. 
   
    1. DM Controlled: The animal is under the DM’s 
  control. DMs are free to adjudicate reasonable 
  situations in which an animal may wander off, refuse 
  to enter a location, or otherwise avoid situations in 
  which it may feel it is put needlessly into harm’s way. 
  Basically, if the character does not act as a friend to the 
  animal companion, but rather treats it as fodder, the 
  animal abandons the character. If an animal 
  companion abandons a character during an adventure, 
  nature turns against that character for a short time. All 
  further attempts during that adventure to acquire more 
  animal companions fail, and she may not begin the 
  very next adventure she plays with any animal 
  companions. Such an occurrence must appear on the 
  Play Notes of the Adventure Record where this occurs 
   
    2. Only Friend to the Caster: The animal is friendly to 
  the character that cast animal friendship upon it, but it 
  may not be friendly to other party members. The DM 
  determines its attitudes towards the other characters. 
   
    3. Defend Caster: The animal defends the caster if she 
  is attacked. 
   
    4. “Attack” Only: The animal can respond to only one 
  command: “Attack”. Specific targets cannot be 
  indicated, as it attacks the closest enemy it senses. 
  Though it may not be friendly to the caster’s other 
  adventure companions, it does not consider them 
  enemies. 
   
    5. Retreat When Injured: If a wild animal loses half of 
  its total hit points it attempts to leave combat in the 
  safest manner possible. While it may not abandon its 
  humanoid friend., it does not fight again until it is 
  completely healed. 
   
    6. Won’t Attack unnatural Creatures: Wild animals 
  will not attack (or defend their new friends against) 
  unnatural creatures. Aberrations, constructs, oozes, 
  outsiders, a creature that the animal knows to be a 
  shapechanger, and undead are all considered unnatural 
  creatures. 
  
   
  Page 30 
  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 
  45. You may modify your Leadership score for 
  determining cohort level only by those modifications 
  listed under the Cohort-Only Leadership Modifiers on 
  table 2-26 of that rulebook, 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 2-44 of the Dungeon Master’s 
  Guide to determine you cohort’s starting gold.  
   
  Step 4: Feats 
   
    Your cohort can never take 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 the same 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 –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 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.  
   
  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 
  
   
  Page 31 
  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. 
   
   
  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, the table’s DM’s decision is final.  
   
   
  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 
  the DMG, 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. 
   
  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 
  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: 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. 
   
   
  
   
  Page 32 
    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 
  950 
  Greater Dispelling 
  11
  th 
  660 
  Heal 
  11
  th 
  660 
  Stone to Flesh 
  11
  th 
  660 
  Regenerate 
  13
  th 
  910 
  Resurrection 
  13
  th 
  1410 
   
   
   
   
   
                                            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 
  or not 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 
  
   
  Page 33 
  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). 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 I 
  the adventure and it is within 3 days of when 
  the character received Lycanthropy, then a 
  Remove Curse cast by a 12
  th level priest will 
  remove it. This costs 360 gp 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 on him while the moon is 
  full. Once a caster is found the afflicted 
  character must spend 150 gp 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 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. 
   
   
                                Spell Clarifications 
   
  Do 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 an effect 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. 
   
  • 
  Lesser Planar Binding 
  • 
  Greater Planar Binding 
  • 
  Permanency 
  • 
  Planar Binding 
  • 
  Polymorph any Object 
  • 
  Polymorph Self 
  • 
  Polymorph Other 
  • 
  Shapechange 
  • 
  Simulacrum 
   
   
  Awaken 
   
  As this spell has the possibility to permanently 
  change an animal in the campaign, it necessitates 
  some additional rules. 
   
  • 
  The PC druid may Awaken up to three animal 
  companions at a cost of 1 Time Unit. 
  
   
  Page 34 
  • 
  This spell may only be cast by a druid on his 
  own animal companions. If cast on a tree, or 
  another player’s animals, the resulting intelligent 
  creature will wander away. 
  • 
  The PC must spend the TU and XP before making 
  the Will save to see if he was successful in 
  “Awakening” his animal friend. 
  • 
  The resulting Awakened creature still counts 
  towards the maximum HD of animal companions 
  a druid is allowed to bring on an adventure with 
  him. 
  • 
  Awakened creatures have an Intelligence score of 
  11. They also add +2 to their Charisma score. 
  Adjust any skills as needed for these changes. 
  • 
  Awakened creatures also gain 2 HD. For each new 
  HD add half the die used +1 to the creatures hp 
  total. (Example: A d8 HD creature would add 5 hp 
  for each HD gained). They do not gain any other 
  abilities, feats, or skills. 
  • 
  An Awakened creature starts knowing one 
  language that the caster knows plus one additional 
  language for each point of Int bonus the caster has. 
  • 
  The Awakened creature now knows all tricks and 
  may act in an intelligent manner.. The list of tricks 
  can be found on Dungeon Master’s Guide page 46. 
  Special tricks (ones not listed in the Dungeon 
  Master’s Guide) are allowed only if granted by way 
  of campaign or regional documentation. 
  • 
  The awakened creature is under the control of the 
  PC who cast the Awaken spell and follows his 
  directions unless the DM determines it would not 
  be in the creatures best interests to do so. See the 
  Animal Companion section at the beginning of 
  this chapter for more on this. 
  • 
  Have the DM note the results of casting this spell 
  in the Play Notes section of your Adventure 
  Record.  
  • 
  The player must inform the DM that he is brining 
  an Awakened creature on an adventure before it 
  starts.  
  • 
  It is the players responsibility to have the proper 
  paperwork ready for inspection by his DM when 
  he intends to use his new Awakened animal 
  friend. 
   
   
  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.  
  • 
  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 
  scenario.  
  • 
  If out of the scenario 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. 
   
   
   
   
   
  
   
  Page 35 
  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 c aster 
  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. 
   
   
  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 
  3 Large sized elementals (8 HD) or One Elder 
  Elemental (24 HD) to answer the call (PC’s 
  choice). The type summoned is picked by the 
  caster unless the situation warrants a certain type 
  (such as being underwater). This elemental is 
  intelligent and of the same alignment as the caster. 
  • 
  The bargaining process with the elemental takes 
  1d8 rounds minus the Intelligence bonus of the 
  caster (minimum 1 round).  
  • 
  The elemental will perform one task for the caster 
  before returning to its home plane. Some common 
  examples of tasks are: 
  • 
  Fight one battle 
  • 
  Guard the caster for one day or one fight 
  • 
  Guard another of the same faith for one day or 
  one fight 
  • 
  Guard another of a different faith for 8 hours 
  or one fight 
  • 
  Perform a task such as retrieve an item, open a 
  door, set off a trap, etc. 
  • 
  The DM has the final call on what is 
  reasonable. 
  • 
  The elemental requires payment in some form for 
  its actions. The following are examples of 
  acceptable payment 
  • 
  6 Time Unit of service 
  • 
  10,000 gp 
  • 
  A magic item worth at least 10,000 gp 
   
   
   
   
   
   
   
   
   
  
   
  Page 36 
  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 Large sized elemental (8HD) to answer the call. 
  The type summoned is picked by the caster unless 
  the situation warrants a certain type (such as being 
  underwater). This elemental is intelligent and of 
  the same alignment as the caster. 
  • 
  The bargaining process with the elemental takes 
  1d8 rounds minus the Intelligence bonus of the 
  caster (minimum 1 round).  
  • 
  The elemental will perform one task for the caster 
  before returning to its home plane. Some common 
  examples of tasks are: 
  • 
  Fight one battle 
  • 
  Guard the caster for one day or one fight 
  • 
  Guard another of the same faith for one day or 
  one fight 
  • 
  Guard another of a different faith for 8 hours 
  or one fight 
  • 
  Perform a task such as retrieve an item, open a 
  door, set off a trap, etc. 
  • 
  The DM has the final call on what is 
  reasonable. 
  • 
  The elemental requires payment in some form for 
  its actions. The following are examples of 
  acceptable payment 
  • 
  1 Time Unit of service 
  • 
  1,000 gp 
  • 
  A magic item worth at least 1,000 gp 
   
   
  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 
  2 Large sized elementals (8HD) or 1 Huge sized 
  elemental (16HD) to answer the call (PC’s choice). 
  The type summoned is picked by the caster unless 
  the situation warrants a certain type (such as being 
  underwater). This elemental is intelligent and of 
  the same alignment as the caster. 
  • 
  The bargaining process with the elemental takes 
  1d8 rounds minus the Intelligence bonus of the 
  caster (minimum 1 round). 
  • 
  The elemental will perform one task for the caster 
  before returning to its home plane. Some common 
  examples of tasks are: 
  • 
  Fight one battle 
  • 
  Guard the caster for one day or one fight 
  • 
  Guard another of the same faith for one day or 
  one fight 
  • 
  Guard another of a different faith for 8 hours 
  or one fight 
  • 
  Perform a task such as retrieve an item, open a 
  door, set off a trap, etc. 
  • 
  The DM has the final call on what is 
  reasonable. 
  • 
  The elemental requires payment in some form for 
  its actions. The following are examples of 
  acceptable payment 
  • 
  3 Time Unit of service 
  • 
  4,000 gp 
  • 
  A magic item worth at least 4,000 gp 
   
   
  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 500 gp off the sheet 
  of the caster for the spell component. 
   
  
   
  Page 37 
  If cast immediately after the PC’s death they 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 human, halfling, gnome, 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 500 gp 
  off the sheet of the caster for the spell component. 
   
  If cast immediately after the PC’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 adjudicated by your local triad. 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 cast it for PCs. Otherwise, you must bring 
  your character back from the dead through another 
  means and then petition your home region triad for the 
  true resurrection spell. Your triad has policies on 
  whether this spell is available or not in your region, and 
  how to obtain it. If granted, triad documentation would 
  be issued to restore lost xp and/or gp to your character. 
  However, you must still bring the character back from 
  death at the table at which it died. If the game ends and 
  the DM leaves the table with your character dead, your 
  character is forever dead and even a true resurrection 
  spell granted by a triad or Circle member later on 
  cannot bring it back. 
   
  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 3
  rd edition game. 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.  
  
   
  Page 38 
  • 
  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, the character 
  must pay 5,000 XP or that cost, whichever is more. 
  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. 
   
   
  Mass Awaken 
   
  As the Awaken spell with the following changes. 
   
  • 
  The caster may “Awaken” as many animals as 
  he wants up to a maximum of 3 per caster 
  level not to exceed a HD total equal to his 
  caster level. 
  • 
  It costs 1 Time Unit no matter how many 
  creatures are awakened.  
  • 
  It works just like Awaken in all other regards. 
   
   
  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 
  
   
  Page 39 
  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.living-greyhawk.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. 
   
   
  Bracelet of Friends 
   
  This item needs a few small clarifications due to its 
  ability to bring outside things into a scenario. 
   
  • 
  The Bracelet is a charged item that starts with 7 
  charges.  
  • 
  When one of the charms is keyed to a PC the 
  owner of the Bracelet makes a note of it on the 
  back of the AR Record where the Bracelet was 
  purchased and has the DM sign next to it. 
  • 
  A PC may only be summoned by the Bracelet 
  when they are playing at the same table with the 
  owner of the Bracelet.  
  • 
  When summoned, reduce the number of charges 
  on the Bracelet by one and mark off the name of 
  the person whose charm was used from the back 
  of the AR where their name is recorded. 
  • 
  This item may only be sold if it contains all 7 of its 
  charms and none of them have been keyed to 
  another PC. 
  • 
  When the last charm is used the Bracelet crumbles 
  into dust and is marked off your MIL sheet. 
   
   
  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. 
   
   
  Glove of Storing  
   
  Due to the abusive nature of this item some additional 
  rules and clarifications are needed. 
   
  • 
  The Glove of Storing may store one single item. A 
  longbow, a loaded crossbow, a torch, a sword, a 
  shield, are all examples of single items. A sack full 
  of items, or a quiver full of arrows are not single 
  items. 
  • 
  The duration of a spell is not affected by being put 
  in the stasis field of the glove. If a spell effect with 
  a two hour duration is put into a Glove of Storing 
  it expires two hours later whether you take it out 
  of the glove or not. 
  • 
  The glove functions as described in the DMG in all 
  other ways. 
   
   
  Ring of Animal Friendship 
   
  Animals controlled by this ring must be added into the 
  APL calculations for the party even if the user of this 
  item is a druid. See page 28 for the chart and details and 
  how they affect the Average Party Level of the group. 
   
   
  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 
  
   
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  ability. The following rules apply to all of these types of 
  items. 
   
  • 
  When a spell is stored in a device and is not used 
  by the end of the scenario it is noted in the Play 
  Notes section on the Adventure Record. 
  • 
  The player must inform the DM at the start of the 
  scenario of any items that have a spell stored in 
  them and show the DM the appropriate 
  Adventure Record to support it. If they do not 
  then the DM can refuse to allow the player to use 
  the spell later in the adventure. Remember 
  keeping the DM informed of special things you 
  have is in your best interest. 
  • 
  When the spell is discharged the DM will cross 
  the note off the old Adventure Record to note its 
  use. 
   
   
  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 
   
    Alchemy: 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 
  Living Greyhawk Regional adventure set in your 
  current home region. You may only spend 1 TU per 
  adventure this way. An alchemist’s lab grants a +2 
  circumstance bonus on these checks. You may neither 
  take 10 nor take 20 on this check.   
   
   
    Craft: You can practice your trade and make a decent 
  living, earning half your check result (rounded down) 
  in gold pieces when you spend 1 TU immediately after 
  playing a Regional Living Greyhawk adventure set in 
  your current home 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 only spend 2 TUs total to gain coin by way of 
  your performances.  
   
   
   
    Pick Pockets: Taking wealth from those you meet: 
  that’s how you make your money. Every good 
  
   
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  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. 
   
    Profession: You can practice your trade and make a 
  decent living earning half your check result (rounded 
  down) 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.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/Year 1-2 Rules/LGCD Draft (Chap 6).pdf