TEXT:  
  LIVING GREYHAWK 
  Campaign Sourcebook 
  Version 5.0 
  February 22, 2006 
  596 CY 
   
   
   
  Design: Creighton Broadhurst, Jason Bulmahn, David Christ, Steve Conforti, Craig Hier, John Jenks, Paul Looby, Stephen 
  Radney-MacFarland, Tim Sech, Pieter Sleijpen & Chris Tulach 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. 
   
  This WIZARDS OF THE COAST game product contains no Open Game Content. This work my be reproduced for personal use or in its entirety for use at RPGA-
  sanctioned events. To learn more about the Open Gaming License and the d20 SYSTEM License, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game 
  events of all sizes, visit our website at www.wizards.com/rpga
   
  DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, GREYHAWK, RPGA, the d20 System logo, Wizards of the Coast, and the Wizards of the Coast logo are 
  registered trademarks owned by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. d20, Winter Fantasy, Living Greyhawk, Legacy of the Green Regent, 
  Dungeons & Dragons Campaigns, D&D Player Rewards, Living, Living Force, Living Death, World of Greyhawk are trademarks of Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people 
  organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc.  
  Page 1 
  
   
  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    9 
   
  Chapter Four: Adventure Record & Master Item Logsheet ......................................Page 16 
   
  Chapter Five: Sourcebook and Metagame Policy..........................................................Page 25 
   
  Chapter Six: Beyond the Core Rules ................................................................................Page 39 
   
  Chapter Seven: Magic Item Creation ...............................................................................Page 54 
   
  Chapter Eight: Running a LIVING GREYHAWK Event...................................................Page 59 
   
  Chapter Nine: LIVING GREYHAWK FAQ, Errata & Rules Variations........................Page 62 
   
  Chapter Ten: Contacts, Websites, & Message Boards..................................................Page 71 
   
  Glossary: .....................................................................................................................................Page 75 
  Page 2 
  
  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. 
  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 D&D 
  core rules campaign and uses the most current printing of 
  the rulebooks. The current release consists of the three 
  D&D core rulebooks v.3.5. Reference to the Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual 
  in this document refer to the D&D v.3.5 version of these 
  books. 
   
  The  LIVING GREYHAWK Campaign Sourcebook is divided 
  into ten sections, each one detailing certain aspects of the 
  game. These sections are briefly described below to 
  provide you with a quick reference guide. 
  Chapter One – What is a LIVING Campaign? This 
  section is an introduction for the player who is totally new 
  to the RPGA and LIVING campaigns. It gives a brief 
  overview of game play and mechanics in LIVING 
  campaigns. It also suggests related sites allowing you to 
  learn more about the subject. 
  Chapter Two – LIVING GREYHAWK Primer. This section 
  explores the LIVING GREYHAWK campaign briefly 
  explaining traits that distinguish it from other LIVING 
  campaigns. It explains the regional system, different 
  adventure types, and the various events available to players. 
  Chapter Three – Character Generation Guidelines. 
  Learn how to make a starting character for the LIVING 
  GREYHAWK campaign. These rules include which books 
  are necessary for play and core rules variants used in 
  LIVING GREYHAWK. 
  Chapter Four – Adventure Record & Master Item 
  Logsheet. This chapter discusses the full page certificate 
  used to record results from adventures you play in LIVING 
  GREYHAWK. It examines the certificate in detail, including 
  how it works, and how to complete one. Various play 
  opportunities available at the end of an adventure such as 
  purchasing new equipment, creating magic items, or 
  scribing new spells into your spellbook are also discussed. 
  Chapter Five – Class Guidebook and Metagame Policy. 
  Though the LIVING GREYHAWK campaign is a core 
  campaign, it uses material from various other Wizards of 
  the Coast products. This chapter details what material is 
  allowed from other books, and how to use it correctly. 
  Variant rules necessary to convert these supplemental 
  sources to D&D v.3.5 for use in the campaign are also 
  covered in this chapter.  
   
  Chapter Six – Beyond the Core Rules. This section 
  details additional rules and rules clarifications necessary 
  for select spells and magical items to function consistently 
  in the LIVING GREYHAWK campaign. These rules help 
  provide fair and consistent play worldwide. 
   
  Chapter Seven – Magic Item Creation. As the title says, 
  this section describes 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. Learn everything you need to know to DM 
  sessions and run events. Discover how to handle the 
  paperwork, where to turn if you need a ruling or have 
  problems, and even some event do’s and don'ts. 
   
  Chapter Nine – LIVING GREYHAWK FAQ & Errata. 
  These collected clarifications provide you with quick, easy 
  answers to some of the most commonly asked questions. 
  Check this section first before sending off that email, your 
  question may already be answered. 
   
  Chapter Ten – Contacts, Websites, & Message Boards. 
  This Who’s Who list of LIVING GREYHAWK, includes a 
  contact list for the circle, regional points of contact, and 
  other campaign administration. It also includes the current 
  website address for regions that have websites, various 
  regional message boards, metaregion links, and general 
  campaign discussion boards. 
   
  Glossary: A quick reference to some terms unique to 
  LIVING campaigns in general, and LIVING GREYHAWK in 
  particular. 
   
   
  Update Policy 
   
  Like the campaign it describes, this sourcebook is a living 
  document. It is updated to remain current with changes in 
  the LIVING GREYHAWK campaign. These updates usually 
  happen approximately once a year, near the date for 
  Winter Fantasy. Each update has a version number and 
  release date on the front page. Once updated, a notice is 
  posted 
  on 
  the 
  LIVING 
  GREYHAWK 
  website 
  at: 
  www.wizards.com/lg.
  Page 3 
  
   
  Chapter One:  What is a ‘LIVING’ Campaign? 
  ‘The RPGA oversees a number of games that are called 
  “LIVING.”  Some examples include LIVING FORCE™, LIVING 
  Arcanis, LIVING Death, LIVING Kingdoms of Kalamar and 
  the most popular LIVING game of all, LIVING GREYHAWK. 
  These LIVING games spring from the fundamental idea that 
  a home-style roleplaying campaign can be expanded into a 
  worldwide campaign and 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 roleplaying, but LIVING games don’t require you to 
  dress up in costume, play-act like your character, or behave 
  any differently than you would at any tabletop roleplaying 
  game that you would enjoy with your friends. If you have 
  roleplayed before, then you’re ready to enjoy a worldwide 
  LIVING game. 
   
  The way LIVING games work is this:  a number of 
  adventures are published (on a secure website), and these 
  adventures can be ordered and run during a session with 
  one certified game master (DM) and four to six players. 
  (Sessions are sometimes called tables). Each player has a 
  character, and this character is played in adventure after 
  adventure, even at other sessions with different GMs and 
  players. After each adventure, your character gets more 
  powerful and can 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 in 
  games stretching 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 learn is which LIVING games are 
  available. Each campaign has a website and the best place 
  to 
  start 
  looking 
  is 
  the 
  RPGA 
  website 
  at 
  www.wizards.com/rpga. Second, you need to join the 
  RPGA which is free. Attend an RPGA event in your area 
  and tell someone you want to join. The RPGA events 
  calendar lists sanctioned events running all over the world. 
  You can also join on the RPGA website by passing the 
  Herald-Level DM Test. Once you join, you need to create 
  your own character. The different LIVING games each have 
  character creation documents (available from 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. Next, attend one of the many gaming events (held all 
  over the world) that support the LIVING campaigns you 
  want to play. When you pass the Herald-Level DM Test 
  online, you can order LIVING games and run them yourself. 
  Play these adventure like you would play any other 
  commercially-available adventure, with a few restrictions 
  mentioned below. At the end of each adventure, your 
  character gains experience allowing you to play in 
  progressively tougher adventures.  
   
  There are some restrictions that LIVING games have in 
  common. Since one DM can’t run a campaign with 
  thousands of players, ground rules have been established 
  to ensure all the characters are played and judged fairly. 
  First, you can’t play a character from one LIVING campaign 
  in a different LIVING campaign (a sci-fi LIVING FORCE 
  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 adventure you play. Usually, LIVING 
  games require that you play a heroic character; players 
  aren't allowed villainous characters in LIVING campaigns. 
  GMs must pass the Herald-Level DM Test on the RPGA 
  website to demonstrate they are qualified to run LIVING 
  games. This online test is free, and you can use your rule 
  books while testing. Additionally, in home campaigns, 
  GMs tend to freely bend or even disregard adventure plots, 
  but LIVING campaign adventure plots must be followed 
  more closely to maintain consistency for worldwide play. 
  Every LIVING game has some sort of administrative group 
  that oversee the entire campaign and occasionally issue 
  rules changes, provide campaign updates, and arbitrate 
  serious disagreements. In LIVING GREYHAWK, this group is 
  a handful of people called the circle. Finally, you may end 
  up playing with a diverse mix of players, many of whom 
  you’re meeting for the first time at the game session, when 
  you play LIVING campaigns at game days and conventions. 
  It’s best to be friendly and polite. 
   
  Some players don’t like the restrictions discussed above 
  and prefer to roleplay exclusively with a home group. 
  However, many of us feel these restrictions are a fair 
  tradeoff for the ability to play a character—the same 
  character—at different venues while meeting new people. 
   
  The next chapter discusses rule variants and restrictions 
  used in the LIVING GREYHAWK Campaign.  
  Page 4 
  
   
  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 
  1970s, it has since evolved from a world he used for his 
  home game into a campaign setting used by hundreds of 
  thousands of players. The newest incarnation of this 
  setting can be found in the LIVING GREYHAWK Gazetteer. 
  You can find this book 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 official campaign website may be found at 
  www.wizards.com/lg. All current documents, rulings, and 
  errata can be found there, and it is your official source of 
  updates to the campaign. We also had a published source 
  of information in DUNGEON™ Magazine called the LIVING 
  GREYHAWK Journal; several of the back issues are available 
  from www.paizo.com. Within its pages, you find new 
  prestige classes, spells, and monsters. 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 2003, the 
  campaign enjoyed a record number of players, and our 
  numbers continue to grow each month. So, now you are 
  probably wondering what sets LIVING GREYHAWK apart; 
  well, we are glad you asked. The LIVING GREYHAWK 
  campaign has a few exciting twists.   
   
   
  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 regionless characters. See 
  Chapter Three – Character Generation Guidelines for 
  more information about home regions. Your real-world 
  home is the default home region of your LIVING 
  GREYHAWK character, as the following chart indicates: 
   
   
   
   
   
   
  Table 2-1: LIVING GREYHAWK Play Regions 
  Real World Location 
  LIVING GREYHAWK Region 
  Everywhere (Core) 
  Bright Lands 
  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, HI, UT 
  Nyrond 
  Northern CA, NV 
  Theocracy of the Pale 
  MN, ND, SD 
  Shield Lands 
  Quebec 
  Tusmit 
  FL, Puerto Rico 
  Principality of Ulek 
  CO, MT, NM, WY 
  County of Urnst 
  AK, ID, OR, WA, 
  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, Norway, Finland, 
  Denmark 
  Principality of Naerie 
  UK & Ireland 
  Onnwal 
  Australia, New Zealand 
  Perrenland 
  Italy 
  Sea Barons 
  Belgium, Netherlands, 
  Luxembourg 
  Sunndi 
  Alberta, British Columbia, 
  Saskatchewan 
  Zeif 
   
  If you travel, so does your character -- a unique aspect of 
  the LIVING GREYHAWK game. Each region 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 metaregions based on their geographic relationships 
  Page 5 
  
   
  on Oerth. Metaregions are explained under Adventure 
  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 Pomarj 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 called 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 adventures, 
  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 (or United Kingdom 
  in the real world). However, you’ll find it much easier for 
  your character if your character’s home region is the real 
  world region in which you play the most (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. 
   
  Some nations of the world do not have a region assigned to 
  them at this time.  Players from those nations must still 
  select a region for their characters.  However, they will not 
  be able to play Regional or Metaregional adventures within 
  the borders of their nation; only Core adventures are 
  available in a nation without a region assigned to it.  The 
  Circle evaluates gameplay numbers, as reported to the 
  RPGA, for Living Greyhawk each year, and will only 
  consider adding a nation without a region to one of the 
  currently existing regions based on those numbers. 
   
   
  Blight on Bright Sands 
   
  In addition to the regional play information listed above, a 
  new core mini-campaign, scheduled for a 2-year arc, began 
  in 2005. Called the Blight on Bright Sands, it involves 
  characters in a storyline set in and around the Bright 
  Desert. Characters may choose the Bright Lands as their 
  home region as part of this unique story arc. Please see the 
  campaign documentation for rules on character creation 
  and specific rules, found at www.wizards.com/lg.  
   
   
  Time Units 
   
  Your LIVING GREYHAWK hero can’t be everywhere at once. 
  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 
  (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 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 for playing an adventure is 
  found on the adventure record (AR). Usually, adventures 
  costs 1 or 2 TUs 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. However, you are allowed 
  multiple characters in the campaign, so if you run out, 
  make another character and keep playing.  
   
   
  Adventure Types 
   
  Regions define more than your character's home; they 
  determine which adventures are available for you to play. 
  There are four types of LIVING GREYHAWK adventure:  
  regional, metaregional, core, and core special. Chapter Ten 
  provides more information on which regions fall into 
  which metaregion. You may only play one PC in each 
  LIVING GREYHAWK adventure, and may only play a 
  LIVING GREYHAWK adventure once. 
    
  Regional Adventures: Each region publishes several 
  adventures each year, and these regional adventures are 
  only available for play in the corresponding real-world 
  region. Regional adventures 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 Highfolk regional adventures but 
  cannot play adventures from its home region while in 
  Wisconsin. Regional adventures advance plots and 
  introduce nonplayer characters important within that 
  region. Regional adventures usually cost characters 1 TU 
  for home region, or 2 TUs for non-home regions. Each 
  region is allowed to produce eight rounds of regional 
  adventures each year. 
   
  Regionals may not run outside their region for any reason. 
  This includes playtests and slot 0’s. The only exceptions to 
  this rule are circle approved, cross-regional events (and 
  then, only at the show site on the days of the show), and 
  the RPGA Open Gaming Fiesta. 
   
  Metaregional Adventures: All of the regions are grouped 
  into one of five meta-regions. Metaregions unite regions 
  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 metaregion. 
  Like regional adventures, metaregional adventures can 
  only be played in the real-world regions that make up the 
  Page 6 
  
   
  metaregion. Metaregional adventures advance larger plots 
  and introduce nonplayer characters important to the entire 
  metaregion. Metaregional adventures for your character's 
  home region usually cost 1 TU, or 2 TUs for metaregionals 
  that don't contain the home region. Each metaregion is 
  allowed to produce eight rounds of adventures a year. 
   
  Metaregionals may not run outside their metaregion for 
  any reason. This includes playtests and slot 0’s. The only 
  exceptions to this rule are circle approved cross-regional 
  events (and then, only at the show site on the days of the 
  show), and the RPGA Open Gaming Fiesta. 
   
  Core Adventures: Cores usually take place in the 
  nonregional areas of the game world: the City of 
  Greyhawk, the Nyr Dyv, the Duchy of Tenh, the 
  Underdark, etc. Core adventures can be played by any 
  character, anywhere in the world. Core adventures advance 
  campaign-wide plots and usually cost your character 2 TUs. 
  On average, there are twenty rounds of core adventures 
  each year, plus several more special adventures run at 
  select shows or venues (see below). 
   
  Core Special Adventures: These adventures can take 
  place in almost any location on Oerth. They often run at 
  the larger national shows and often have limited play. Core 
  special adventures are often one-shot adventures or give 
  greater detail to a larger core plotline. On average, there are 
  three to four rounds of core special adventures each year. A 
  core special is not the same as a core adventure when it 
  comes to options that you might have during a normal core 
  event. Adventure TUs for core specials vary greatly and can 
  range from 2 to 14 TUs -- possibly even higher. 
   
  If you don’t travel at all to play, your character can 
  participate in your regional and metaregional adventures 
  for the region you are in and all core adventures. If you 
  travel to play, then you open up your play opportunities 
  even more. With the current system, you can easily spend 
  your 52 TUs each year without ever leaving your home.  
   
   
  Campaign Documentation 
   
  You need to keep more than your character sheet with you 
  when you play. You also need documentation showing 
  how experienced your character is, and a list of 
  possessions. 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 adventure, you receive an 
  adventure record that details your character's awards for 
  that adventure. Any other changes to your character are 
  also recorded on the adventure's AR. When you add the 
  awards from an adventure you 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 have a record of all the adventures 
  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 track the bits of equipment 
  your character collects. 
   
  Chapter Four explains the adventure records and the 
  master item logsheet in detail. 
   
   
  Metacampaign 
   
  Anything that happens outside the game session are 
  considered metacampaign or metagame activity. Your local 
  triad should have a copy of their metacampaign activities 
  on their website for you to look through. Some examples 
  of what you can do are described below. 
   
  • Metacampaign Groups:  Join a bard's guild, become a 
  Knight of the Hart, join the Church of Rao, or become 
  an apprentice in the secret thieves guilds of Dyvers. 
  Each region may have dozens of groups that can add 
  flavor and background to your character, as well as 
  provide access to feats, spells, and items not normally 
  available to the common adventurer. Each of these 
  groups has requirements to join as determined by your 
  local triad. 
  • Introductory Adventures: These are for 1
  st level 
  characters and are aimed at those new to the campaign 
  (though any 1
  st level character can play them). 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 
  adventures, these have no set running time and allow 
  activities not available in a normal adventure. While 
  some interactives 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 they can be a lot of fun. 
  • Special Mission: These adventures are requested by 
  players. They range from meeting special in-game 
  requirements for prestige classes to going back to that 
  dungeon one last time to finish off the evil cleric and her 
  minions. Contact your local triad for that to happen. 
  Special missions are rare and not all are approved, but 
  they can be very satisfying experiences for your 
  character if completed. A player (not character) can only 
  participate in one special mission per year.  
   
   
  Online Play 
   
  As the internet continues to grow and amaze, the play of 
  some LIVING campaigns has spread to online play. The 
  following rules apply to the LIVING GREYHAWK campaign 
  for online play. 
  Page 7 
  
   
   
  • 
  Only events designated as ‘Core Adventures’ may 
  be played online. Under no circumstances may 
  regional, metaregional, or core special events be 
  played online. LIVING GREYHAWK is a regional 
  based campaign and playing of these types of 
  adventures goes against that goal. 
  • 
  The adventures must be ordered and reported just 
  like any other RPGA event. The DM must mail or 
  deliver in some fashion the signed AR’s to those 
  who participated. His signature must appear on 
  the paperwork. 
  • 
  Using teleconference/phone systems to conduct 
  play is considered online play for the purposes of 
  the LIVING GREYHAWK campaign.  
  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 above 1
  st level. Please be aware that 
  these guidelines, like the LIVING GREYHAWK Campaign 
  Sourcebook, will change. As more D&D or GREYHAWK 
  material is published, new options are add to the official 
  LIVING GREYHAWK rules. Very infrequently, these changes 
  mean previously available options become restricted--
  though this only happens 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 Player’s Handbook, 
  currently v.3.5, 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). There is a list of real world locations and 
  their corresponding LIVING GREYHAWK regions in 
  Chapters Two and 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 version of this sheet on the Downloads page of 
  the 
  LIVING 
  GREYHAWK 
  campaign 
  website 
  (www.wizards.com/lg). To help GMs facilitate play, all 
  players must use this character sheet. It makes it easier for 
  the DM to find what he is looking for when needed. With 
  your character sheet printed and your Player’s Handbook 
  v.3.5 ready, 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 for ability scores (page 169 of the Dungeon 
  Master’s Guide v.3.5.) The LIVING GREYHAWK setting is 
  considered a Tougher Campaign; hence, each character 
  uses 28 points to buy ability scores. For example, a 
  character's attributes might be purchased as follows: 
  Str 15: 8 points 
  Dex 13: 5 points 
  Con 14: 6 points 
  Int 10: 2 points 
  Wis 11: 3 points 
  Cha 12: 4 points 
  Apply racial adjustments 
  to 
  ability 
  adjustments 
  after the base scores are 
  determined. Thus, ability 
  scores range from 8–18 
  for humans, and 6–20 for 
  nonhumans. The point 
  cost chart is included here 
  for 
  your 
  convenience 
  (Table 3-1: Ability Costs). 
   
  Do not use this chart for 
  ability scores gained as 
  part of a character's level 
  advancement. 
  Those 
  points count as one, full 
  ability point as explained in the Player's Handbook v.3.5. 
  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 
   —    
  20      +5 
   
   
   
  Step 2: Race and Class 
   
  You may choose any race and class option described in the 
  Player's Handbook v.3.5. You may also choose a class listed 
  in the Expanded Creation Options section, listed below. 
  The LIVING GREYHAWK campaign also uses the following 
  special rules for character creation. These override or limit 
  the character options in the PHB. 
   
  Human characters should choose one of the subraces of 
  humanity explained in Chapter 2 of the LIVING GREYHAWK 
  Gazetteer as their primary racial background These 
  subraces include 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 halflings. All half-orcs are human/orc crossbreeds. 
  When choosing a subrace that is not in the PHB, please see 
  Table 3-2 on the following page for information on the 
  races above not listed in the PHB. 
   
  The Touv are detailed in the out-of-print Greyhawk 
  accessory, The Scarlet Brotherhood.  For those without 
  access to that accessory, a brief description follows 
  (reprinted from that accessory): The Touv people have dark 
  brown or black skin; blue or brown eyes, with black eyes 
  being rare; and straight or wavy hair.  They have rounded 
  facial features and are typically shorter than most people of 
  the Flanaess, with the tallest Touv reaching about 5'10" in 
  height.  While most Touv males do not have facial hair, 
  certain subgroups can grow narrow beards on their chins.  
  Women's figures are often round and lush.  The Touv 
  Page 9 
  
   
  reside almost exclusively in Hepmonaland.  They 
  speak Touv, a complex language that is a polyglot of tribal 
  tongues containing many words that mean the same thing. 
   
  When picking bonus languages, new characters 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. New 
  PCs may also select Touv (see previous paragraph) as a 
  starting language. See the campaign website for a complete 
  list of languages. 
   
  You must choose a non-evil alignment that 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 a short list of deities 
  (Table 3-4: Allowed Deities in Living Greyhawk - this is 
  only a partial list) allowed in the campaign that appear in 
  the Player's Handbook; the complete list of all allowable 
  deities appears on the Living Greyhawk website. The list 
  contains only the deity’s name, alignment, domains, and 
  favored weapon. If two weapons are listed, either may be 
  used as the favored 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.wizards.com/lg. 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 do, they must pick from the same chart as clerics. 
   
  Check the campaign website for the most recent version of 
  the LIVING GREYHAWK deity document. This will also 
  include updates to domains as new books come into the 
  campaign. 
   
  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 PHB. 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 may choose to take one of many 
  prestige classes found in the Dungeon Master’s Guide 
  v.3.5, the Complete series of player guides, the new Races 
  series of player guides or those found in LIVING 
  GREYHAWK Journal. Chapter Five of this document goes 
  details some of the requirements needed to take the more 
  exotic prestige classes. Consult that chapter before 
  selecting a prestige class.  
  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 
  Ranger 
  None – As standard elf 
  Mountain Dwarf 
  as standard dwarf 
  Fighter 
  None – As standard dwarf 
  Tallfellow Halfling 
  as standard halfling 
  Rogue 
  Yes – See MM v.3.5 page 149 
  Deep (Stout) Halfling as standard halfling 
  Rogue 
  Yes – See MM v.3.5 page 150 
   
   
  Step 3: Hit Points 
   
  At creation assign your starting character the maximum hit 
  points possible for the chosen 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 
   
  Characters spend their starting skill points on skills listed 
  in the Player’s Handbook v.3.5 taking into account the 
  change to Knowledge (local) described below. 
   
  You can choose any feat from the Player’s Handbook v.3.5 
  that your character meets the requirements for. A character 
  may not select feats from outside the PHB until they have 
  reached 3
  rd level (with a few exceptions; see the “Expanded 
  Feat Options” below). For more information on taking a 
  feat not found in the PHB, please refer to Chapter Five: 
  Class Guidebook and Metagame Policy. 
   
  A few skills need 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 regional adventures.  
   
  Knowledge Skill: You may only choose Knowledge skills 
  specifically listed in the PHB.  
   
  Knowledge (local): In the LIVING GREYHAWK campaign 
  this skill needs some further specialization due to its 
  regional nature. When you take ranks in Knowledge (local) 
  you must pick a subset. The subsets choices are: Core; 
  Sheldomar Valley MR; Velverdyva MR; Iuz Border States 
  MR; Nyrond & Environ MR; and Splintered Suns MR. 
  While in Keoland, use Knowledge: (local [Sheldomar 
  Valley MR]) for any checks required during the event. All 
  regional and metaregional events use the metaregion 
  knowledge for the metaregion they belong to. All core 
  Page 10 
  
   
  events use Knowledge (local [Core]) regardless of where 
  they are set. If you do not have ranks in the needed subset, 
  you cannot make a trained Knowledge (local) check. 
   
   
  Step 5: Equipment 
   
  Characters receives maximum gold pieces for their starting 
  class from the PHB  Table 7-1.  
  During character creation, you purchase character 
  equipment from the trade goods, weapons (small & 
  medium sized), armor, and goods and services sections of 
  Chapter 7: Equipment in the PHB. 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 details purchasing expanded 
  gear as you adventure and gain more money. 
    
  The carrying capacity rule is used in the LIVING 
  GREYHAWK campaign, so track 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 
  characters operate is determined by where you actually 
  live. You may choose a different home region for a 
  character, but the character 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. Characters may have been 
  born elsewhere and traveled to your current home.  
   
  Each year on January 1
  st, you may change your character’s 
  home region. This becomes the character’s home region 
  for the rest of that year. If you move to a different region in 
  the real world, you may petition the point-of-contact triad 
  (POC) for your new region asking permission to change 
  your GREYHAWK home region as well. You are not required 
  to change your home region when you move, but you will 
  suffer out-of-region penalties when playing regionals 
  where you live. 
   
              Expanded Creation Options 
   
  In addition to the creation options normally available to all 
  LIVING GREYHAWK characters, some special options 
  exist for new characters created or existing characters 
  active in the campaign. Some of these options are new feat 
  choices from “Greyhawk: Regional Feats of Oerth” and 
  “Greyhawk Feats: More Regional Feats of Oerth”, articles 
  appearing in Dragon #315 and #319, respectively. See 
  Chapter Five for specific source information. Paizo 
  Publishing has copies of Dragon #315 currently available 
  for download, and you can still purchase hard copies of 
  Dragon #319. Go to www.paizo.com for details. You must 
  bring a printout or original of the Dragon Magazine 
  containing the article or articles relevant to the table with 
  you, as with all non-core rules items. 
   
  See the table below for a listing of feats available to your 
  character at any level in your region (provided you meet 
  the prerequisites – some cannot be taken at 1st level). Any 
  feat available to your character from the chart below is 
  available to you from 1st level onward (unless an in-game 
  circumstance otherwise dictates a change). Human 
  characters with mixed heritage (such as a human with both 
  Suel and Oeridian blood) must choose one race from 
  which to draw these feats. 
   
  Also, in addition to feat options, you may create a 1st-level 
  character of any of the following new base classes. Starting 
  gold is listed after each class. You must have the 
  appropriate rulebook with you at all times to reference 
  your character’s class (or classes). Consult Chapter Five for 
  specifics on the new classes. Note that these classes are 
  open to all characters, regardless of level, provided the 
  character meets the class requirements. 
   
  • 
  Marshal (Miniatures Handbook) – 200 gp 
  • 
  Hexblade (Complete Warrior) – 240 gp 
  • 
  Swashbuckler (Complete Warrior) – 240 gp 
  • 
  Favored Soul (Complete Divine) – 200 gp 
  • 
  Warmage (Complete Arcane) – 120 gp 
  • 
  Scout (Complete Adventurer) – 200 gp 
   
   
  Learning New Arcane Spells 
   
  At the end of any adventure, wizard characters may 
  attempt to learn as many new arcane spells as they have 
  caster levels, as long as they have a source for those new 
  spells (a spellbook from another character playing in the 
  session, a spellbook plundered from an enemy wizard, 
  campaign documentation allowing a spell, or a scroll). 
  However, the two spells a wizard receives for level 
  advancement are bonus spells learned, and don’t count 
  toward this after-adventure maximum. Use the standard  
  rules and costs for scribing new spells from the PHB. 
  Learning these spells does not cost additional TUs. A 
  character may take 10 on this roll per the rules in the PHB. 
   
  A character may not select a spell from outside the PHB 
  until they have reached 3
  rd level. For more information on 
  taking a spell not found in the PHB, please refer to Chapter 
  Five: Class Guidebook and Metagame Policy. 
   
   
   
   
   
  Page 11 
  
   
   
  Table 3-3: Expanded Feat Options 
  Class, Race, or Region 
  Feats Available 
  Sorcerer 
  Draconic Heritage (Complete Arcane) 
  Dwarf, hill 
  Dwarflore, Mercenary Background 
  Dwarf, mountain 
  Deepseer, Dwarflore 
  Elf, gray 
  Elflore, Well Read 
  Elf, high 
  Ehlonna’s Way, Elflore 
  Elf, wood 
  Driftwalker, Ehlonna’s Way 
  Gnome, rock 
  Gnomelore, Rustic Charm 
  Half-elf 
  Elflore, Well Traveled 
  Half-orc 
  Badge of Bondage, Raider’s Spirit 
  Halfling, lightfoot 
  Halfling Lore, Well Traveled 
  Halfling, deep (stout) 
  Deepseer, Halfling Lore 
  Halfling, tallfellow 
  Elflore, Halfling Lore 
  Human, Baklunish 
  Jinnbond, Tongue of Mouqol 
  Human, Flan 
  Horselore, Lays of the Northern Adepts 
  Human, Oeridian 
  Born Follower, Noble Soul 
  Human, Olman 
  Jungle Fighter, Raider’s Spirit 
  Human, Rhennee 
  Rhennlore, Well Traveled 
  Human, Suel 
  Pureblooded Suel, Well Read 
  Human, Touv 
  Jungle Fighter, Noble Soul 
  Ahlissa, Adri/Innspa 
  Badge of Bondage, Celestial Scion (no House of Naelax), Rustic Charm, Well Read, World Weary 
  Ahlissa, Naerie 
  Badge of Bondage, Celestial Scion (no House of Naelax), Rustic Charm, Well Read, World Weary 
  Bandit Kingdoms 
  Badge of Bondage, Blooded, Orc Blooded, Rapscallion, World Weary 
  Bissel 
  Blooded, Border Watch, Mercantile Background, Mercenary Background, Tongue of Mouqol 
  Bone March (Knurl) 
  Blooded, Landless Nobility, Orc Blooded, Raider’s Spirit, World Weary 
  Bright Lands 
  Blooded, Desert Fighter, Vathrin Stigmata 
  Dullstrand 
  Mercantile Background, Rapscallion, Rustic Charm, Spirit of the Sea 
  Dyvers 
  Mercantile Background, Rapscallion, Rhennlore, Well Read 
  Ekbir 
  Mercantile Background, Spirit of the Sea, Well Read 
  Furyondy 
  Blooded, Border Watch, Exercises of Arnd, Noble Soul, Rustic Charm, Well Read 
  Geoff 
  Blooded, Border Watch, Giantkiller, Landless Nobility, Mountain Fighter, World Weary 
  Gran March 
  Blooded, Border Watch, Born Follower, Mercantile Background 
  Highfolk 
  Border Watch, Ehlonna’s Way, Elflore, Mercantile Background 
  Keoland 
  Giantkiller, Rustic Charm, Well Read 
  Ket 
  Blooded, Border Watch, Mercantile Background, Tongue of Mouqol 
  Lordship of the Isles 
  None 
  Nyrond Imperium 
  Blooded, Border Watch, Exercises of Arnd, Rustic Charm, Sagacious Method, Well Read 
  Onnwal 
  Badge of Bondage, Blooded, Mercantile Background, World Weary 
  Pale, Theocracy of the 
  Born Follower, Noble Soul 
  Perrenland 
  Driftwalker, Mercenary Background, Mountain Fighter 
  Sea Barons 
  None 
  Shield Lands 
  Blooded, Defensive Expert, Noble Soul, World Weary 
  Sunndi 
  Border Watch, Defensive Expert, Elflore, Rustic Charm 
  Tusmit 
  Mercantile Background, Mercenary Background, Mountain Fighter 
  Ulek, Principality of 
  Landless Nobility, Mercantile Background, Mountain Fighter, Noble Soul 
  Urnst, County of 
  Mercantile Background, Rapscallion, Rustic Charm, Well Read 
  Urnst, Duchy of 
  Mercantile Background, Mountain Fighter, Rustic Charm, Well Read 
  Veluna 
  Noble Soul, Rustic Charm, Well Read 
  Verbobonc 
  Elflore, Mercantile Background, Well Read 
  Yeomanry 
  Badge of Bondage, Blooded, Defensive Expert, Mountain Fighter, Noble Soul 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 12 
  
   
   
   
   
  Table 3-4: Allowed Player’s Handbook Deities in Living 
  Greyhawk (other choices in the LG Deities Document) 
   
   
   
  Level Caps 
   
  The following are the level caps (maximum character 
  levels) allowed within the campaign:  
  • 
  Upon reaching 16
  th level, a character is retired 
  from the campaign and may only play in events 
  specifically designated as high-level adventures. 
  In addition to standard adventures (core, 
  regional, 
  and 
  metaregional), 
  unplayable 
  adventures include all interactives, special 
  missions, and other events. Their concerns have 
  grown to encompass dangers and threats beyond 
  what mere mortals must deal with. The first of 
  these higher-level events is scheduled for a 
  spring/summer 2006 release. If a triad member 
  believes that you are avoiding retirement (by 
  death, playing down, creating unneeded MIC 
  items, etc.) then they can report you to their 
  circle representative and your character may be 
  retired into the high level campaign regardless of 
  level. Respect the spirit of the rules and move on 
  when your time comes. 
  • 
  A character that is four or more levels higher than 
  the maximum APL supported by an adventure 
  may not participate in that adventure.  
  Name 
  Align 
  Domains 
  Weapon
  Greater Gods 
  Boccob 
  N 
  Knowledge, 
  Magic, Trickery 
  Quarterstaff 
  Corellon 
  Larethian 
  (elven) 
  CG 
  Chaos, Good, 
  Magic, 
  Protection, War 
  Longsword 
  Garl Glittergold 
  (gnomish) 
   
  NG 
  Good, 
  Protection, 
  Trickery 
  Small greataxe 
  Moradin 
  (dwarven) 
  LG 
  Earth, Good, 
  Law, Protection 
  Warhammer 
  Pelor 
  NG 
  Good, Healing, 
  Strength, Sun 
  Heavy mace 
  Yondalla 
  (halfling) 
  LG 
  Good, Law, 
  Protection 
  Small 
  longsword 
   
   
   
   
  Intermediate Gods 
   
   
   
   
  Ehlonna 
  NG 
  Animal, Good, 
  Plant, Sun 
  Longbow or 
  longsword 
  Fharlanghn 
  N 
  (NG) 
  Luck, Protection, 
  Travel 
  Quarterstaff 
  Heironeous 
  LG 
  Good, Law, War 
  Battleaxe or 
  longsword 
  Kord 
  CG 
  Chaos, Good, 
  Luck, Strength 
  Greatsword 
  Obad-Hai 
  N 
  Air, Animal, 
  Earth, Fire, Plant, 
  Water 
  Quarterstaff 
  Olidammara 
  CN 
  Chaos, Luck, 
  Trickery 
  Rapier 
  St. Cuthbert 
  LG 
  (LN) 
  Destruction, 
  Good, Law, 
  Protection, 
  Strength 
  Club 
  Wee Jas 
  LN 
  (LE) 
  Death, Law, 
  Magic 
  Dagger 
  • 
  If the table of characters exceeds the maximum 
  APL of the adventure, but the individual 
  characters are all eligible to play that adventure, 
  then that table plays at the maximum APL 
  allowed in the adventure. 
    
   
  Lifestyle and Upkeep 
   
  Your character usually has expenses to pay to stay healthy 
  and well supplied. The gold required to support characters 
  during and after adventures is called upkeep. Think of 
  upkeep as a living expense. Usually your character spends 
  12 gp per TU. This expense is the adventurer standard. 
  Spending this gold allows characters to spend time in 
  warm beds, eat hearty meals, travel in relative comfort (for 
  adventurers), replenish rations, mend clothing and 
  equipment, refill healing kits, restock up to twenty normal 
  arrows and bolts (found on Table 7-5: Weapons of the 
  PHB), and properly heal between adventures. Characters 
  paying the adventurer standard (or higher) heal all 
  temporary ability damage before the beginning of the next 
  adventure.  
   
  If your character suffered from a disease during the 
  adventure, paying the adventurer standard still requires 
  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. You also heal any ability damage 
  between adventures and fight off any further infection in 
  many cases, but the special effects and requirement for 
  diseases including magical healing for mummy rot, the 
  permanent drain of demon fever, the persistence of devil 
  chills, or the blindness of blinding sickness stay in effect 
  and are reported on the play notes until the requirements 
  rectifying the specific damage are met. When playing a 
  multi-round adventure and where you paid adventurer 
  standard (or higher) upkeep, you must finish all the 
  adventure rounds to gain this benefit.  
   
  You may choose not to pay the adventurer standard. 
  Choosing this option, you retain temporary ability damage 
  into the next adventure, 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 succeed a Survival check (DC 20), you may heal 
  temporary ability damage as if you had paid the adventurer 
  Page 13 
  
   
  standard, refill spell 
  component 
  pouches 
  and healer's kits, and 
  restock twenty arrows 
  and 
  bolts 
  if 
  your 
  character has at least 
  four ranks in Craft 
  (bowmaking); 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 
  and 
  permanent 
  ability 
  drain transferring to 
  the next adventure are 
  recorded in the play 
  notes section of your 
  adventure record. 
   
  You may also pay more gold to live better than the average 
  adventurer. Beyond the adventurer standard are rich and 
  luxury upkeeps. For a cost of 50 gp for each TU spent, rich 
  upkeep gives you the same benefits as the adventurer 
  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 grants 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.  
   
  Declare your upkeep to your DM before play begins. 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 create a character, list all of your starting 
  equipment purchased from the PHB on your character 
  sheet. In the future, record purchases on the MIL. Items  
  from the PHB are not tracked on the MIL. Please see 
  Chapter Four for more details. After each adventure, you 
  receive an adventure record certificate. On the bottom left 
  of this certificate, your DM awards you experience points. 
  On the bottom right of the sheet, you record the gold piece 
  value of your share of the loot and any purchases or sales 
  you make. This certificate also tracks the number of time 
  units 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, and 
  adds the adventure to your play history. Like the master 
  item logsheet, the adventure record is described in 
  Chapter Four. 
   
   
  Trade Policy 
  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 in the final total XP
  box on your adventure record is
  enough to gain a new level, 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 58-59 in the 
  PHB in the exact order it shows
  before you play that character
  again. 
   
  Items appearing on a master item logsheet or 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. Coin, 
  surviving items, and anything purchased with borrowed 
  gold reverts back to your character at the end of the game. 
  You may not loan money to a friend to buy an item you 
  cannot normally buy for yourself. Items that the lender is 
  not allowed to keep must be sold and as much gold as 
  possible returned in its place. Anything spent to pay 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).  
   
  Adventure records are linked to both the character and 
  player whose names 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 zero cash value (US $0.00) 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, is penalized by sanctions 
  imposed by the campaign staff, up to and including 
  banning 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 created without the campaign staff’s 
  approval. In addition, no benefit or LIVING GREYHAWK 
  certificate of ANY type may 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 still designate an adventure as a 
  benefit and donate the entry fee to charity.  
    
  Page 14 
  
   
   
  Guidelines for Ethical Play  
   
  In the LIVING GREYHAWK campaign, we expect that you 
  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 
  game judge and uses the D&D rules to decide the 
  effects of your character’s actions and NPC’s actions.  
   
  Game Masters 
   
  • 
  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, 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 game masters, and do not 
  overrule them without careful investigation. 
  • 
  Abide by the expectations that apply to the players and 
  the game masters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 15 
  
   
  Chapter Four: Adventure Record & Master Item Logsheet 
  So, you created a character, and you are ready to play. You 
  just finish playing your first LIVING GREYHAWK adventure, 
  and the game master hands you a complicated looking 
  form to fill out. You look at it, scratch your head, and then 
  elbow the player next to you asking what it is. You discover 
  it is your adventure record, and you get one with every 
  adventure you play. The player also shows you a master 
  item logsheet with all the cool things that character’s 
  picked up while adventuring. Looks pretty neat, but you 
  need some more information. Well keep reading my 
  friend. 
   
  The adventure records documents your progress in the 
  LIVING GREYHAWK campaign showing what you have 
  played, earned, and seen in your travels. With out these 
  records, you could just write 10
  th level on the top of a 
  character sheet without justifying how you got there. 
  Though the adventure record and master item logsheet 
  may seem a bit intimidating, they are actually very easy to 
  use and offer you many options throughout your 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. With that share, you can equip your character 
  with a reasonable selection of mundane and magical 
  equipment to help you face greater challenges at greater 
  levels. While magic is rarer in GREYHAWK than on other 
  worlds of the 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 
  in gaining these items could determine your fate, and the 
  fate of your region in years to come. 
   
  After each adventure, you receive an adventure record. It 
  contains all the information needed to advance your 
  character and record what was found and what transpired. 
  As you play more and more, the adventure records track 
  your character’s history. From the first adventure played to 
  the current one, they provide proof of your heroic deeds. 
  Keep them safe. If you lose them, you have no way of 
  showing what level you are or what equipment you have. 
  We recommend making copies of your current ARs or 
  scanning them into a computer to give you some security 
  in case something bad happens. 
   
   
  The Adventure Record 
   
  Inch-By-Inch 
   
  You will find a sample adventure record later in this 
  document. We numbered each component for easier 
  reference as we walk through how you complete an AR 
  and discuss the special 
  rules for using them. If 
  you have questions, read 
  Chapter Nine: LIVING 
  GREYHAWK 
  FAQ, 
  ERRATA 
  & 
  RULES 
  VARIATIONS.  If you still 
  cannot find an answer, 
  contact your local triad's 
  point of contact. 
   
  1. Player/Character 
  Certification: 
   
  The first blank certifies 
  the 
  character's 
  name 
  followed 
  by 
  current 
  classes and class levels. 
  The 
  blank 
  below 
  it 
  certifies the player’s name 
  and RPGA number. If you 
  don’t 
  have 
  an 
  RPGA 
  number, ask your DM or 
  the Senior DM to sign up. 
  Below these fields, the AR 
  states the name and type 
  of 
  adventure 
  (either 
  regional, 
  core, 
  core 
  special, or metaregional) 
  and the region where the adventure took place. Neither 
  players nor characters may participate in the same 
  adventure twice.  
  Instant FAQ: 
  What happens if I lose my 
  adventure records? 
   
  If it is a small number of adventure
  records (for example, from your
  last convention or gameday), try to
  have them replaced as soon as
  possible 
  (contact 
  the 
  event 
  coordinator for replacements).  
  For a larger loss (or loss of all
  records), report your loss to your
  triad immediately. Your triad will
  assign your character a total gp
  value that can be used to re-equip 
  the character with items that
  character currently has access.  
   
  Are photocopies of my adventure
  records OK? 
   
  Yes. You are encouraged to keep
  photocopies (or scanned copies) of
  all your adventure records. These
  photocopies serve as legitimate
  representations of your adventure
  records in the event of their loss. 
  However, if you have the originals,
  they must be used. 
   
  2. Play Notes and DM Certification: 
   
  The upper left corner of this section contains the heraldic 
  symbol for the region where the adventure takes place. To 
  the right of the symbol is the play notes section. Your DM 
  will note anything carrying over to the next adventure in 
  this section. We have included some of the more common 
  notes as check boxes to make the DM’s job a bit easier. 
  Please fill in your character’s home region. The bottom of 
  this section is the DM’s certification of the adventure 
  record. GMs don't sign and date the AR until it is 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, game day, or home game 
  Page 16 
  
   
  where you played this adventure. Examples are Gencon 
  2002, Mialee’s Gameday IV, or Basement Home Game III.  
   
  3. Adventure Record #: 
   
  Number every adventure record receive in sequential 
  order. For your first LIVING GREYHAWK adventure, write a 
  "1" in this box. If you played before, add one to the number 
  on your last AR.  
   
  4. Level of Play: 
   
  Your DM circles one of these listings to note what level 
  you played this adventure at as determined by your average 
  party level (APL). The maximum experience points and 
  gold piece value available for your character at that play 
  level are also listed. Keep in mind your character is usually 
  awarded experience points and gold pieces below these 
  maximums. Characters are never awarded experience 
  points above these maximums and only awarded gold 
  pieces above these maximums by pursuing other means 
  such as through skills (as detailed in Chapter Six: Beyond 
  the Core Rules) directly after a regional adventure. 
   
  5. Adventure Information 
   
  This section presents information specific to the adventure 
  that may influence your character during item selection 
  and beyond. Usually, this section includes items that 
  expand your character’s item selection choices and details 
  items that your character may acquire upon fulfilling the 
  necessary requirements.  
   
  The sample AR shows the Highfolk regional adventure, 
  Don’t Fear the Old One. Ashley's character Mialee 
  discovers a rod of substitution [fire], an item found in 
  Complete Arcane. The information on the certificate gives 
  all the information needed to adjudicate this item in play. 
  In this case, that information includes the metamagic feat 
  that the rod’s ability duplicates. After the normal magic 
  item information block is the item’s requirements for 
  magic item creation (see Chapter Seven). The adventure 
  information section may also contain special game effects, 
  or the requirements to discard cursed items.  
   
  Encountering this rod gives Mialee enhanced magic item 
  acquisition abilities. She can buy it after this adventure as 
  part of her treasure split. If Ashley chooses to buy the item, 
  she must show her DM this certificate every time she plays 
  in a game where Mialee carries the rod. Currently, Mialee 
  does not have enough cash to buy the rod, but she may 
  have the chance to do so later. 
   
  6. Items Found During the Adventure 
   
  Initially, characters are limited to what you can purchase 
  for the Players Handbook v.3.5 (see Chapter Three for 
  details). Once your character starts adventuring, a whole 
  new world of possibilities opens up. Items found while 
  adventuring are listed in the adventure section of your ARs 
  and expand the list of equipment you can purchase for 
  your character. Depending on the APL you play, you gain 
  the ability to purchase new items for your character either 
  after an adventure or in the future when you save up 
  enough gold pieces.  
   
  Once your character has completed one LIVING 
  GREYHAWK adventure, you may purchase equipment based 
  on the following rules. All references to the D&D core 
  rulebook assume v.3.5 unless specified otherwise.  
   
  • Anything in the PHB from the following tables. 
  o Table 7-3:  Trade Goods 
  o Table 7-5: Weapons (small & medium sized) 
  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 the DMG Table 7-17 with a 
  market price of 750 gp or less. 
  • Any Scroll from the DMG Tables 7-23 & 7-24 with a 
  market price of 750 gp or less. 
  • Any +1 weapon of a type listed on Table 7-5: Weapons 
  (small & medium sized) in the PHB. (Composite bows 
  are limited to a +4 Strength bonus). 
  • Any +1 armor or +1 shield of a type listed on Table 7-6: 
  Armor & Shields in the PHB. This includes barding as 
  listed in the PHB at normal costs. 
  • You may upgrade any standard masterwork weapon 
  (ammunition in groups of 50), armor, or shield into a +1 
  version of that item. Purchase these by paying the 
  difference between the masterwork market value and 
  the +1 market value. You may only upgrade an item to +1 
  if the resulting item is still considered a standard item by 
  the MIC rules . 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 on page 284 in the DMG. 
  • You may purchase a normal, masterwork, or +1 weapon 
  of a type listed on Table 7-5: Weapons in the PHB 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 
  o Amulet of Health +2 
  o Cloak of Charisma +2 
  o Gauntlets of Ogre Power 
  o Gloves of Dexterity +2 
  o Headband of Intellect +2 
  o Periapt of Wisdom +2 
  • 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 
  Page 17 
  
   
  Chapter Seven: Magic Item Creation for more on how to 
  determine if an item is considered standard. 
  • The character has campaign or regional 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. 
   
  • Potion of Shield (any source) 
  • Ring of Animal Friendship 
  • Ring of Shield (year 1 Highfolk certificate) 
   
  So let’s say our intrepid adventurer, Mialee, played the 
  adventure listed in the sample AR at APL 4. First, the DM 
  crosses off the lists for APL 6 and APL 8 -- she doesn't have 
  access to those items. She has access purchase to following 
  six items. 
   
  • Wand of Magic Missiles (Adventure; 1
  st-level caster; 
  DMG) 
  • Potion of Mage Armor (Adventure; 2
  nd-level caster; 
  DMG) 
  • Bracers of Armor +2 (Any, DMG) 
   
  And from APL 4 
   
  • +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 
  standard 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 metaregional or regional adventure set 
  in the region’s metaregion that appears on the AR on 
  which the item was found.  
  • Core: This item may only be bought directly after the 
  play of any core adventure, including core specials.  
  • 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 in ways detailed 
  in the requirements section of the item description. 
  Once it is discarded, the DM who adjudicated its 
  removal records this change in the play notes. Cursed 
  character must have this item on their item list until it is 
  discarded. You must show the DM this adventure cert 
  before the beginning of each game you participate in. 
  Failing to reveal cursed items your DM results in 
  disqualification from that session and carries a penalty of 
  no less than 2 TUs. These TUs represent a state of 
  emotional imprisonment suffered as malign effects of 
  the cursed item: usually paranoia or something 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.  
   
  Meta-organization Access Benefits are considered to be 
  Frequency: Any with the following exception. Meta-
  organization Access Benefits for magic items, mundane 
  items, special materials, upgrades, and arcane spell 
  acquisition are considered to be both Frequency: Regional 
  (in the Region(s) in which the meta-organization exists) 
  and Frequency: Metaregional (in the Metaregion(s) in 
  which the Region (s) exists). PCs may no longer spend TUs 
  to change the Frequency of these items to Any. 
   
  Mialee gains access to the wand of magic missiles first. It 
  has a frequency of adventure, so if she wants this item, she 
  must buy it at the end of this adventure or the three that 
  follow and record the purchase on AR where she makes 
  the purchase. On the other hand, the bracers of armor +2 
  have a frequency of any. She may purchase that item 
  before or after any LIVING GREYHAWK adventure she plays. 
  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 future Highfolk regional adventures. 
   
  The second part of the information block is the caster level 
  of the item. Most items found in an adventure have the 
  minimum caster level needed to create them. Occasionally, 
  characters find items with higher caster levels. 
   
  Next comes the gold piece cost for items not listed in the 
  three core rulebooks. Characters must pay this price unless 
  the player has campaign documentation allowing 
  otherwise. 
   
  The last bit of information is the rules source where the 
  item is described in detail. Most items are from the 
  Dungeon Master’s Guide. The reference may direct you to 
  the middle of the AR if the item in the adventure is not 
  found in the DMG. 
   
  The paperwork for buying and selling items happens at the 
  end of the adventure. Page 19 of this document details how 
  to record these transactions on the adventure record. 
  Recording the items on your master item logsheet is 
  covered later under Items Bought. 
   
  7. Starting Time Units 
   
  In this box, write the number of time units remaining for 
  this character before starting an adventure. New LIVING 
  GREYHAWK characters start with 52 TUs. For characters 
  Page 18 
  
   
  you've already played, carry over the TUs remaining 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 to 52 (unless something from the previous 
  year has reduced this starting total).  
   
  8. Time Unit Cost 
   
  This value is the cost in time units for this adventure. Core 
  adventures costs two TUs per round. Regional and 
  metaregional adventures cost one TU per round for in-
  region characters and two TUs 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 campaign option completed after an adventure cost 
  additional time units. Some examples are: creating magic 
  items, or practicing a craft or profession. If something 
  happens in the adventure that requires additional TUs, 
  they are recorded here. 
   
  10. Time Units Remaining 
   
  Subtract the TU cost and any additional TUs spent from 
  your starting total and record the difference here. This 
  number is your starting total for your next adventure. 
   
  11. Starting XP 
   
  Enter the number of experience points you had before this 
  adventure began. New LIVING GREYHAWK characters start 
  with 0 XP. For characters you've already played, use the 
  final XP total from your previous adventure record. 
   
  12. XP Lost or Spent 
   
  Some campaign events cause you to lose experience points. 
  Record that loss in this box. The most common XP drain is 
  magic item creation. A subtotal box is included on the AR 
  to streamline the math. 
   
  13. XP Gained 
   
  Enter the experience gained during the adventure in this 
  red box. This number cannot be greater than the max. XP 
  possible for the APL you played. In the sample adventure 
  record, the adventure was played at APL 4; the character 
  could not earn more than 675 XP.  
   
  14. Final XP Total 
   
  Record your final XP total in this box. To calculate final 
  XP, take the starting XP (11), subtract XP lost or spent (12), 
  and add XP gained (13). When you gain enough XP to 
  advance a level, you must take that level and make the 
  required choices (skills, feats, spells, etc.) before playing 
  the character again.
   
  15. Starting GP 
   
  This amount is the gold piece total your character had at 
  the start of the adventure. New LIVING GREYHAWK 
  characters start adventuring with the gold remaining after 
  they 
  purchase 
  their 
  starting 
  equipment. 
  Existing 
  characters use the final gp total from the previous 
  adventure record. The campaign does not track fractions or 
  any coin less than a gold piece.  
   
   
  16. Lifestyle Costs and other Coin spent 
   
  Chapter Three discussed lifestyle cost. To summarize, 
  lifestyle covers all the expenses between adventures -- the 
  mundane stuff that we don't want to micromanage. Use 
  this section of the AR to record those expenses. 
   
  Pay your lifestyle at the beginning of an adventure. 
  Lifestyle benefits and attempting to live off the wild are 
  detailed in Chapter Three. After the adventure, check the 
  appropriate lifestyle box on the AR. If you are living off the 
  wild, choose “none” and write, “lived off the wild,” on the 
  sheet. Multiply the lifestyle chosen by the time units spent 
  and record that sum in the lifestyle cost box. A lifestyle 
  cost must be paid on the same adventure record where TUs 
  are spent. unless you have regional or campaign 
  documentation stating otherwise. For example, to spend 3 
  TUs crafting a magic item requires you also spend the 
  appropriate lifestyle cost. If you receive free lifestyle from 
  regional or campaign documentation, please have the DM 
  write a brief note referencing the benefit in the Play Notes 
  section of the adventure record. 
   
  Sometimes you spend gold during an adventure for things 
  that aren't recorded on your master item logsheet. Other 
  coin spent tracks these intangibles. Examples include 
  donating money to a church, bribing a villager for 
  information, or paying a thug to ransom a captured party 
  member 
   
  The sum of your lifestyle cost and other coin spend is your 
  total coin spent. Follow the arrow on the AR and write this 
  total in the box under your starting gp.  
   
  Use the subtotal boxes in this part of the AR for your 
  convenience. Depending on what you buy and sell, you 
  may not need them. Put a line through unused boxes. 
   
  17. GP Gained 
   
  This red box is where you put the gold pieces earned 
  during an adventure. The APL played determines the 
  maximum amount that can be gained. Using the example 
  AR, if the character had no special considerations and 
  played at APL 8, a maximum of 1,250 gp is possible. 
  Page 19 
  
   
  Page 20 
   
  Gold pieces gained cannot be greater than the max gp 
  possible from the APL played unless one of these two 
  things occurs: 
   
  1. The character has campaign documentation allowing 
  additional income. The documentation specifies how 
  gold is earned. 
  2. The character uses the rules in Chapter Six: Beyond the 
  Core Rules to earn additional money after a regional 
  adventure. 
   
  18. Items Sold 
   
  As your character gains levels, old equipment becomes less 
  effective. The trusty longsword your father gave you 
  worked slaying orcs, but doesn't make the cut with 
  shadows. You sell off the old and buy newer items. Record 
  these transactions under items sold.  
   
  On the left, record which item you sold. Write the FULL 
  value of the item to the right. If you sell more than five 
  items, use the back of the adventure record to record 
  everything but make a note to, "see the back." Once 
  finished, total up everything sold and write that amount in 
  total value of sold items. Divide that value by 2 and record 
  the difference in the green gp gained box.  
   
  You need to keep notes on your character sheet and master 
  item logsheet when you sell items. These note 
  requirements are covered later in this chapter when 
  discussing the new master item logsheet. 
   
  19. Items Bought 
   
  Now that you sold off the old stuff, you're probably 
  champing at the bit to buy that new sword or wand you 
  saw at Adventure Gio's Trading Post. Like selling items, 
  you keep notes on your master item logsheet when 
  purchasing new equipment. More details on that in a bit. 
   
  Using the space provided, record your purchases along 
  with their FULL value. You must record every item you 
  purchase. If you run out of room, you may use the back of 
  the adventure record but 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 record this amount. Remember, you 
  cannot spend more gold than you have. It sounds pretty 
  obvious, but you would be surprised the questions DM’s 
  get asked some days. 
   
  Remember to check 6. Items Found During the Adventure 
  above for exactly what you are allowed to purchase. If you 
  cannot show the DM your documentation allowing the 
  purchase of an item, GMs is fully within their rights to 
  refuse you. 
   
  20. Final GP Total 
   
  The last step and you are done. Total everything from your 
  starting gp down to gp spent and write that number in the 
  final gp total box. That's your new starting total for your 
  next adventure. Hand the completed sheet to your DM 
  along with your last adventure record for verification of 
  your starting totals. Once signed, you get his documents 
  back. You are now ready for your next exciting GREYHAWK 
  adventure. 
   
   
  Final Thoughts on the 
   
  Adventure Record 
   
  The adventure record method of tracking your character is 
  very different from a home game. In home games, when 
  you defeat the bad guys, you add what they had to your 
  own equipment and keep going. Your DM provides a 
  counter-balance to ensure the party is adequately equipped 
  and challenged. In a LIVING campaign, this balancing act is 
  much harder. With more than 300 adventures in play, and 
  well over 13,000 people playing, it is impossible to give 
  each session or player the loving care of a DM in a home 
  game The AR system allows the campaign directors to 
  balance the campaign without being overly restrictive or 
  requiring excessive paperwork. 
   
  Consequently, at the end of the adventure instead of 
  receiving a list of items to keep, you earn 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 total does 
  not represent gold in your pocket. It represents the value 
  of the 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. While we have a game mechanic in the 
  middle to workout the math, in game your character is 
  salvaging the item your want. This provides an even 
  footing for everyone playing while maintaining a wide 
  variety of game options and treasure.  
    
  
   
  Page 21 
   
   
   
  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 
  11 
  - 
  XP 
  XP lost or spent 
  12 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
  13 
  14
   
   
  XP
   
  TU
  Starting TU 
  1 OR 2 TU 
  TU Cost 
  - 
  TU
  Additional TU 
  C
  TU REMAINING 
  10
  9
  8
  7
   
   
  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) 
  � 
  +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) 
  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) 
  3
  APL 2 
  max 450 XP; 450 gp 
   
  APL 4 
  max 675 XP; 650 gp 
   
  APL 6 
  max 900 XP; 900 gp 
   
  APL 8 
  max 1,125 XP; 1,300 gp
   
  APL 10 
  max 1,350XP; 2,300 gp
   
  APL 12 
  max 1,575 XP; 3,300 gp
  � 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: 2,500 gp. 
   
   
  � 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 
  A Regional Adventure 
  Set in Highfolk 
  Event: _________________  Date: _______  
  DM:_______________________________ 
   
  Signature  
   
   
  RPGA # 
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained 
  ______________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________ 
  Home Region______________________
  19
  18
  16
  16 
  17
  18 
  19 
  15
  6
  5
  4
  2
  1
  20
  
   
   
   
  The Master Item Logsheet 
   
  So, you have all this cool equipment but, how do you 
  record it?  That is where the master item logsheet comes 
  into play. It records everything important that your 
  character carries in a format that is easy for your DM to 
  read. It will also verifies where you found or purchased 
  each item, and if applicable, where you sold them. Before 
  going into detail, let’s go over some basic rules for the MIL. 
   
  • Keep your MIL up to date and legible. Your DM will 
  appreciate when it is organized and easily read. If the 
  validity of an item on your MIL is questionable, your 
  DM may legitimately deny you from using it in the 
  adventure. So, be proactive and have a neat sheet ready 
  for inspection at the start of the game. 
  • When your MIL gets too cluttered and needs to be 
  updated, print out a new one and copy everything over. 
  Don't transfer items you no longer possess. Show both 
  your old and new MILs to your DM. After verifying both 
  copies match, your DM will sign the new sheet. Always 
  keep your old MILs. Sometimes it is necessary to go 
  back and check where items came from. Retaining your 
  old paperwork makes this easier. 
  • Items listed on your MIL function as described 
  according to their original source unless specified in a 
  variant rule or errata. 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. 
  • Purchases from the Player’s Handbook are not required 
  to be listed on the master item logsheet. List these items 
  legibly on your character sheet. 
  • If none of your items are required to be listed on an 
  MIL, you are not required to have one. Show your DM 
  your character sheet, and you are all set.  
   
  Now, let’s examine the various sections of the master item 
  logsheet in detail. 
   
   
  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 master item logsheet shows all non-PHB equipment 
  that your character currently carries. Step 6 Items Found 
  During the Adventure in the AR section above covers what 
  you purchase. Now let's go over how you record it. Each 
  item listed on the master item logsheet shows where you 
  gained access to it, where you purchased it, and where if 
  applicable you sold or lost it. Remember, in order for this 
  system to work you must keep all your adventure certs and 
  adventure records numbered and in order. Be proactive 
  and be prepared.  
   
  The following page shows a sample copy of the master item 
  logsheet. A copy of this document for your own use is 
  available on the LIVING GREYHAWK campaign website at 
  www.wizards.com/lg in the Downloads section. For now, 
  let’s look at the different sections and how they are used.  
   
  Each item section on the MIL has common elements. 
  We'll examine the common elements first then look at 
  individual sections in more detail below. 
   
  Item:  The name of the item as it appears in the DMG or 
  source document granting access to item. 
   
  Cost:  The market value of the item listed. 
   
  Found AR #: List the source document granting access to 
  this item. If the item was originally a year one certificate, 
  write “Year 2 #” instead. The “#” represents the # of the AR 
  the original converted cert is stapled to. If a metagame 
  source grants access to the item, write “Meta” on the line 
  and make sure you have your meta-org cert handy for 
  reference. If the item was created, write “MIC #” to notify 
  the DM you created the item yourself and the AR to check 
  for the paperwork. If access to the item is granted in this 
  document then write “LGCS” to note this. 
   
  Bought AR #:  When purchasing items track the money 
  spent here. In most cases the AR where you found an item 
  is the same one where you purchased it. Sometimes you 
  buy things at a later date. If the item was purchased before 
  January 1
  st, 2003 write, “Year 2” in this space. 
   
  Gone AR #:  This field tracks items that have left your 
  possession. If sold, record the AR # where the gold was 
  added back to your gold piece total. Alternatively, you may 
  have drunk a potion, exhausted a wand, or met a rust 
  monster that divested you from the burden of armor. Any 
  time you no longer have use of an item you must mark it 
  gone and note the AR where it was used or disappeared. 
  Page 22 
  
  LIVING GREYHAWK MASTER ITEM LOGSHEET 
   
  Page 23 
  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 #
  1
  2
  3
  4
  3
  3
  3
  5
  3
  3
  3
  6
  6
  
   
  Now, let’s examine the MIL in more detail. 
   
  1. Name and Verification Block 
   
  This section only needs to be completed when you first 
  create an 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 verifies the 
  information is correct and validates the MIL. Validation 
  requires a GMs signature and RPGA number. 
    
  2. Master Item Logsheet Number 
   
  Like your adventure records, each MIL has a number. The 
  first logsheet is number one and the number increases 
  each time it's rewritten. This process documents 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 
   
  Certain items have limits on the number that can be used 
  or equipped simultaneously. These sections represent 
  these items. You may only equip one item of a certain type 
  on at any one time. While you may have three cloaks, you 
  can only use one at a time. With rings you may have two 
  active at one time. You can also have one set of armor and 
  one shield active at the same time. If you have more items 
  listed than you can use at one time, you must not which 
  you are currently using for your DM. Marking an “*” next 
  to the active item. Unless you specifically tell the DM 
  otherwise, it is assumed you are using your default 
  equipment. 
  4. Miscellaneous Magic Items 
   
  Reusable magic items that aren't location based are listed 
  here. Examples include a bag of holding, horn of blasting, 
  or pearl of power.  
  5. Disposable Magic Items: One Shots 
   
  Disposable magic items are listed here. The most common 
  examples are scrolls and potions. With disposable items, if 
  you plan to purchase items to exactly replace those used 
  during the adventure after the session, you do not need to 
  mark them off. This step prevents clutter on your MIL and 
  simplifies your GMs job. You must keep records deemed 
  satisfactory by the DM tracking items used during the 
  session. GMs may legitimately strike items off your MIL 
  and require you to write down again when you purchase 
  replacements. 
  6. Wands, Staffs, & Other Charged Items 
   
  Any disposable item with more than one charge is 
  recorded here. Common examples include wands, arrows, 
  or a robe of useful items. The other info section is for 
  things such as caster level and metamagic feats used in a 
  wand for example. 
   
   
  Final Thoughts on 
   
  the Master Item Logsheet 
  The master item logsheet is pretty easy to fill out and easy 
  to keep up to date. For non-casters it may only need to be 
  updated two to three times a year. Casters need to update it 
  more often but that is the price for creating your own 
  magic items. If you do not have enough room on the sheet 
  to record all your items, print another copy on the back of 
  your existing sheet. That gives you twice the space with 
  only one sheet to keep track of.  
  Be sure to use the official LIVING GREYHAWK character 
  sheet and MIL. Standardized documents make it easier on 
  the DM. Using custom sheets means GMs must search for 
  information and takes time away from play.  
  Page 24 
  
   
  Chapter Five: Sourcebook and Metagame Policy 
   
   
  As both LIVING GREYHAWK and the DUNGEONS & 
  DRAGONS game expand, new character options are 
  introduced into the campaign. This chapter explains how 
  game 
  and 
  metagame 
  possibilities 
  introduce 
  rules 
  expansions. Chiefly, these expansions are feats, items, 
  spells, and prestige classes from the new Complete and 
  Races series of player guides (collectively known as core 
  supplements) and the LIVING GREYHAWK Journal. This 
  chapter also addresses common metagame issues.  
  Material from any of the sources listed below is only 
  allowed if specified in the following rules, contained in the 
  D&D core rulebooks v.3.5, or permitted through campaign 
  documentation.  
  A core rules v.3.5 update to material still legal in the 
  campaign is included at the end of this chapter. As a 
  reminder, the old “builder books” (the 3.0 class 
  guidebooks) have been removed from the campaign. 
  A character may not take a feat, or spell, not found in the 
  PHB until reaching third level. Exceptions to this rule are 
  noted elsewhere in the LGCS. 
  The current printing of the following books and their 
  published errata are considered core books for the 
  campaign: 
   
  • 
  Players Handbook v.3.5 (PHB) 
  • 
  Dungeon Master’s Guide v.3.5 (DMG) 
  • 
  Monster Manual v.3.5 (MM) 
  • 
  Living Greyhawk Journal –Campaign News 
  (found in Dungeon Magazine) (LGJN) 
   
  The following sources and their published errata are used 
  in the campaign but require campaign documentation for 
  use by players. The book or article must be brought to the 
  session by the person using them. After each book will be 
  an abbreviation that will be used later in this chapter. If 
  something is not specifically named as useable from the 
  following sources in this document then it cannot be used 
  by 
  players 
  in 
  the 
  campaign 
  without 
  campaign 
  documentation on an AR. Additional books may be usable 
  by authors only. See the LIVING GREYHAWK WRITERS 
  GUIDELINES for more details. 
   
  • 
  Complete Warrior (CW) 
  • 
  Complete Divine (CD) 
  • 
  Complete Arcane (CA) 
  s
  • 
  Complete Adventurer (CV) 
  • 
  Races of Stone (RS) 
  • 
  Races of Destiny (RD) 
  • 
  Races of the Wild (RW) 
  • 
  Spell Compendium (SC) 
  • 
  Miniatures Handbook (MH) 
  • 
  Frostburn (FB) 
  • 
  Sandstorm (SS) 
  • 
  Stormwrack (SW) 
  • 
  Heroes of Battle (HB) 
  • 
  Heroes of Horror (HH) 
  • 
  Living Greyhawk Journal articles (LGJ) 
  • 
  Living Greyhawk web articles found on the 
  RPGA Web ite. (LGWA) 
  • 
  Dragon Magazine #315/#319 Greyhawk feat 
  articles (either D315 or D319) 
   
  All feats, spells, base classes, and prestige classes from any 
  non-core book source are broken down into one of 
  following four categories.  
  • 
  Core: Any character of 3
  rd level or higher who 
  meets the requirements may take anything listed 
  as core.  
  • 
  Limited: A character must be 3
  rd level or higher 
  and have some sort of campaign documentation 
  to take anything in this category. Note that the 
  Expanded Creation Options are considered 
  campaign documentation. Limited is the default, 
  and thus, there is no listing present for feats, 
  spells, base classes, and prestige classes in this 
  document.  
  • 
  NPC Only:  These are usable by authors only. 
  They may not be possessed by player characters. 
  • 
  Restricted: These are not used in the LIVING 
  GREYHAWK campaign. 
   
  If your character takes anything from a non-core book, 
  DMG, or MM then you must bring a copy of that book 
  with you to every game where you play that character. 
  Alternatively, you may bring a photocopy of the rules 
  material you’re specifically using, so long as you own the 
  original book. You must inform the DM prior to play that 
  your character has something from a non-core source and 
  allow access to the documentation upon request.  
   
   
  Feats 
   
  All non-core sourcebook feats fall into one of four 
  categories. After each feat you will find the book it is from 
  and possibly the name of the feat it replaces. If an entry 
  lists more than one source, than any are acceptable. You 
  may not use an old source for a feat when a new source is 
  listed. 
   
  Feats from Dragon #315/#319: These are special feats that 
  have been graciously made available to the campaign by 
  Paizo Publishing. As the information in Chapter 3 states, 
  several of these feats can be selected at 1st level, dependant 
  upon a character’s race or region. A few points are listed 
  below to clarify the use and acquisition of these feats in the 
  LIVING GREYHAWK campaign: 
  • 
  Most of the feats are limited access (and thus, do 
  not appear below). If a feat from one of the 
  Dragon articles does not appear on the list in 
  Page 25 
  
   
  Chapter 3 for your race/region, but is limited, you 
  may consult your triad for ways in which your 
  character may gain access to the feat (typically 
  through adventure play or meta-organization 
  membership). 
  • 
  Your character’s race and starting home region 
  determine which feats that character has access to 
  for the character’s life. Switching regions does 
  not grant access to a new set of regional feats. 
  • 
  For every 2 ranks in Knowledge (local) for a 
  specific metaregion you have, you may choose 
  one region within that metaregion to give you the 
  access listed on Table 3-3 in Chapter 3 for that 
  region. For example, Dante’s character, Ulrin the 
  Quick, an Oeridian human, has a starting home 
  region of Dyvers. He may choose the following 
  feats (looking at Human, Oeridian and Dyvers on 
  Table 3-3): Born Follower, Noble Soul, Mercantile 
  Background, Rapscallion, Rhennlore, and Well 
  Read. In addition, Dante put 2 ranks in Ulrin’s 
  Knowledge (local – VTF metaregion) skill. He 
  selects Verbobonc (a region within the VTF 
  metaregion) for access, and gains access to Elflore 
  (he already had access to Mercantile Background 
  and Well Read). At Ulrin’s 3rd character level, 
  Dante’s invested 2 ranks of Knowledge (local – 
  Iuz metaregion) – a different metaregion – and 
  selects the Shield Lands, giving him access to 
  Defensive Expert. Dante could have chosen to 
  given Ulrin 2 more ranks in Knowledge (local – 
  VTF metaregion) instead, and picked Ekbir, Ket, 
  Tusmit, or Veluna for access. 
  • 
  Regional choices should be noted in the “Play 
  Notes” section of the AR when the character 
  invests the ranks in Knowledge (local) (when 
  leveling). The DM should write (for example) 
  “Feat Access: Furyondy” once the player has made 
  a selection. The player must select a new region 
  with every 2 ranks invested in Knowledge (local) 
  at the time of skill rank selection, or they receive 
  no access for that particular skill rank investiture. 
  • 
  Once you’ve selected another region, your 
  character is treated as though you’re from that 
  region for feat prerequisites. Your character only 
  gains access to feats on Table 3-3, unless the 
  character 
  has 
  regional 
  or 
  campaign 
  documentation. 
  • 
  There is one exception to the above rule: ranks in 
  Knowledge (local – Core) cannot give you access 
  to feats from a core region. The only way to obtain 
  access to those feats is from adventure play.  
  • 
  At 1st level, characters may only select these feats 
  from their race and starting region. While a 
  character may have access to more regions’ feats 
  through the Knowledge (local) skill, they may not 
  select them until 3rd level. 
  • 
  Some of the feats from Dragon require special 
  adjudication in the LIVING GREYHAWK 
  campaign. They are listed below. 
  o Blooded: Add Touv to the list of 
  regions. 
  o Elemental Focus: The bonus provided 
  by this feat does not stack with 
  Jinnbond.  
  o Initiate of the Faerie Mysteries: The 
  use of the “Passions” ability of this feat is 
  not usable in the LIVING GREYHAWK 
  campaign. 
  o Jinnbond: The bonus provided by this 
  feat does not stack with Elemental 
  Focus. 
  o Jungle Fighter: Add Touv to the list of 
  regions. 
  o Landless Nobility: The first sentence 
  under the “Benefits” section of this feat 
  should be replaced with the following:  
  You begin play with more gold than 
  normal for your class. Fighters, 
  hexblades, paladins, rangers, and 
  swashbucklers begin with 100 extra 
  gp; clerics, favored souls, marshals, 
  rogues, and scouts begin with 75 
  extra 
  gp; 
  barbarians, 
  bards, 
  sorcerers, warmages, and wizards 
  begin with 50 extra gp; druids begin 
  with 25 extra gp. Monks do not gain 
  any extra gold by virtue of this feat. 
  o Noble Soul: Add Touv to the list of 
  regions. 
  o Pureblooded Suel: You may not choose 
  this feat if you are a human of mixed 
  blood. 
   
  CORE: 
  Able Sniper (RW) 
  Aerial Reflexes (RW) 
  Aerial Superiority (RW) 
  Agile Athlete (RW) 
  Ancestral Knowledge (RS) 
  Anvil of Thunder (CW) 
  Appraise Magic Value (CV) 
  Arcane Defense (CA) 
  Arcane Disciple (CD) 
  Arcane Mastery (CA) 
  Arcane Preparation (CA) 
  Arcane Strike (CW) 
  Arterial Strike (CW) 
  Ascetic Hunter (CV) 
  Ascetic Knight (CV) 
  Ascetic Mage (CV) 
  Ascetic Rogue (CV) 
  Augment Healing  (CD) 
  Axespike (RS) 
  Axiomatic Strike (CW) 
  Battle Caster (CA) 
  Battle Casting (RW) 
  Battle Hardened (RS) 
  Bear Fang (CW) 
  Boar's Ferocity (CD) 
  Page 26 
  
   
  Born Flyer (RW) 
  Born of the Three Thunders (CA) 
  Brachiation (CV) 
  Brutal Throw (CV) 
  Burrow Friend (RS) 
  Cavalry Charger (CW) 
  Chain Spell (CA) 
  Channeled Rage (RD) 
  Chant of Fortitude (CV) 
  Cheetah's Speed (CD) 
  Clever Wrestling (CW) 
  Climb Like an Ape (CV) 
  Close-Quarters Fighting (CW) 
  Combat Brute (CW) 
  Combat Intuition (CV) 
  Communicator (CA) 
  Complementary Insight (RD) 
  Confound the Big Folk (RW) 
  Consecrate Spell (CD) 
  Cooperative Spell (CA) 
  Coordinated Strike (RW) 
  Cougar’s Vision (CV) 
  Crescent Moon (CW) 
  Crowd Tactics (RD) 
  Danger Sense (CV) 
  Dash (CW) 
  Death Blow (CV) 
  Defensive Archery (RW) 
  Defensive Strike (CW) 
  Defensive Throw (CW) 
  Deft Opportunist (CV) 
  Deft Strike (CV) 
  Delay Spell (CA) 
  Destructive Rage (CW) 
  Devoted Inquisitor (CV) 
  Devoted Performer (CV) 
  Devoted Tracker (CV) 
  Disciple of the Sun (CD) 
  Disguise Spell (CV) 
  Dive for Cover (CV) 
  Diving Charge (RW) 
  Divine Cleansing (CW) 
  Divine Damage Reduction (RS) 
  Divine Metamagic (CD) 
  Divine Might (CW) 
  Divine Resistance (CW) 
  Divine Shield (CW) 
  Divine Spell Power (CD) 
  Divine Spellshield (RS) 
  Divine Vigor (CW) 
  Domain Focus (CD) 
  Domain Spontaneity (CD) 
  Double Wand Wielder (CA) 
  Draconic Breath (CA) [Metallic] 
  Draconic Claw (CA)  
  Draconic Flight (CA)  
  Draconic Heritage (CA) [Metallic; available at 1st level] 
  Draconic Legacy (CA) [Metallic] 
  Draconic Power (CA) [Metallic] 
  Draconic Presence (CA) 
  Draconic Resistance (CA) [Metallic] 
  Draconic Skin (CA) 
  Dual Strike (CV) 
  Dwarven Armor Proficiency (RS) 
  Eagle Claw Attack (CW) 
  Eagle's Wings (CD) 
  Earth Adept (RS) 
  Earth Fist (RS) 
  Earth Master (RS) 
  Earth Sense (RS) 
  Earth Spell (RS) 
  Earth's Embrace (CW) 
  Earth’s Warding (RS) 
  Elemental Healing (CD) 
  Elemental Smiting (CD) 
  Elephant's Hide (CD) 
  Elf Dilettante (RW) 
  Elusive Target (CW) 
  Empower Turning (CD) 
  Enchanting Song (RS) 
  Energy Admixture (CA) 
  Energy Substitution (CA) 
  Exotic Armor Proficiency (RS) 
  Exotic Shield Proficiency (RS) 
  Expeditious Dodge (RW) 
  Expert Tactician (CV) 
  Explosive Spell (CA) 
  Extend Rage (CW) 
  Extra Edge (CA) 
  Extra Music (CV) 
  Extra Rage (CW) 
  Extra Slot (CA) 
  Extra Smiting (CW) 
  Extra Spell (CA) 
  Extra Stunning (CW)  
  Extra Wild Shape (CD) 
  Extraordinary Concentration (CV) 
  Extraordinary Spell Aim (CV) 
  Eyes in the Back of Your Head (CW) 
  Fast Wild Shape (CD) 
  Faster Healing (CW) 
  Favored Power Attack (CW) 
  Fists of Iron (CW) 
  Fleet of Foot (CW) 
  Flick of the Wrist (RW) 
  Flying Kick (CW) 
  Focused Mind (RW) 
  Force of Personality (CV) 
  Formation Expert (CW) 
  Fortify Spell (CA) 
  Freezing the Lifeblood (CW) 
  Giantbane (CW) 
  Glorious Weapons (CD) 
  Gnome Foe Killer (RS) 
  Goad (CV) 
  Greater Heavy Armor Optimization (RS) 
  Greater Kiai Shout (CW) 
  Greater Resiliency (CW) 
  Greater Two-Weapon Defense (CW) 
  Green Ear (CV) 
  Page 27 
  
   
  Grizzly's Claws (CD) 
  Hammer's Edge (CW) 
  Hamstring (CW) 
  Hawk’s Vision (CV) 
  Hear the Unseen (CV) 
  Heavy Armor Optimization (RS) 
  High Sword Low Axe (CW) 
  Hold the Line (CW) 
  Improved Buckler Defense (CW) 
  Improved Combat Expertise (CW) 
  Improved Diversion (CV) 
  Improved Familiar (CW & DMG) 
  Improved Favored Enemy (CW) 
  Improved Flight (CV) 
  Improved Mounted Archery (CW) 
  Improved Rapid Shot (CW) 
  Improved Smiting (CD) 
  Improved Swimming (CV) 
  Improved Toughness (CW)  
  Improved Two-Weapon Defense (CW) 
  Improved Weapon Familiarity (CW & RS) 
  Innate Spell (CA) 
  Insightful (CA) 
  Insightful Reflexes (CV) 
  Inspire Spellpower (RS) 
  Instantaneous Rage (CW) 
  Intimidating Rage (CW) 
  Ironskin Chant (CV) 
  Jack of All Trades (CV) 
  Karmic Strike (CW) 
  Kai Shout (CW) 
  Lightfeet (RW) 
  Lightning Mace (CW) 
  Lingering Song (CV) 
  Lion's Pounce (CD) 
  Lyric Spell (CV) 
  Magic of the Land (RW) 
  Menacing Demeanor (RD) 
  Metamagic Song (RS) 
  Misleading Song (RS) 
  Mobile Spellcasting (CV) 
  Monkey Grip (CW) 
  Moradin’s Smile (RS) 
  Mountain Warrior (RS) 
  Natural Trickster (RS) 
  Necropolis Born (CA) 
  Net and Trident (CW) 
  Night Haunt (CA) 
  Nonlethal Substitution (CA)  
  Oaken Resilience (CD) 
  Obscure Lore (CV) 
  Obtain Familiar (CA) 
  Open Minded (CV) 
  Oversized Two-Weapon Fighting (CV) 
  Pain Touch (CW) 
  Phalanx Fighting (CW) 
  Pierce the Darkness (RS) 
  Piercing Sight (RS) 
  Pin Shield (CW) 
  Plunging Shot (RW) 
  Power Critical (CW) 
  Power Throw (CV) 
  Practiced Spellcaster (CA & CD) 
  Prone Attack (CW) 
  Profane Boost (CD) 
  Quick Reconnoiter (CV) 
  Quick Staff (CW) 
  Quicken Turning (CD) 
  Ranged Disarm (CW) 
  Ranged Pin (CW) 
  Ranged Spell Specialization (CA)  
  Ranged Sunder (CW) 
  Rapid Spell (CD) 
  Rapid Stunning (CW) 
  Raptor School (CW) 
  Razing Strike (CV) 
  Reach Spell (CD) 
  Reckless Rage (RS) 
  Reckless Wand Wielder (CA) 
  Repeat Spell (CA) 
  Roofwalker (RD) 
  Roots of the Mountain (RS) 
  Roundabout Kick (CW) 
  Sacred Boost (CD) 
  Sacred Healing (CD) 
  Sacred Vengeance (CW) 
  Sanctum Spell (CA) 
  Savage Grapple (CV) 
  Sculpt Spell (CA) 
  Serpent's Venom (CD) 
  Shared Fury (RW) 
  Sharp-Shooting (CW) 
  Shield Charge (CW) 
  Shield Slam (CW) 
  Shielded Axe (RS) 
  Shielded Casting (RS) 
  Shock Trooper (CW) 
  Smatterings (RD) 
  Sociable Personality (RD) 
  Soul of the North (CA) 
  Spell Hand (CA) 
  Spell Focus (chaos, evil, good, law) (CD) 
  Spellrazor (RS) 
  Spinning Halberd (CW) 
  Split Ray (CA) 
  Spontaneous Healer (CD) 
  Spontaneous Summoner (CD) 
  Spontaneous Wounder (CD) 
  Staggering Strike (CV) 
  Steady Concentration (RS) 
  Steady Mountaineer (RS) 
  Stone Rage (RS) 
  Stoneback (RS) 
  Stone Form (RS) 
  Subsonics (CV) 
  Sun School (CW) 
  Swarmfighting (CW) 
  Swim like a Fish (CD) 
  Tactile Trapsmith (CV) 
  Three Mountains (CW) 
  Page 28 
  
   
  Throw Anything (CW) 
  Titan Fighting (RS) 
  Touch Spell Specialization (CA) 
  Transdimensional Spell (CA & CD) 
  Trivial Knowledge (RS) 
  True Believer (CD) 
  Tunnel Fighting (RS) 
  Tunnel Riding (RS) 
  Turtle Dart (RS) 
  Twin Spell (CA) 
  Underfoot Combat (RW) 
  Urban Stealth (RD) 
  Urban Tracking (RD) 
  Versatile Performer (CV) 
  Wandstrike (CA) 
  Weakening Touch (CW) 
  Wolfpack (RW) 
  Wolverine's Rage (CD) 
  Woodland Archer (RW) 
  Yondalla’s Sense (RW) 
  Zen Archery (CW) 
   
  NPC ONLY: 
  *The following feats are Core for animal companions, 
  familiars, paladin mounts, and/or special cohorts. They are 
  NPC Only for all others. 
  Ability Focus (MM)* 
  Archivist of Nature (HH) 
  Atlan’s Mark (D315) 
  Auspicious Marking (RS)* 
  Awesome Blow (MM)* 
  Blood Calls to Blood (HH) 
  Breathing Link (SW) 
  Bright Sigil (RD)* 
  Catfolk Pounce (RW)* 
  Celestial Scion (D315) [House Naelax only] 
  Centaur Trample (RW)* 
  Corrupt Spell (CD) 
  Courageous Rally (HB) 
  Craft Construct (MM) 
  Craft Contingent Spell (CA) 
  Craft Skull Talisman (FB) 
  Deformity (Skin) (HH) 
  Deformity (Tall) (HH) 
  Deformity (Teeth) (HH) 
  Deformity (Tongue) (HH) 
  Draconic Archivist (HH) 
  Dread Tyranny (RD) 
  Empower Spell-Like Ability (MM)* 
  Enhanced Power Sigils (RD)* 
  Extra Invocation (CA) 
  Extra Silence (RS)* 
  Fiendsign (D315) 
  Fling Ally (RS)* 
  Fling Enemy (RS)* 
  Flyby Attack (MM)* 
  Gnoll Ferocity (RW)* 
  Heavy Lithoderms (RS)* 
  Heighten Spell-Like Ability (CA)* 
  Hover (MM)* 
  Improved Natural Armor (MM)* 
  Improved Natural Attack (MM)* 
  Improved Rock Hurling (RS)* 
  Improved Sigil (all types) (RD)* 
  Inspirational Leadership (HB) 
  Landwalker (SW) 
  Lore of the Ur-Flan (D315) 
  Killoren Ancient (RW)* 
  Killoren Destroyer (RW)* 
  Killoren Hunter (RW)* 
  Knockback (RS)* 
  Markings of the Blessed (RS)* 
  Markings of the Hunter (RS)* 
  Markings of the Magi (RS)* 
  Markings of the Maker (RS)* 
  Markings of the Warrior (RS)* 
  Maximize Spell-Like Ability (CA)* 
  Multiattack (MM)* 
  Multiweapon Fighting (MM)* 
  Natural Leader (HB) 
  Powerful Wild Shape (RS)* 
  Primitive Caster (FB) 
  Quicken Spell-Like Ability (MM)* 
  Rampaging Bull Rush (RS)* 
  Rapid Swimming (SW) 
  Rock Hurling (RS)* 
  Silencing Strike (RS)* 
  Snatch (MM)* 
  Subtle Sigil (RD)* 
  Touchstone (SS) 
  Veteran Knowledge (HB) 
  Wastri’s Blessing (D315) 
  Water Adaptation (SW) 
  Whispered Secrets (RD) 
  Willing Deformity (HH) 
  Winged Warrior (RW)* 
  Wingover (MM)* 
   
  RESTRICTED: 
  Able Learner (RD) 
  Blessed by Tem-Et-Nu (SS) 
  Chosen of Iborighu (FB) 
  City Slicker (RD) 
  Collegiate Wizard (CA) 
  Corrupt Arcana (HH) 
  Corrupt Spell Focus (HH) 
  Dalla Thaun’s Luck (RW) 
  Debilitating Spell (HH) 
  Debilitating Strike (HH) 
  Deep Vision (RS) 
  Deflective Armor (RS) 
  Diverse Background (RD) 
  Eldritch Corruption (HH) 
  Energize Armor (RS) 
  Earth Power (RS) 
  Extra Spell Secret (CA) 
  Focused Shield (RS) 
  Forbidden Lore (HH) 
  Frozen Wild Shape (FB) 
  Guardian Spirit (CA) 
  Page 29 
  
   
  Human Heritage (RD) 
  Improved Cohort (HB) 
  Improved Frosty Touch (FB) 
  Invest Armor (RS) 
  Judged by Aurifar (SS) 
  Leap Attack (CV) 
  Lunatic Insight (HH) 
  Mad Faith (HH) 
  Mage Slayer (CA) 
  Mark of Hleid (FB) 
  Persistent Spell (CA) 
  Pierce Magical Concealment (CA) 
  Pierce Magical Protection (CA) 
  Pious Defense (CD) 
  Pious Soul (CD) 
  Pious Spellsurge (CD) 
  Pure Soul (HH) 
  Precocious Apprentice (CA) 
  Resourceful Buyer (RD) 
  Shielded Manifesting (RS) 
  Surge of Malevolence (HH) 
  Tainted Fury (HH) 
  Touch of Taint (HH) 
  Troll Blooded (D319) 
   
   
  Spells 
   
  All non-core sourcebook spells fall into one of four 
  categories. After each spell you will find the book it is from 
  and possibly the name of the spell it replaces. If it lists 
  more than one book then either is acceptable. You may not 
  use an old source for a spell when a new source is listed. 
   
   
  CORE: 
  Absorption (SC) 
  Accelerated Movement (SC) 
  Accuracy (CA) 
  Aerial Alacrity (RW) 
  Aiming at the Target (SC) 
  Allegro (SC) 
  Anger of the Noonday Sun (SC) 
  Animate City (RD) 
  Animate Fire (SC) 
  Animate Water (SC) 
  Animate Wood (SC) 
  Anticipate Teleportation (SC) 
  Anticipate Teleportation, Greater (SC) 
  Arc of Lightning (SC) 
  Arrow Mind (SC) 
  Arrow of Bone (SC) 
  Arrow Storm (SC) 
  Augment Familiar (SC) 
  Backbiter (SC) 
  Balancing Lorecall (SC) 
  Bands of Steel (SC) 
  Beast Claws (SC) 
  Beget Bogun (SC) 
  Bestow Curse, Greater (CD or RD) 
  Binding Winds (SC) 
  Blackfire (SC) 
  Blade Storm (SC) 
  Blades of Fire (SC) 
  Bladeweave (SC) [Replaces Bladesong] 
  Blast of Flame (SC) 
  Blast of Force (SC) 
  Blessed Aim (SC) 
  Blessing of Bahamut (SC) 
  Blink, Greater (SC) 
  Blistering Radiance (SC) 
  Bloodhound (SC) 
  Body of the Sun (SC) 
  Bolt of Glory (SC) 
  Bolts of Bedevilment (SC) 
  Bottle of Smoke (SC) 
  Brain Spider (SC) 
  Brambles (SC) 
  Branch to Branch (SC) 
  Instant FAQ: 
  Can my wizard copy a non-
  core 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 appearing on the 
  limited list. A note in the Play 
  Notes 
  section 
  of 
  your 
  Adventure Record does not 
  qualify. 
  Briar Web (SC) 
  Brilliant Aura (SC) 
  Brilliant Blade (SC) 
  Burning Blood (SC) 
  Cacophonic Shield (SC) 
  Camouflage (SC) 
  Camouflage, Mass  (SC) 
  Castigate  (SC) 
  Chain of Eyes (SC) 
  Charm Person, Mass (RD) 
  Choose Destiny (RD) 
  City Lights (RD) 
  City Stride (RD) 
  City’s Might (RD) 
  Commune with City (RD) 
  Cloak of Bravery (SC) 
  Cloak of Bravery, Greater (SC) 
  Cloak of the Sea (SC) 
  Cloudburst (SC) 
  Cloud-Walkers (SC) 
  Cometfall (SC) 
  Contagious Touch (SC) 
  Corpse Candle (SC) 
  Creeping Cold (SC) 
  Creeping Cold, Greater (SC) 
  Critical Strike (SC) 
  Crown of Glory (SC) 
  Crumble  (SC) 
  Curse of Ill Fortune (SC) 
  Cursed Blade (SC) 
  Dance of the Unicorn (SC) 
  Darkvision, Mass (SC)  
  Death Pact (SC) 
  Decomposition (SC) 
  Defenestrating Sphere (SC) 
  Delay Death (RD) 
  Deific Vengeance (SC) 
  Detect Favored Enemy (SC) 
  Dirge of Discord (SC) 
  Discern Bloodline (RD) 
  Discern Shapechanger (SC) 
  Dissonant Chord (SC) 
  Page 30 
  
   
  Dispelling Screen (SC) 
  Dispelling Screen, Greater (SC) 
  Distort Speech (SC) 
  Distracting Assailant (SC) 
  Divine Agility (SC) 
  Divine Insight (SC) 
  Divine Sacrifice (SC) 
  Doomtide (SC) 
  Dragon Breath (SC) 
  Dream Sight (SC) 
  Duelward (SC) 
  Dust to Dust (RW) 
  Earth Hammer (RS) 
  Earth Glide (RS) 
  Earthen Grasp (SC) 
  Easy Climb (SC) 
  Easy Trail (SC) 
  Embrace the Wild (SC) 
  Emerald Flame Fist (SC) 
  Enduring Flight (RW) 
  Energy Immunity (SC) 
  Energy Vortex (SC) 
  Enhance Familiar (SC) 
  Entangling Staff (SC) 
  Enveloping Cocoon (SC) 
  Exacting Shot (SC) 
  Expeditious Retreat, Swift (SC) 
  Eye of Stone (RS) 
  Familiar Pocket (SC) 
  Fireburst (SC) 
  Fireburst, Greater (SC) 
  Fires of Purity (SC) 
  Fist of Stone (SC) 
  Flame of Faith (SC) 
  Flensing (SC) 
  Fly, Mass (SC)  
  Fly, Swift (SC) 
  Focusing Chant (SC) 
  Foebane (SC) 
  Forestfold (CD or CV) 
  Fortify Familiar (SC) 
  Freezing Fog (SC) 
  Friendly Face (RD) 
  Golden Barding (SC) 
  Golem Strike (SC) 
  Ghostform (SC)  
  Grave Strike (SC) 
  Guided Shot (SC)  
  Hail of Stone (SC) 
  Harmonic Chorus (SC) 
  Harmonize (RS) 
  Harmonize, Greater (RS) 
  Haste, Swift (SC) 
  Hawkeye (CD or CV) 
  Healing Lorecall (SC) 
  Healthful Rest (SC)  
  Heart of Stone (SC) 
  Herald’s Call (SC) 
  Hidden Lodge (SC) 
  Hindsight (SC) 
  Hound of Doom (SC) 
  Hymn of Praise (SC) 
  Ice Knife (SC) 
  Implacable Pursuer (SC) 
  Improved Blink (SC) 
  Improvisation (SC) 
  Infestation of Maggots (SC) 
  Infernal Threnody (SC) 
  Insidious Rhythm (SC) 
  Insightful Feint (SC) 
  Insignia of Alarm (RD) 
  Insignia of Blessing (RD) 
  Insignia of Healing (RD) 
  Insignia of Warding (RD) 
  Inspirational Boost (SC) 
  Instant Locksmith (SC) 
  Instant Search (SC) 
  Iron Silence (SC) 
  Invisibility, Superior (SC) 
  Invisibility, Swift (SC) 
  Joyful Noise (SC)  
  Languor (SC) 
  Last Breath (SC) 
  Listening Coin (SC) 
  Listening Lorecall (SC) 
  Lion's Roar (SC) 
  Locate City (RD) 
  Low-Light Vision (SC) 
  Maddening Scream (SC) 
  Mastery of the Sky (RW) 
  Maelstrom (SC) 
  Mage Armor, Greater (SC) 
  Master’s Touch (SC) 
  Mark of the Hunter (SC) 
  Miasma (SC) [See Complete Divine errata] 
  Mindless Rage (SC) 
  Monstrous Thrall (SC) 
  Murderous Mist (SC) 
  Nature's Avatar (SC) 
  Nature's Favor (CD or CV) 
  Naturewatch (SC) 
  Nightstalker’s Transformation (SC) 
  Nimbus of Light (SC) 
  Obedient Avalanche (CD & FB) 
  Omen of Peril (RD) 
  Orb of Acid (SC)  
  Orb of Acid, Lesser (SC)  
  Orb of Cold (SC)  
  Orb of Cold, Lesser (SC)  
  Orb of Electricity (SC)  
  Orb of Electricity, Lesser (SC)  
  Orb of Fire (SC)  
  Orb of Fire, Lesser (SC)  
  Orb of Force (SC) 
  Orb of Sound (SC)  
  Orb of Sound, Lesser (SC)  
  Omen of Peril (SC) 
  Pavilion of Grandeur (SC) 
  Phantasmal Assailants (SC) 
  Phantasmal Decoy (SC) 
  Page 31 
  
   
  Phantasmal Disorientation (SC) 
  Phantom Bear (SC) 
  Phantom Guardians (RD) 
  Phantom Stag (SC) 
  Phantom Wolf (SC) 
  Phantom Threat (SC) 
  Plague of Rats (SC) 
  Poison Thorns (SC) 
  Poison Vines (SC) 
  Prismatic Ray (SC) 
  Probe Thoughts (SC) 
  Programmed Amnesia (SC) 
  Protégé (SC) 
  Proud Arrogance (RD) 
  Quill Blast (SC) 
  Raptor’s Sight (RW) 
  Reaving Dispel (SC) 
  Reciprocal Gyre (SC) 
  Recitation (SC) 
  Refusal (SC) 
  Repair Critical Damage (SC) 
  Repair Light Damage (SC) 
  Repair Minor Damage (SC) 
  Repair Moderate Damage (SC) 
  Repair Serious Damage (SC) 
  Rejuvenation Cocoon (SC) 
  Renewal Pact (SC) 
  Resonating Bolt (SC) 
  Resurgence (SC) 
  Resurgence, Mass (SC) 
  Returning Weapon (RW) 
  Revenance (SC) 
  Righteous Wrath of the Faithful (SC) 
  Ring of Blades (SC) 
  Rooftop Strider (RD) 
  Sacred Haven (SC) 
  Sandblast (SC) 
  Scent (SC) 
  Scholar’s Touch (RD) 
  Scourge (SC) 
  Servant Horde (SC) 
  Shadow Binding (SC) 
  Shadow Form (SC) 
  Shadow Guardians (RD) 
  Shadow Landscape (SC) 
  Sign of Sealing (SC) 
  Sign of Sealing, Greater 
  (SC) 
  Skyline Runner (RD) 
  Sniper’s Shot (SC) 
  Sonic Weapon (SC) 
  Sonic Whip (SC) 
  Spectral Weapon (SC) 
  Spell Resistance, Mass 
  (SC) 
  Speechlink (SC) 
  Spikes (SC) 
  Spiritual Chariot (SC) 
  Spiritwall (SC) 
  Stalwart Pact (CD or RD) 
  Standing Wave (SC) 
  Stone Fist (RS) 
  Stony Grasp (SC) 
  Storm of Elemental Fury (SC) 
  Storm Tower (SC) 
  Stormrage (SC) 
  Subvert Planar Essence (SC) 
  Summon Devoted Roc (RW) 
  Summon Dire Hawk (RW) 
  Summon Elemental Monolith (SC) 
  Swim (SC) 
  Sword of Darkness (SC) 
  Sword of Deception (SC) 
  Tactical Precision (SC) 
  Telepathic Bond, Lesser (SC) 
  Tidal Surge (SC) 
  Thornskin (SC) 
  Tortoise Shell (SC) 
  Touch of Madness (SC) 
  Train Animal (SC) 
  Transfix (SC) 
  Transmute Rock to Lava (SC) 
  Traveler's Mount (SC) 
  True Creation (SC) 
  True Domination (SC) 
  Unbinding (SC) 
  Unluck (SC) 
  Unseen Servant, Mass (RD) 
  Unyielding Roots (SC) 
  Urban Shield (RD) 
  Valiant Fury (SC) 
  Vigor (SC)  
  Vigor, Greater (SC)  
  Vigor, Lesser (SC)  
  Vigor, Mass Lesser (SC)  
  Vigorous Circle (SC)  
  Vine Strike (SC) 
  Instant FAQ: 
  If I have a cleric domain
  from a core supplement
  such as Complete Divine, do 
  I have to wait until 3rd level
  to cast a 1st-level spell not
  found 
  in 
  the 
  Player’s 
  Handbook? 
   
  No. As an exception to the
  core access rule, you may
  access the domain’s granted
  power (or powers), and cast a
  1st-level 
  spell 
  from 
  the 
  domain’s list, provided the
  spell 
  is 
  allowed 
  in 
  the
  campaign. 
  Vitrolic Sphere (SC) 
  Visage of the Deity (SC)  
  Visage of the Deity, Greater (SC)  
  Visage of the Deity, Lesser (SC)  
  Wail of Doom (SC) 
  Walk the Mountain’s Path (RS) 
  Wall of Gloom (SC) 
  War Cry (SC) 
  Warp Destiny (RD) 
  Waterspout (SC) 
  Wave of Grief (SC) 
  Weapon of the Deity (SC) 
  Weather Eye (SC) 
  Whirling Blade (SC) 
  Whirlwind, Greater (SC) 
  Winding Alleys (RD) 
  Winged Mount (SC) 
  Withering Palm (SC) 
  Woodland Veil (RW) 
  Wood Rot (SC) 
  Wood Wose (SC) 
  Wrack (SC) 
  Wracking Touch (SC) 
  Page 32 
  
   
  Zeal (SC) 
  Zealot Pact (SC) 
   
  NPC ONLY: 
  Absorb Weapon (SC) 
  Crisis of Confidence (HB) 
  Curse of Lycanthropy (SC) 
  Demonhide (SC) 
  Fiendform (SC) 
  Fire Shuriken (SC) 
  Heart Ripper (SC) 
  Ice Assassin (FB) 
  Otyugh Swarm (SC) 
  Simulacrum (PHB) 
  Slime Wave (SC) 
  Sniper’s Eye (SC) 
  Sphere of Ultimate Destruction (SC) 
  Vile Death (HH) 
   
  RESTRICTED: 
  Apparition (CA) 
  Awaken (PHB) 
  Awaken Sand (SS) 
  Body of War (SC) 
  Body Outside Body (CA) 
  Call Forth the Beast (HH) 
  Chain of Sorrow (HH) 
  Cloud Chariot (CA) 
  Cobra’s Breath (CA) 
  Commune with Greater Spirit (CA) 
  Commune with Lesser Spirit (CA) 
  Corporeal Instability (SC) 
  Creeping Darkness (CA) 
  Cutting Hand (SC) 
  Dancing Blade (CA) 
  Decapitating Scarf (CA) 
  Destruction (PHB) [If a domain grants this spell, then 
  replace it with finger of death] 
  Detect Taint (HH) 
  Earthbolt (CA) 
  Effulgent Epuration (SC) 
  Elemental Burst (CA) 
  Elemental Ward (CA) 
  Entangling Scarf (CA) 
  Favor of the Martyr (SC) 
  Fiery Eyes (CA) 
  Finding the Center (CA) 
  Fire Breath (CA) 
  Fire Wings (CA) 
  Ghost Light (CA) 
  Giant Size (CA) 
  Grace (SC) 
  Greater Planar Binding (PHB) 
  Greater Spell Matrix (SC) 
  Hand of the Faithful (SC) 
  Ice Blast (CA)  
  Imbue Familiar with Spell Ability (SC) 
  Instant Refuge (SC) 
  Internal Fire (CA) 
  Iron Scarf (CA) 
  Kiss of the Toad (CA) 
  Lesser Planar Binding (PHB) 
  Lesser Spell Matrix (SC) 
  Life’s Grace (SC) 
  Lightning Blade (CA) 
  Magic Miasma (SC) 
  Master’s Lament (HH) 
  Mass Awaken (SC) 
  Mass Spell Resistance (SC) 
  Magnetism (CA) 
  Mantle of the Icy Soul (FB) 
  Melt (CA) 
  Metal Skin (CA) 
  Minute Form (CA) 
  Mordenkainen’s Disjunction (PHB) 
  Nightshield (SC) 
  Pain (CA) 
  Permanency  (PHB) 
  Planar Binding (PHB) [If a domain grants this spell, then 
  replace it with symbol of sleep] 
  Poison Needles (CA) 
  Protection from Charm (CA) 
  Rain of Needles (CA) 
  Reanimation (CA) 
  Resist Energy, Mass (SC)  
  Resist Taint (HH) 
  Revivify (SC) 
  Scales of the Lizard (CA) 
  Secret Signs (CA) 
  Shivering Touch (FB) 
  Shivering Touch, Lesser (FB) 
  Smoke Ladder (CA) 
  Snake Darts (CA) 
  Spell Matrix (SC) 
  Spirit Binding (CA) 
  Spirit Binding, Lesser (CA) 
  Spirit Binding, Greater (CA) 
  Spirit Needle (CA) 
  Spirit Self (CA) 
  Steam Breath (CA) 
  Summoning Wind (CA) 
  Suspended Silence (SC) 
  Synostodweomer (SC) 
  Terra Cotta Lion (CA) 
  Terra Cotta Warrior (CA) 
  Triadspell (SC) 
  Water to Poison (CA) 
  Wraithstrike (SC) 
   
  Spell Compendium: The Spell Compendium (SC) 
  contains revised and updated versions of almost all the 
  spells listed in the “Complete” series of books and the 
  Miniatures Handbook (the two exceptions being accuracy 
  and legion’s undeniable gravity, which have not changed). 
  What follows is an easy guide to identifying changes from 
  those books to the Spell Compendium version of the 
  spells. Please note that all spells reprinted in the Spell 
  Compendium are official errata for the Living Greyhawk 
  campaign.  
  Page 33 
  
   
   
  A notation of levels after a spell’s name (such as “4th to 
  5th”) means that the spell changed levels in all listed 
  classes in the spell’s description. A notation of a class name 
  followed by a level (such as “druid 3 to druid 2”) means that 
  the spell’s level only changed for the class(es) specified. A 
  notation of “added” with a class and level (such as “added 
  paladin 1”) means that the spell has been added to the 
  indicated class(es)’ spell list. A notation of “removed” with a 
  class and level (such as “removed sorcerer/wizard 2”) 
  means that the spell has been removed from the indicated 
  class(es)’ spell list. Spells on the warmage or hexblade list 
  did not change levels. 
   
  Spells that have changed names: 
  Aid, legion’s (now aid, mass) 
  Align fang, legion’s (now align fang, mass) 
  Align weapon, legion’s (now align weapon, mass) 
  Assay resistance (now assay spell resistance) 
  Bane bow (now foebane) 
  Bigby’s slapping hand (now slapping hand) 
  Chameleon (now camouflage) 
  Cloudwalkers (now cloud-walkers) 
  Conviction, legion’s (now conviction, mass) 
  Curse of petty failing (now curse of ill fortune) 
  Curse of petty failing, legion’s (now curse of ill fortune, 
  mass) 
  Force whip (now sonic whip) 
  Leomund’s hidden lodge (now hidden lodge) 
  Mordenkainen’s buzzing bee (now buzzing bee) 
  Otiluke’s dispelling screen (now dispelling screen) 
  Otiluke’s dispelling screen, greater (now dispelling screen, 
  greater) 
  Shield of faith, legion’s (now shield of faith, mass) 
  Snake’s swiftness, legion’s (now snake’s swiftness, mass) 
  Superior invisibility (now invisibility, superior) 
  Undeniable gravity (now earthbind) 
   
  Spells that have changed levels, or have been added or 
  removed from spell lists: 
  Absorb weapon (3rd to 2nd) 
  Aid, mass (4th to 3rd) 
  Aiming at the target (5th to 2nd) 
  Align fang (druid 3 to druid 2, added ranger 2) 
  Align fang, mass (druid 5 to druid 3, added ranger 3) 
  Align weapon, mass (4th to 3rd) 
  Angelskin (3rd to 2nd) 
  Anticipate teleportation (4th to 3rd) 
  Anticipate teleportation, greater (8th to 6th) 
  Arrow storm (4th to 3rd) 
  Beast claws (druid 3 to druid 1, removed cleric 4) 
  Bestow curse, greater (removed bard 6) 
  Binding winds (5th to 2nd) 
  Blades of fire (2nd to 1st) 
  Blast of force (added sorcerer/wizard 2) 
  Blessed aim (blackguard 2 to blackguard 1, cleric 3 to cleric 
  1, paladin 2 to paladin 1) 
  Bolt of glory (added cleric 6) 
  Bolts of bedevilment (added bard 5) 
  Bottle of smoke (druid 4 to druid 3) 
  Brain spider (cleric 8 to cleric 7) 
  Branch to branch (druid 2 to druid 1) 
  Briar web (removed cleric 3) 
  Brilliant aura (druid 7 to druid 8, added cleric 8 and 
  sorcerer/wizard 8) 
  Brilliant blade (cleric 8 to cleric 7, added druid 7) 
  Cacophonic shield (bard 6 to bard 4, sorcerer/wizard 7 to 
  sorcerer/wizard 5) 
  Castigate (added paladin 4 and Purification 4) 
  Chain of eyes (added sorcerer/wizard 2) 
  Close wounds (cleric 3 to cleric 2) 
  Cloudburst (2nd to 1st) 
  Contagious touch (6th to 4th) 
  Critical strike (added bard 1) 
  Crumble (6th to 3rd) 
  Delay death (3rd to 4th) 
  Demonhide (3rd to 2nd) 
  Detect favored enemy (3rd to 1st) 
  Discern shapechanger (3rd to 2nd) 
  Doomtide (4th to 5th) 
  Dragon breath (sorcerer/wizard 5 to sorcerer/wizard 4) 
  Energy vortex (4th to 3rd) 
  Exacting shot (1st to 2nd) 
  Favorable sacrifice (1st to 3rd) 
  Familiar pocket (2nd to 1st) 
  Flame of faith (added paladin 2) 
  Forestfold (druid 4 to druid 3) 
  Fortify familiar (4th to 3rd) 
  Freezing fog (5th to 6th) 
  Guiding light (added bard 1) 
  Hail of stone (added sorcerer/wizard 1) 
  Harmonic chorus (3rd to 2nd) 
  Healthful rest (added cleric 1) 
  Holy spurs (2nd to 1st) 
  Ice knife (added sorcerer/wizard 2) 
  Improvisation (5th to 1st) 
  Implacable pursuer (added assassin 4) 
  Insidious rhythm (2nd to 1st) 
  Invisibility, swift (bard 2 to bard 1) 
  Lion’s charge (druid 4 to druid 3, ranger 3 to ranger 2) 
  Lion’s roar (added cleric 8) 
  Listening coin (4th to 3rd) 
  Listening lorecall (removed sorcerer/wizard 2) 
  Low-light vision (added druid 1) 
  Maelstrom (added druid 8) 
  Nature’s favor (druid 3 to druid 2) 
  Obedient avalanche (added sorcerer/wizard 9) 
  Omen of peril (added Liberation 1 and ranger 1) 
  Poison vines (7th to 4th) 
  Protege (6th to 4th) 
  Resurgence, mass (cleric 4 to cleric 3) 
  Revenance (added bard 6) 
  Righteous fury (2nd to 3rd) 
  Righteous wrath of the faithful (cleric 7 to cleric 5, added 
  Purification 7) 
  Scent (ranger 2 to ranger 1, removed sorcerer/wizard 2) 
  Spiritual chariot (blackguard 4 to blackguard 3, paladin 4 to 
  paladin 2) 
  Storm of elemental fury (8th to 7th) 
  Sword of deception (5th to 4th) 
  Telepathic bond, lesser (removed cleric 3) 
  Page 34 
  
   
  Tidal surge (removed Ocean 5) 
  Unluck (4th to 3rd) 
  Unyielding roots (9th to 8th) 
  Visage of the deity (added Mysticism 6) 
  Visage of the deity, greater (added Competition 9, 
  Mysticism 9, Purification 9) 
  Visage of the deity, lesser (added Mysticism 3) 
  War cry (4th to 2nd) 
  Waterspout (added druid 7) 
  Weapon of the deity (4th to 3rd) 
  Weather eye (removed cleric 4) 
  Whirlwind, greater (added Windstorm 9) 
  Wood rot (5th to 4th) 
  Wrack (cleric 3 to cleric 4, sorcerer/wizard 4 to 
  sorcerer/wizard 5) 
  Zeal (added Competition 2) 
  Zealot pact (added Competition 6) 
   
  Domains that have changed names: 
  Weather to Windstorm 
   
   
  Domains that have spell list changes: 
  Competition 
  Liberation 
  Mysticism 
  Ocean 
  Purification 
  Windstorm (formerly Weather) 
   
   
  New Base Classes 
   
  All non-core sourcebook character classes fall into one of 
  four categories. After each class you will find the book it is 
  from and possibly the name of the class it replaces. If it lists 
  more than one book then either is acceptable. You may not 
  use an old source for a class when a new source is listed.  
   
  CORE: 
  Favored Soul (CD) 
  Hexblade (CW) 
  Marshal (MH) 
  Scout (CV) 
  Swashbuckler (CW) 
  Warmage (CA)
  1 
   
  NPC ONLY: 
  Archivist (HH) 
  Dread Necromancer (HH) 
  Healer (MH) 
  Spellthief (CV) 
  Spirit Shaman (CD)
  Warlock (CA) 
   
  RESTRICTED: 
  Ninja (CV) 
  Samurai (CW) 
  Shugenja (CD) 
  Wu Jen (CA) 
   
  1 The warmage’s bonus feats are considered core for this class only, at the 
  appropriate levels. In addition, the warmage’s core access spells are 
  available at 1st level, unlike other base classes. 
   
   
  Prestige Classes 
   
  Each prestige class in the DMG, the class guidebooks, the 
  Complete books, or the LIVING GREYHAWK Journal is 
  designated as either a Core, Limited, NPC only, or 
  Restricted.  After each prestige class you will find the book 
  it is from and possibly the name of the prestige class it 
  replaces. If it lists more than one book then either is 
  acceptable. You may not use an old source for a prestige 
  class when a new source is listed. 
   
  CORE: 
  Animal Lord (CV) 
  Arcane Archer (DMG) 
  Arcane Hierophant (RW) 
  Arcane Trickster (DMG) 
  Archmage (DMG) 
  Argent Savant (CA) 
  Battlesmith (RS) 
  Bear Warrior (CW) 
  Beastmaster (CV)  
  Blade Bravo (RS) 
  Bladesinger (CW) 
  Bloodhound (CV) 
  Cavalier (CW) 
  Champion of Corellon Larethian (RW) 
  Church Inquisitor  (CD) 
  Consecrated Harrier (CD) 
  Contemplative (CD) 
  Cragtop Archer (RS) 
  Dark Hunter (CW) 
  Darkwood Stalker (CW) 
  Deepwarden (RS) 
  Dervish (CW) 
  Divine Crusader (CD) 
  Divine Oracle (CD) 
  Divine Prankster (RS) 
  Dragon Disciple (DMG) 
  Duelist (DMG) 
  Dungeon Delver (CV) 
  Dwarven Defender (DMG) 
  Earth Dreamer (RS) 
  Eldritch Knight (DMG) 
  Elemental Savant (CA) 
  Enlightened Fist (CA) 
  Exemplar (CV) 
  Exotic Weapon Master (CW) 
  Fatespinner (CA) 
  Fochlucan Lyrist (CV) 
  Geomancer (CD) 
  Geometer (CA) 
  Gnome Giant-Slayer (CW) 
  Halfling Outrider (CW) 
  Hierophant (DMG) 
  Highland Stalker (CV) 
  Holy Liberator (CD) 
  Page 35 
  
   
  Horizon Walker (DMG) 
  Hospitaler (CD) 
  Hunter of the Dead (CW) 
  Initiate of the Sevenfold Veil (CA) 
  Invisible Blade (CW) 
  Justiciar (CW) 
  Knight of the Chalice (CW) 
  Knight Protector (CW)  
  Loremaster (DMG) 
  Master of Many Forms (CV)  
  Master of the Unseen Hand (CW) 
  Master Thrower (CW) 
  Menacing Brute (RD) 
  Mindspy  (CW) 
  Mystic Theurge (DMG) 
  Nature's Warrior (CW) 
  Occult Slayer (CW) 
  Ollam (CV) 
  Order of the Bow Initiate (CW) 
  Outcast Champion (RD) 
  Pious Templar (CD) 
  Radiant Servant of Pelor (CD) 
  Rage Mage (CW) 
  Rainbow Servant (CD) 
  Reaping Mauler (CW) 
  Sacred Exorcist (CD) 
  Sacred Fist (CD) 
  Seeker of the Misty Isle (CD) 
  Seeker of the Song (CA) 
  Shadowcraft Mage (RS) 
  Shadowdancer (DMG) 
  Shining Blade of Heironeous (CD) 
  Sublime Chord (CA) 
  Streetfighter (CV) 
  Spellsword (CW) 
  Stonelord (CW) 
  Stormlord (CD) 
  Tattooed Monk (CW) 
  Tempest (CV) 
  Temple Raider of Olidammara (CD) 
  Thief-Acrobat (CV) 
  Vigilante (CV) 
  Virtuoso (CV) 
  War Chanter (CW) 
  Warpriest (CD) 
  Warshaper (CW) 
  Whisperknife (RW) 
  Wild Plains Outrider (CV) 
  Wildrunner (RW) 
   
  NPC ONLY: 
  Acolyte of the Skin (CA) 
  Assassin (DMG) 
  Black Flame Zealot (CD) 
  Blackguard (DMG) 
  Blighter (CD) 
  Blood Magus (CA) 
  Dawncaller (RS) 
  Disciple of Thrym (FB) 
  Entropomancer (CD) 
  Effigy Master (CA) 
  Evangelist (CD) 
  Eye of Gruumsh (CW) 
  Fiend-Blooded (HH) 
  Goliath Liberator (RS) 
  Legendary Leader (HB) 
  Loredelver (RD) 
  Maester (CV) 
  Master Transmogrifist (CA) 
  Peregrine Runner (RS) 
  Primeval (FB) 
  Ravager (CW)  
  Scar Enforcer (RD) 
  Shadow Sentinel (RD) 
  Skypledged (RW) 
  Stonedeath Assassin (RS) 
  Stonespeaker Guardian (RS) 
  Stormtalon (RW) 
  Thaumaturgist (DMG) 
  Ur-Priest (CD) 
  War Hulk (MH) 
  Warchief (MH) 
   
  RESTRICTED: 
  Chameleon (RD) 
  Corrupt Avenger (HH) 
  Cryokineticist (FB) 
  Frenzied Berserker (CW) 
  Ghost-Faced Killer (CV) 
  Hulking Hurler (CW) 
  Iron Mind (RS) 
  Kensai (CW) 
  Knight of the Iron Glacier (FB) 
  Knight of the Pearl (SW) 
  Luckstealer (RW) 
  Purifier of the Hallowed Doctrine (HH) 
  Purple Dragon Knight (CW) 
  Red Wizard (DMG) 
  Rimefire Witch (FB) 
  Ronin (CW) 
  Runesmith (RS) 
  Sand Shaper (SS) 
  Scion of Tem-Et-Nu (SS) 
  Shadowmind (CV) 
  Tainted Scholar (HH) 
  Thayan Knight (CW) 
  Urban Soul (RD) 
  Void Disciple (CD) 
  Winterhaunt of Iborighu (FB) 
   
   
  Some prestige classes have special requirements that can 
  be tough to adjudicate, or have been updated to v.3.5 of the 
  rules.  Below you will find some guidelines to use as 
  players for prestige classes currently available in the 
  campaign. 
   
  • 
  Alienist: This contact must be specifically listed in an 
  adventure to count or gained through your local triad. 
  Summoned 
  or 
  otherwise 
  magically 
  compelled 
  creatures do not count. 
  Page 36 
  
   
  • 
  Battlesmith: Owning a dwarvencraft item (see Races 
  of Stone for a definition of a dwarvencraft item) 
  satisfies the special prerequisite of the prestige class. 
  For purposes of the battlesmith’s special abilities, use 
  of the Craft Magic Arms and Armor feat to enhance a 
  warhammer or suit of armor counts as an item that the 
  battlesmith has created. 
  • 
  Bladesinger: Use the most current version of this 
  prestige class, as presented in Complete Warrior. 
  • 
  Church Inquisitor: The corruption must be either 
  specifically noted on an AR for an adventure or the 
  triad has designated the occurrence as valid. Contact 
  your local triad for more information.  
  • 
  Consecrated Harrier: The assignment and its 
  completion must be setup through your local triad. 
  • 
  Contemplative: This contact must be specifically 
  listed in an adventure with the god or gods it counts 
  towards or gained through your local triad. 
  Summoned 
  or 
  otherwise 
  magically 
  compelled 
  creatures do not count. 
  • 
  Cloud Anchorite: The retreat to a high-altitude 
  wilderness environment costs 2 time units. This 
  should be noted in the notes section of the next AR 
  gained. 
  • 
  Darkhagard: Make the following adjustments to 
  update the prestige class to v.3.5:  
  o Replace the class skills Intuit Direction and 
  Knowledge (navigation) with Knowledge 
  (geography) and Survival. 
  o Change the uncanny swim (Ex) ability 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." 
  • 
  Death Delver: Characters in Living Greyhawk are 
  assumed to have met the special requirement for this 
  prestige class. 
  • 
  Deepwarden: The 2nd level ability Stone Warden 
  cannot give your character a higher AC bonus than 
  that which is listed as the maximum Dexterity bonus 
  to AC for the type of armor worn.  
  • 
  Dragon Disciple: The type of dragon your character is 
  depends on your alignment. This represents your 
  dragon blood steering your life and beliefs in certain 
  directions. Characters may only choose from the 
  Metallic dragons listed here without having campaign 
  documentation. Characters may not change their 
  alignment before taking a level in this class (must 
  have been the same for at least 3 levels) and once the 
  character takes a level in this prestige class their 
  alignment cannot change unless something in the 
  campaign forces a change. 
  o Lawful Good: Bronze, Gold, and Silver 
  o Lawful Neutral: Bronze, Silver 
  o Neutral Good: Brass 
  o Neutral: 
  None 
  (must 
  gain 
  campaign 
  documentation in play to take this class) 
  o Chaotic Good: Brass, Copper 
  o Chaotic 
  Neutral: 
  None 
  (must 
  gain 
  campaign documentation in play to take this 
  class) 
  • 
  Dread Pirate: Player character dread pirates must 
  choose the path of an honorable pirate upon 
  advancing to 2nd level in this class. 
  • 
  Drunken Master: Being chosen by an existing 
  drunken master and the night of revelry must be 
  specifically mentioned on an AR. 
  • 
  Dungeon Delver: Only the 2
  nd method can be met in 
  play. The DM has the discretion if the situation in the 
  adventure meets this requirement and if so will note it 
  on your AR. Method 1 and 3 must be requested 
  through your local triad. 
  • 
  Elemental Savant: This contact must be specifically 
  listed in an adventure to count or gained through your 
  local triad. Summoned or otherwise magically 
  compelled creatures do not count. 
  • 
  Green Star Adept: The sufficient quantity of 
  starmetal must be acquired in normal play, and needs 
  to appear as treasure on the AR. The ritual requires the 
  spending of 1 time unit and 1,000 gp. This should be 
  noted in the notes section of the next AR gained. 
  • 
  Hunter of the Dead: (Scar of Unlife) This must be 
  recorded on an AR in the notes section. A level or 
  ability score must be permanently drained in order to 
  qualify. Temporary damage or level drain that is then 
  offset by spellcasting before taking full effect do not 
  count. 
  • 
  Invisible Blade: This single combat must be setup 
  through your local triad and documented. 
  • 
  Lord of Tides: You must receive documentation from 
  an Adventure Record specifically mentioning that 
  you’ve qualified for the lord of tides prestige class in 
  order to meet the special prerequisite. 
  • 
  Mage of the Arcane Order: Your local triad will 
  provide information on where the initiation fee is to 
  be paid. 
  • 
  Mask of Johydee: Make the following adjustments to 
  update the prestige class to v.3.5: 
  o Replace the class skills Innuendo and Read 
  Lips with Sense Motive. 
  o Replace the spell change self with disguise 
  self. 
  • 
  Menacing Brute: Use of the 2nd level ability 
  Resourceful Search does not allow you to keep the 
  item gained at the end of the adventure. 
  • 
  Nightsong Enforcer: The character must be affiliated 
  with a thieves’ guild or other such organization 
  (instead of the Nightsong Guild). Contact your local 
  triad for more information. 
  • 
  Nightsong Infiltrator: The character must be 
  affiliated with a thieves’ guild or other such 
  Page 37 
  
   
  • 
  Wayfarer Guide: Contact your local triad for more 
  information. 
   
  organization (instead of the Nightsong Guild). 
  Contact your local triad for more information. 
  • 
  Rainbow Servant: Contact your triad for information 
  on meeting this special requirement. 
   
  Items: Magic and Mundane 
  • 
  Reaping Mauler: Each qualifying combat must be 
  documented on an AR in the notes section and 
  happen during play.  
   
  The opportunity to gain items, both magic and mundane, 
  from various sources may occur during play. In each case, 
  players receive campaign or regional documentation 
  allowing the character access to the item in question once 
  all the requirements listed on that documentation are 
  fulfilled. Without both the appropriate documentation and 
  the ability to fulfill any requirements, the items may not be 
  taken. These items are not available to characters during 
  character creation. 
  • 
  Sacred Exorcist: The special requirement must be 
  met through a meta-org that specifically grants it or 
  through your local triad. 
  • 
  Scorpion Heritor: The DM must write in the “Play 
  Notes” section of the AR when you’ve met the special 
  requirement for this prestige class. 
  • 
  Seeker of the Misty Isle: This invite must be noted 
  on an AR as a special reward or the invite can come 
  from another player at your table and noted in the 
  notes and signed off by the DM. 
   
   
   
   
  • 
  Seeker of the Song: Another seeker of the song must 
  be met in normal play and noted in the notes section 
  on your AR. 
   
   
   
  • 
  Shadowbane Inquisitor: This prestige class upholds 
  the ideals specified in the text, but is not part of the 
  Order of Illumination (this knightly order does not 
  exist in LIVING GREYHAWK). 
   
   
   
   
  • 
  Shadowbane Stalker: This prestige class upholds the 
  ideals specified in the text, but is not part of the Order 
  of Illumination (this knightly order does not exist in 
  LIVING GREYHAWK).  
   
   
   
   
  • 
  Silent Ones: Make the following adjustments to 
  update the prestige class to v.3.5: 
   
   
  o Mask of Cymius ability allows disguise self at 
  will, not change self at will. 
   
   
  • 
  Spellsword: This must be met in normal play and 
  noted in the notes section on your AR. 
   
   
  • 
  Stonelord: The ritual requires the spending of 5 time 
  units and 1,000 gp. This should be noted in the notes 
  section of the next AR gained. 
   
   
   
   
  • 
  Temple Raider of Olidammara: Contact your triad 
  for more information on being invited into this 
  prestige class. 
   
   
   
  • 
  Veth: Make the following adjustments to update the 
  prestige class to v.3.5: 
   
   
  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%. 
   
   
   
   
  Page 38 
  
   
  Chapter Six: Beyond the Core Rules 
   
  This chapter clarifies some rules presented in the D&D 
  core rulebooks v.3.5 that must be altered or expanded due 
  to the needs of our play environment. This clarification 
  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 adventures.  
   
   
  Adventuring Animals  
   
  This section clarifies the use of animals in the LIVING 
  GREYHAWK campaign. These rules expand those found in 
  the D&D core rules v.3.5 and only supersede those rules 
  when explicitly stated.  
   
  You are responsible for reading and understanding 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 for these animals prepared for 
  inspection and use by your 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 v.3.5, animals and magical beasts that 
  accompany your character on adventures have the average 
  hit points listed within their description in the Monster 
  Manual v.3.5.  
   
  Animal Categories 
   
  There are two basic animal types that you can bring into 
  play: magical beasts gained by way of class abilities (such as 
  a paladin’s mount, animal companions, 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. You cannot choose an evil 
  familiar. 
     
  Standard familiars are acquired as per the rules found on 
  Player’s Handbook v.3.5 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 v.3.5, or (when 
  appropriate) those granted by the Improved Familiar feat 
  found in Complete Warrior or the Dungeon Master’s 
  Guide v.3.5. 
   
  Paladins’ mounts are acquired as per the rules found in the 
  Player’s Handbook v.3.5, page 45. In the LIVING 
  GREYHAWK campaign, small paladins may choose a riding 
  dog (page 196 of the Monster Manual v.3.5) instead of the 
  standard warpony. A paladin's mount starts with the 
  average hit points for the particular base animal as listed in 
  the Monster Manual v.3.5. 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 TUs (or one real year) 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 v.3.5 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 normal animal (it 
  is not a magical beast). For complete rules see page 36 in 
  the Player’s Handbook v.3.5. 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. You may 
  not take a dinosaur animal companion without campaign 
  or regional documentation. 
   
   
  Starting Companion: Only first level druids start with 
  an animal companion. They choose from the list on 
  page 35 of the Player’s Handbook v.3.5.  
   
  Changing Animal Companions: You can change your 
  base animal companion each adventure you play if you 
  desire, 
  as 
  long 
  as 
  you 
  prepare 
  appropriate 
  documentation before playing. 
   
  Advancing Animal Companions: Animal companions 
  advance using the rules laid out in the PHB. They do 
  not gain anything (larger size, etc.) that is not 
  specifically mentioned in the PHB. 
   
  Page 39 
  
   
  Tricks: Your animal companion at the start of an 
  adventure can be trained with its full compliment of 
  tricks (3 for every point of Intelligence plus bonus 
  tricks as indicated in the PHB). The list of animal 
  companion tricks is on page 74 of the Player’s 
  Handbook v.3.5 under Handle Animal. Special tricks 
  (ones not listed in the PHB) are only allowed 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 v.3.5. 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. 
   
  The following rules apply to added HD to any creature 
  that might be brought along on an adventure as well as 
  items they are allowed to wear. DM’s are allowed to 
  make exceptions in certain situations. 
  • 
  They gain 1 skill point per hit dice as they level 
  (Why?  their Int is so low, the modifier drops it to 
  less than one, or one). 
  • 
  They gain 1 feat per 3 hit dice as anyone else. 
  These feats can only be taken from either the 
  PHB or the MM. All prerequisites must apply. i.e., 
  Nothing that has an Int requirement the animal 
  does not meet, for example. Additionally, the 
  animal may not qualify for all of the MM feats. All 
  of these feats are core for the creature. 
  • 
  Unless the AR says otherwise, they do not gain 
  feats from any other source. Most ARs say "You 
  may gain a feat from source X…" not "You or 
  your companion…" 
  • 
  They can only use these sorts of magic items, 
  unless otherwise specifically stated that it can be 
  used by an animal, animal companion, mount, or 
  familiar:  
  A. One suit of barding 
  B. One collar, necklace or other neck gear 
  C. One cloak. 
   
  Domesticated Animals: Most animals you can buy and 
  adventure with are trained to some extent. These animals 
  include those listed on Table 7-8 of the Player’s Handbook 
  v.3.5. 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 PHB 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 action 
  and pushing an animal is a full-round action (see Handle 
  Animal for more details). A druid or ranger can command 
  an animal companion 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 PHB under Handle Animal. 
  For the riding dog, you may either pick two extra tricks or 
  use these two trick slots to make the dog trained to use a 
  trip attack (as specified in the riding dog entry in the 
  Monster Manual v.3.5). 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, PHB 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 
  means the animal isn't trained. You are not able to attempt 
  another check until after you have played another regional 
  adventure. You may not take 20. 
   
   
  Animals and the APL 
   
  If you bring domesticated animals that have been trained 
  for fighting 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 added to your character level for 
  determining the APL. You may only use four or fewer 
  animals of this type. Animals with different CRs are 
  determined separately using the chart below; then, take 
  the highest CR animal (or animals), and add 2 (drop 
  fractions). This result is the effective character level for a 
  mixed-CR group of animals. Determining a party’s APL is 
  described in each adventure, but 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 
   
  The Leadership feat allows you to gain a single cohort, a 
  skilled adventuring sidekick to share your adventures, as 
  well as an assortment of other followers. Your cohort may 
  accompany you on regional, metaregional, core, and core 
  special LIVING GREYHAWK adventures as long as you follow 
  the rules for their inclusion (see below). Your followers 
  Page 40 
  
   
  only come into play during special events and only if those 
  events explicitly allow them.  
   
  Cohort Inclusion in an Adventure 
   
  You may include your cohort in the play of standard 
  LIVING GREYHAWK sessions if and only if there are four or 
  five players 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 
  session and no RPGA member wishes to participate to fill 
  that place. If more than one player wishes to bring a cohort 
  but there are not enough openings, one or more of player 
  must leave their cohort at home. If players wishing to 
  bring cohorts cannot decide who leaves their cohort at 
  home, the DM is free to rule that no cohorts are allowed.  
   
  A cohort at a table counts as a character in every respect. So 
  for example their level is included in the APL calculation 
  and they can be targeted by NPCs within the event and 
  might actually end up being the lead character in the story 
  in certain situations. 
    
   
  Designing Your Cohort 
   
  Cohorts are designed and restricted exactly like LIVING 
  GREYHAWK 
  characters 
  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 by 
  your Leadership score as described in the Dungeon 
  Master’s Guide v.3.5, page 106. You can only modify your 
  Leadership score for determining cohort level using the 
  modifications listed under ‘The Leader . . .’  on page 106 
  unless 
  you 
  have 
  special 
  regional 
  or 
  campaign 
  documentation specifically 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 DMG to determine your cohort’s starting gold.  
   
  Step 3: Hit Points 
   
    No changes. 
   
  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 DMG. 
   
  Step 6: Home Region 
   
    The cohort must have the same home region as the 
  character at all times. 
   
  Cohort Advancement and Special 
  Cohorts 
   
  Cohorts advance the same way as any LIVING GREYHAWK 
  character. 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 
  (note: they may never be within one level or higher than a 
  character they are a cohort of, and lose any 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.  
   
  Even under the best of circumstances it is hard for a cohort 
  to keep up with their leader. Each time the character that 
  has the leadership feat gains a level you will recalculate 
  your leadership score and set your cohorts level to this 
  number. In some cases this will not result in the cohort 
  going up levels each time your character does. The cohorts 
  new gp total is set to the appropriate amount per Table 4-
  23: NPC Gear Value found on page 127 of the DMG minus 
  all equipment currently owned (the total gp value of the 
  cohort cannot be greater than the amount of Table 4-23)..If 
  the cohort currently has more gold than listed for his level 
  in the DMG then he loses any extra. Cohorts are only 
  updated when the character with the feat levels. 
   
  Due to this system there are some additional rules that go 
  with having a cohort. A cohort cannot take or use any 
  magic item creation feats. If the character has a class that 
  gives a magic item creation feat for free then they cannot 
  use it. A cohort cannot have more than 10% of its total 
  wealth wrapped up in consumable items at any one time. 
  When a cohorts gp value is adjusted for gaining a level, the 
  cohort must use this in purchasing permanent magic items 
  only. He can then use gold gained in further adventures on 
  consumables (keeping the 10% cap in mind).  
   
  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 TUs as you 
  Page 41 
  
   
  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 TUs as 
  your search the land for a new loyal sidekick. You 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 v.3.5, 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.  
   
  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 during a session in 
  order for a character to use 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 cohort's wealth and items 
  revert 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. GMs should 
  only taking over a cohort in the most unusual situations. 
   
  Followers in Living Greyhawk 
   
  For most intents and purposes, followers gained from the 
  leadership feat are not used in LIVING GREYHAWK. 
  They are mostly roleplaying flavor type things that exist in 
  the background of your character. As some special events 
  and interactives can involve them in various fashions, you 
  may create your followers in detail if you wish. Followers 
  use the same rules to create cohorts with the following 
  changes: 
  • 
  The only equipment they are allowed to purchase 
  is out of the PHB. 
  • 
  They may not loan or be loaned equipment. They 
  are simple guards and such. Not adventurers. 
   
   Character Death and Back Again 
   
  The life of an adventurer is a dangerous one and sometimes 
  bad things happen that you would like to undo. Character 
  death, level loss, or ability score loss are hard burdens to 
  accept even for the best of us. Since Oerth is a magical 
  world, these problems can be undone—for a price. The 
  following 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 a dead character or cohort is 
  carrying a special item vital to the plot of the adventure 
  where 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 including 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 their fate must be resolved at the session where 
  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. Players may enlist monetary aid from other 
  characters or cohorts only during the session where the 
  death occurred to gain such spellcasting. If the spellcasting 
  requirements cannot be met during that session, the 
  character is permanently dead. All the character’s and its 
  cohort’s (if any) adventure records are handed to the DM. 
  As the representative of the LIVING GREYHAWK campaign 
  staff in these instances, the DM destroys or voids these 
  records (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 or higher 
  RPGA DM 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 from 
  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 DM for the event fills in as 
  the Appeals DM. Once the Appeals DM has ruled it is final, 
  and you must abide by his decision. 
   
   
  Page 42 
  
   
  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 v.3.5 or all of your character’s 
  coin value from your last adventure record, whichever is 
  greater. The charity of friends clause may also be used if 
  the character does not die, but still loses all of their 
  equipment (such as being enveloped completely by an 
  acidic creature).  
   
  Wizards may opt to discard 33% 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 charity represents family and friends chipping 
  in to help get you back on your feet. No player at the 
  session is allowed to contribute to this amount and no 
  players actually adjust their gold on hand total. 
   
  DM Note: It is in your discretion on what losing all 
  possessions entails. If the character’s horse survives then 
  obviously he has still lost everything. You can declare that 
  any minor surviving gear is lost and let the player invoke 
  the Charity of Friends Clause.  
   
  NPC-Performed Spellcasting 
   
  If characters are incapable of casting the desired spells at 
  the session, the characters' 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 their website , 
  detailing how NPC spellcasting is handled in their region. 
  For all core, metaregional, or regional adventures where 
  the triad has not detailed region-specific rules for NPC 
  spellcasting, use the following rules: 
   
    Default Cost: Determine the size of the settlement the 
  characters have access to in the adventure (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. 
   
   
    Adventure 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. These 
  situations written into an adventure take precedent over 
  rules presented here. 
   
  Determine Level of Caster Available: Depending on the 
  adventure, a spellcaster of the needed level may or may not 
  be available. Review Table 6-2 to determine what level 
  spellcaster is available by the size of the settlement detailed 
  in the adventure text. If a higher-level spellcaster is written 
  into the adventure, that NPC may be used instead. When 
  the adventure does not specify what size settlements are 
  close at hand, 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 
   
  The spells on Table: 6-3 may be cast by NPCs under a DM’s 
  control. Regional rules and individual adventure text may 
  override these costs. 
  Page 43 
  
   
  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. First, pay the cost as 
  listed and receive the benefits of the spell. Second, pay all of your 
  gold on hand except 100 gp (minimum 2,000 gp – you may sell 
  items as normal to pay this cost) up front and 5 TUs. The 
  remaining balance must be paid out of future adventure earnings 
  as quickly as possible (all gold earned from future adventures, 
  after lifestyle costs and other mandatory costs, must go towards 
  this debt until it is fully paid off). If you do not have enough TUs, 
  you may spend TUs from the next campaign year to meet this 
  requirement. This payment represents working off your debt 
  with the church and coming up with more funds to pay them. 
  Others at the session may chip in gold to help offset either 
  method of payment. You are not required to pay upkeep on TUs 
  spent in this fashion. Only one debt of this fashion is permitted 
  at any one time. 
   
  2 - There are two ways to pay for resurrection. First, pay the cost as 
  listed and receive the benefits of the spell. Second, pay all of your 
  gold on hand except 100 gp (minimum 5,000 gp - you may sell 
  items as normal to pay this cost) up front and 10 TUs. The 
  remaining balance must be paid out of future adventure earnings 
  as quickly as possible (all gold earned from future adventures, 
  after lifestyle costs, and mandatory costs, must go towards this 
  debt until it is fully paid off). If you do not have enough TUs you 
  may spend TUs 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 session may chip in gold to help offset either method of 
  payment. You are not required to pay upkeep on TUs spent in this 
  fashion. Only one debt of this fashion is permitted at any one 
  time. 
   
   
  Lycanthropy 
   
  During your character's many adventures, it is possible to 
  pick up a few nasty curses. No curse can destroy party 
  chemistry faster than lycanthropy. A trusted comrade 
  turning on the party in the middle of a tough battle is more 
  than most parties can take. The following rules apply to 
  those who currently have or may acquire 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 adventure 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 adventure. 
  • A PC can become aware of this affliction by making a 
  Wisdom check (DC 15) after changing back or by having 
  a fellow party member witness and report the changing 
  to the character. 
  • Once a PCs is aware they have disease, they must 
  attempt to have it removed. If you do not, their 
  alignment shifts to that of the were-creature after the 
  next change and they become NPCs under the DM’s 
  control. Mark the character's adventure records void and 
  remove the character from the campaign. 
  • Check your triad's 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 
  modifier whichever is higher. The character only 
  gets 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) has belladonna for sale (5 gp). A 
  Survival check (DC 14) allows characters to 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 three days of contracting 
  lycanthropy, a remove disease or heal spell cast by a 
  12
  th-level priest will remove it. This costs 360 and720 
  gp respectively and 1 TU. This cost may be modifies 
  using an appropriate cert or if the player has another 
  way  to cast the spell.  
  � If it is past 3 days, lycanthropy is much harder to 
  remove. Afflicted characters must seek out a caster to 
  cast remove curse or break enchantment on them 
  while the moon is full. Once a caster is found, the 
  Page 44 
  
   
  afflicted 
  character 
  must 
  spend 
  150/450 
  gp 
  respectively and 4 TUs. This payment allows the 
  character to make a Will save (DC 20). Characters 
  fails this save must spend another 150/450 gp and 4 
  TUs to attempt another save. 
  � The character must continue this process until 
  making the save or running out of money. Other 
  players at the session may donate money to help pay 
  for this cost. Characters unable to pay the 150 gp are 
  assumed to be performing menial tasks for the 
  church to help pay this service. 
  � Character running out of TUs are finished being 
  played for the year. Once TUs reset on Jan 1
  st of the 
  next year he can try to remove the curse once again. 
   
   Repairing Destroyed Magic Items 
   
  Permanent magic items that are destroyed as a result of in-
  game effects may be repaired, provided that all physical 
  pieces of the item are retrieved. There are some specific 
  rules that must be followed in order to repair a destroyed 
  magic item. 
  • 
  The only items that can be repaired in such a 
  manner are magical armor, magical weapons, 
  rings, and wondrous items.  
  • 
  Repairs can only be done after the adventure in 
  which the item was destroyed, and up to three 
  adventures later for the owner of the item – after 
  that time, the item is permanently lost.  
  • 
  Use the rules under the various craft feats (Craft 
  Magic Arms and Armor, Craft Wondrous Item, 
  Forge Ring) to determine cost in both gold and 
  XP (it is half of the item’s creation cost in both 
  instances). The time unit cost to repair a 
  destroyed item is equal to one-half the normal 
  creation time of the item, rounded up to the 
  nearest time unit. 
  • 
  Characters may only repair items that they could 
  normally create using one of the aforementioned 
  feats. Characters may repair another character’s 
  item, as long as the character conducting the 
  repairs pays the XP and time unit cost (either the 
  owner or the repairer may pay the gold cost, but 
  only those two characters may do so). 
   
   
  Geometers 
   
  The geometer prestige class (from Complete Arcane) 
  allows a character to create spellglyphs, which can be used 
  at a later time. Spellglyphs are made using Magic Item 
  Creation (Chapter 7) and work like creating scrolls (except 
  their cost is only the spell level x 25 gp). A geometer can 
  create a spellglyph of any spell known. Spellglyphs never 
  cost XP to create; up to 5 may be created before the start of 
  a qualifying adventure (see Chapter 7) with the 
  expenditure of one TU and the applicable gold. 
   
   
  Coldfire  
   
  Coldfire is a spell component used in several spells from 
  Frostburn, an environmental supplement. Ounces of 
  coldfire must be found in a adventure and listed on the AR 
  in order for a character to purchase this component.  
   
   
  XP Expenditure for Spells  
   
  For each adventure round played, a character and any 
  other spellcasters that are controlled by a player (such as a 
  cohort) have a maximum total amount of XP that can be 
  spent for spellcasting. This total is equal to 50 x APL, or one 
  spell. A character cannot cast spells totaling more than the 
  XP cap for the adventure round. So, for example, a wizard 
  playing an adventure at APL 10 would have a maximum XP 
  cap of 500 XP for spellcasting purposes – this is the most 
  he may spend on XP-draining magic (or one spell could be 
  cast above this XP cap). Note that this number represents 
  the total amount of XP that can be spent between all 
  characters under the control of an individual player (so, 
  there is no separate XP expenditure tracking for a cohort, 
  for example). Magic item creation is unaffected by this 
  rule. 
   
   
  Restricted Spells 
   
  Spells that are listed as restricted in the Living Greyhawk 
  campaign are never accessible to PCs. However, NPCs may 
  still possess the spells, and their effects may be present in 
  adventures (such as awakened animals or magic items 
  created with permanency). NPCs may never cast a 
  restricted spell during an adventure. 
   
   
  Spell Clarifications 
   
  Due to the nature of LIVING games, some spells need 
  changes to work properly within the framework of the 
  LIVING GREYHAWK campaign. There are some basic ground 
  rules to discuss before describing 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 adventure, a spell effect may extend 
  into the next rounds if appropriate (DM’s call). 
  • Players must have documentation during a session when 
  casting any of the spells listed below. 
  • We recommended DMs keep the current campaign 
  standard on hand for easy reference during games. 
  • The rules for the spells below are retroactive. If you 
  somehow cast a wish spell to give yourself a +1 inherent 
  stat bonus or cast greater planar binding to summon a 
  being to give you a million gp for its freedom, those 
  bonuses go away. 
    
   
  Page 45 
  
   
  Clone 
   
  The clone spells creates a body for wizards or sorcerers that 
  their soul inhabits upon their death. As a permanent effect 
  that resolves at a later date, the follow rules apply. 
   
  • Wizards or sorcerers may use this spell to create a clone 
  of themselves only.  
  • The caster must spend 12 TUs and 1,000 gp when 
  casting this spell. 
  • The players must inform his DM at the start of each play 
  session that they have clones. 
  • Once dead, the characters soul enters the body of the 
  clone. Characters lose one level as if resurrected. 
  Characters unable to rejoin the party are effectively out 
  of the adventure.  
  • If out of the adventure, casters only gains XP and gp up 
  to the point they died. If they can rejoin the party, they 
  gains XP and gp as normal. 
  •  If surviving party members recover the deceased’s gear, 
  casters retains possession of all their surviving 
  equipment. If no party members survive or cannot 
  recover their gear, casters loses everything and can 
  invoke the Charity of Friends Clause found earlier in 
  this chapter.  
  • At the start of each new campaign year, casters of the 
  clone spell must spend 6 TUs keeping their clones up to 
  date or he loose them and must start again. 
  • The DM notes when players has use 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. Since this is a permanent until discharged 
  effect, the follow rules apply. 
   
  • A wizards or sorcerers 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 notes 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 uses the chart listed with the 
  Craft skill to determine the DC if necessary. 
  • The item remains for the duration of the adventure 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 adventure. 
   
  Gate 
   
  Due to the powerful nature of this spell and its many 
  variables, the follow rules apply. 
    
  • 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 adventure being 
  played. 
  • If used to call a creature, only a single creature is 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 it 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 adventure that is 
  currently on another plane. 
  3. The player has special campaign documentation 
  allowing a specific being to be called. 
  • If a type of creature is desired, the PC may summon a 
  creature with the type outsider from the Monster 
  Manual v.3.5. It has standard HD for its type.  
  • For purposes of control, the caster may summon a 
  creature type with standard HD up to the caster level 
  safely. For each HD over the 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 summoned. 
  When summoning something that destroys a village, the 
  character pays the price. 
   
  Greater Planar Ally 
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply when 
  using this spell. 
   
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 18 HD or up to 
  three identical creatures whose total HD do not exceed 
  18, to answer the call. These creatures must have the 
  same 
  alignment 
  as 
  your 
  god 
  (elementals 
  are 
  Page 46 
  
   
  automatically the same alignment) and be listed in 
  Monster Manual v.3.5 (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 needs performed 
  during the bargaining, and determine how long the task 
  should take. GMs is free to increase or decrease this time 
  at their discretion. 
  • The DM determines 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, the DM 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 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 than a standard 
  LIVING GREYHAWK event, the following rules will apply. 
   
  • 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 v.3.5. The player must keep a separate, legible 
  list of what is stored in the chest and provide it to the 
  DM on request. 
  • Players must inform GMs they have an active Leomund’s 
  Secret Chest at the beginning of a session. 
  • The chest lasts for 8 TUs before expiring. The adventure 
  record that it is first recorded on does not count as one 
  of those TUs. 
   
  Limited Wish 
   
  • Any spell duplicated must come from a Core source or 
  the character must have access to it in some fashion. 
  • Characters must pay at least 300 XP when casting this 
  spell (see the spell description for more details). 
   
   
  Lesser Planar Ally 
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply when 
  using this spell. 
   
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 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 Monster Manual v.3.5 (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 needed task during the 
  bargaining and determine how long it will take to 
  complete. GMs is free to increase or decrease this time at 
  their discretion. 
  • The DM then determines 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, the DM 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.  
   
  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.  
  • Any spell duplicated must come from a Core source or 
  the character must have access to it in some fashion. 
  • 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 
  Page 47 
  
   
  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.  
   
  Caster may not use the option to pick something beyond 
  the list above. They must choose something from that list 
  when the spell is cast. They may not use a miracle spell to 
  cast a spell that is restricted 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, that opponent, and only that 
  opponent, may continue to attack the caster without a 
  chance of hitting an image instead. Casters may move 
  within the images as a free action on their turn to once 
  again confuse the attacker as to which is the real caster.  
   
   
  Planar Ally 
   
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules apply when using 
  this spell. 
   
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 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 Monster Manual v.3.5 
  (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).  
  • Caster must choose the needed task during the 
  bargaining and determine how long they think it will 
  take. GMs is free to increase or decrease this time at their 
  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, the DM 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. 
  • 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 Material Plane 
  (Oerth) only and gain access to others via campaign 
  documentation. 
   
  If a character is plane shifted against their will, and does 
  not have a way to get back themselves, then it will require 
  time units and some money to get back home. The 
  character must spend 6 time units and 1,000 gp. This 
  represents his time spent traveling as well as bribes, food, 
  and other costs associated with getting home. Until this is 
  done the character is removed from play.  
   
  A special mission may also be requested to resolve this 
  situation. If not granted then the only option is the one 
  listed above. 
   
  Polymorph 
   
  Due to its complex nature, this spell needs some further 
  clarification to operate with minimal problems in the 
  campaign. 
  • 
  You can only become a creature of a size class one 
  size larger than your normal form. You may take a 
  form no smaller than fine sized. If a spell 
  increases your size and another spell tries to 
  Page 48 
  
   
  increase your size again it fails (the rest of the 
  spell works it just does not change your size). This 
  size restriction does not apply to Wild Shape 
  which has its own restrictions on size, however, 
  the use of Wild Shape is still subject to  size-
  stacking rule mentioned above. 
  • 
  Equipment does not resize. If you change size, 
  only items in the following slots continue to 
  function normally; cloak, amulet/brooch, and 
  weapons. All other items either fall off or are 
  absorbed into your new form (and cease to 
  function). 
  • 
  Only base creatures from the MM are allowable 
  form selections. Creatures with templates, 
  advanced versions of base creatures, and creatures 
  not in the MM are not allowed without campaign 
  documentation. For lycanthropes you cannot 
  change into their hybrid form. 
  • 
  Unless specifically listed as exceptional, all breath 
  weapons are supernatural abilities and are not 
  granted through use of the polymorph spell. 
   
  Raise Dead 
   
  This spell brings one dead person back to life per the rules 
  in the Players Handbook v.3.5. The body must be intact 
  and the character returns with 1 hp per level. Mark 5,000 
  gp off the sheet of the character or characters who pay for 
  the spell component. 
   
  If cast immediately after the character's death, it may 
  continue with the adventure normally and receive a full 
  share of XP and gp. Mark on the adventure record that the 
  character was raised and set the starting experience total to 
  the halfway point of next lowest level. The character then 
  adds the XP earned in the adventure to that new starting 
  total. 
   
  If cast at the end of the adventure, the PC receives XP and 
  gp up to the point of the character's death. Mark on the 
  adventure record that the character was raised and set the 
  starting experience total to the halfway point of the next 
  lowest level. The character then adds the XP earned in the 
  adventure to that new starting total. 
   
  Reincarnate 
   
  The LIVING GREYHAWK campaign requires the following 
  rules when this spell is cast. 
  • Reincarnate may only be cast during an adventure 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. No rerolls 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 result of the roll is dwarf, roll again on the chart 
  below to determine subrace: 
  01-70: Hill dwarf 
  71-100: Mountain dwarf 
  • If the result of the roll is elf, roll again on the chart 
  below to determine subrace: 
  01-70: High elf 
  71-90: Wood elf 
  91-100: Gray elf 
  • If the result of the roll is halfling, roll again on the chart 
  below to determine subrace: 
  01-60: Lightfoot halfling 
  61-85: Stout halfling 
  86-100: Tallfellow halfling 
  • If the result of the roll is human, roll again on the chart 
  below to determine heritage: 
  01-55: Mixed heritage (roll twice on this chart to 
  determine; if this result is rolled again, discard it) 
  56-65: Flan 
  66-75: Oeridian 
  76-85: Baklunish 
  86-95: Suel 
  96-97: Rhennee 
  98-99: Olman 
  100: Touv 
  • 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 v.3.5. 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 character's death, it may 
  continue with the adventure normally and receive full XP 
  and gp at the end. Mark on the adventure record that the 
  character was raised and set the starting experience total to 
  the halfway point of the next lowest level. Characters add 
  XP earned in the adventure to that new starting total. 
   
  If cast at the end of the adventure, the PC receives XP and 
  gp up to the point it died. Mark on the adventure record 
  that the character was raised and set the starting 
  experience total to the halfway point of the next lowest 
  level. Characters add the XP earned in the adventure to 
  that new starting total. 
   
  Page 49 
  
   
  Spells that Cause a Change in Form
  (Examples include polymorph, polymorph any object, 
  shapechange) 
   
   
  • 
  The caster may only change into creatures listed 
  in the Monster Manual v.3.5 unless providing 
  campaign documentation allowing otherwise. 
  Creatures with templates, and advanced versions 
  are not allowed. 
  • 
  If an attribute of a monster is only listed in the 
  general or combat description of a creature and is 
  not specifically given an ability descriptor that 
  you can normally assume within the parameters 
  of the spell cast (such as exceptional for 
  polymorph or exceptional and supernatural for 
  shapechange), you do not gain that attribute 
  when assuming that creature’s form.  
  • 
  An example of this is the hydra; many of the body 
  and head attributes are listed in the combat 
  description of the monster without an ability 
  descriptor, and thus these attributes would not be 
  gained when using a spell to turn into a hydra 
  (but abilities such as fast healing and many others 
  in the statistics block would be gained). 
   
  True Resurrection 
   
  This spell is very hard to find from an NPC in LIVING 
  GREYHAWK. It is only available in an adventure if the 
  adventure contains a NPC who can cast it and the 
  adventure specifically states that the NPC will 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 only comes 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 it may continue 
  with the adventure 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 of death.  
   
  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.  
  • Any spell duplicated must come from a Core source or 
  the character must have access to it in some fashion. 
  • 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 restricted 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, the caster 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. 
   
   
  Spell Compendium Spells 
   
  Beget Bogun 
  Page 50 
  
   
   
  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 (25xp and 1 TU). The stats for the 
  Bogun can be found in the Spell Compendium. 
   
  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). 
   
  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.wizards.com/lg in the download 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 adventure, an item’s effect may extend 
  into the next rounds if appropriate (DM’s call). 
  • It is the players responsibility to have this document 
  available for the DM when using any of the items 
  contained below. 
   
  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 adventure. 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 
  Professional and Craft skills. 
   
   
  Due to the worldwide nature of the LIVING GREYHAWK 
  campaign, the following rules override most of the rules 
  presented in the Player’s Handbook v.3.5 regarding the 
  creation of items or generation of gold pieces for work 
  while using the following skills: Craft, Perform, Sleight of 
  Hand, 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. Immediately 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 an adventure is 
  allowed but does not increase the maximum gold earned 
  cap for the APL played at. 
   
  You do not have to pay lifestyle costs for TU’s spent on 
  using a skill to make additional gold.. 
   
  Skills 
   
  Craft: You can practice your trade and make a decent 
  living. You earn your skill check result 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. 
  Page 51 
  
   
    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 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 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 skill check result in gold pieces when 
  you spend 1 TU immediately after playing in a regional 
  LIVING GREYHAWK adventure set in your 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 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 of in-game benefits 
  derived from out-of-game sources in LIVING GREYHAWK, 
  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 use one of the benefits listed below 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 
  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 regardless of the number of sessions 
  played. To use the same type of benefit twice, the player 
  must possess two copies of the benefit. 
  3. Benefits must be presented to the DM at the beginning 
  of the session. The benefits to be used must be selected 
  before the session 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 sessions. 
  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 specific campaign 
  modifications applicable to their use. This list is updated 
  frequently as future benefits become available. 
   
  • Ember Button, Krusk Button, Lidda Button, and 
  Tordek Button: These buttons were distributed at the 
  Page 52 
  
   
  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: LGR set 1, card 8 of 10; no variant 
  rules. 
  • I Have That!: LGR 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: LGR set 1, card 10 of 10 and LGR set 4, 
  card 3 of 10; no variant rules. 
  • Arcane Influx: LGR set 2, card 5 of 10 and LGR set 4, 
  card 4 of 10; no variant rules. 
  • Holy Flood: LGR set 2, card 6 of 10; no variant rules. 
  • Twist the Blade: LGR set 2, card 7 of 10 and MoH set 1, 
  card 6 of 10; any action point option is invalid. 
  • Let’s Try That Again: LGR set 2, card 8 of 10 and LGR 
  set 4, card 2 of 10; no variant rules. 
  • Kaapow!:  LGR set 3, card 2 of 10; no variant rules 
  • Call of the Wild: LGR set 3, 3 of 10; no variant rules 
  • Force of Personality: LGR set 3, 4 of 10; no variant rules 
  • Not Done Yet: LGR set 3, 5 of 10; no variant rules 
  • Feign Surprise: LGR set 3, 6 of 10; no variant rules 
  • Desperate Maneuver: LGR set 3, 7 of 10; no variant 
  rules 
  • Not this Time!:  LGR set 4, card 5 of 10 and LGR set 5, 
  card 4 of 10; no variant rules 
  • Blessed Relief:  LGR set 4, card 6 of 10, LGR set 5, card 3 
  of 10, and MoH set 1, card 5 of 10; no variant rules 
  • Power of the Hero: LGR set 4, card 7 of 10; no variant 
  rules 
  • I’ve Got Just the Potion . . . ; LGR set 4, card 8 of 10. 
  Play this card with I Have That! once an adventure 
  round; instead of gaining the benefit of the I Have That! 
  card,  you immediately gain a single potion worth no 
  more than 50 gp.  The potion must be one listed on Table 
  7-17 of the DUNGEON MASTER’s Guide. The potion 
  gained is in a handy place, and you must spend a move 
  action to retrieve it. If you don't use the potion before 
  the adventure ends, it disappears. 
  • Careful Retreat: LGR set 5, card 5 of 10; no variant rules. 
  • Divine Salvation: LGR set 5, card 7 of 10; no variant 
  rules. 
  • Arcane Transmogrification: LGR set 5, card 8 of 10; no 
  variant rules. 
  • Extra Deflection: MoH set 1, card 8 of 10; any action 
  point option is invalid. 
  • Missed Me!: MoH set 1, card 9 of 10 and MoH set 4, 
  card 8 of 10; any action point option is invalid. 
  • Feign Surprise: MoH set 2, card 4 of 10; no variant 
  rules. 
  • Surprise Set: MoH set 2, card 5 of 10; no variant rules. 
  • Triumph of Hoof and Fletching: MoH set 2, card 7 of 
  10; no variant rules. 
  • Dol Arrah’s Sacrifice: MoH set 3, card 2 of 10; no 
  variant rules. 
  • Swift Response: MoH set 3, card 6 of 10; no variant 
  rules. 
  • Spry Approach: MoH set 4, card 2 of 10; any action 
  point option is invalid. 
  • Right Scroll for the Job: MoH set 4, card 5 of 10. You 
  must use this scroll immediately after playing this card, 
  or it reverts back to its original spell. You may only 
  exchange for a spell that has an equal or lower cost than 
  the original spell. 
  • Fast Talker: MoH set 4, card 6 of 10; any action point 
  option is invalid. 
  • Bane of My Enemies: MoH promo card 7; any action 
  point option is invalid. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 53 
  
   
  Chapter Seven: Magic Item Creation 
   
  In the old days of the campaign using a feat to create a 
  magic item was a long involved process. Now magic items 
  are created at sessions you play in. Fill out the paperwork 
  for what you want to create between sessions and have the 
  judge of your next game sign off on it -- simple and easy. So 
  read on about the wonderful items your character can 
  create. 
   
   
  Basic Rules 
   
  Characters with Item Creation feats may elect to spend 
  additional time units to create magic items. Characters can 
  created magic items at any core adventure or after a 
  regional or metaregional adventure set in the characters 
  home region or metaregion. Creation rules and approved 
  magic items are described below.  
   
  The following rules 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. 
  • Campaign documentation may provide an item creator 
  with the opportunity to create items from other sources. 
   
  Brew Potion:  Characters with this feat can brew potions 
  from Table 7-17 in the Dungeon Master’s Guide v.3.5, 
  adventure 
  records, 
  or 
  from 
  special 
  campaign 
  documentation once they satisfy the prerequisites. You can 
  use a scrolled spell to satisfy the spell requirements, but 
  you must use one scroll for every day of the creation 
  process. 
   
  Craft Magic Arms and Armor: A character with this feat 
  can create items from the DMG, Tables 7-2 thru 7-16, using 
  the following rules: 
   
  • Any weapon, ammunition (in lots of 50), or shield/armor 
  up to a +1 enchantment bonus once the character 
  satisfies the prerequisites.  
  • Casters with access to purchase items or item 
  enhancements from the DMG, Tables 7-5, 7-6, 7-14, and 
  7-15, may create those items or enhancements once the 
  character satisfies the prerequisites For example, caster 
  able to purchase a +2 flaming longsword may craft a +2 
  flaming falchion.  
  • Casters with campaign documentation allowing the 
  creation of an item may create that item upon meeting 
  the prerequisites. Campaign documentation is needed to 
  gain access to create specific magic weapons and armor 
  (such as a flametongue sword or rhino hide). 
  • You can use a scrolled spell to satisfy the spell 
  requirements, but you must use one scroll for every day 
  of the creation process. 
   
  Craft Rod, Craft Staff, Craft Wondrous Item, Forge 
  Ring:  Characters with these feats can create items from 
  the 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 once the prerequisites are satisfied. 
  • Casters able to purchase items valued over 2,500 gp from 
  approved sources may create those items once the 
  prerequisites are satisfied. 
  • Items over 2,500 gp that the caster cannot purchase may 
  be crafted if the casters level exceeds the minimum item 
  creation level by 2 and all other prerequisites are 
  satisfied.  
  • Casters with campaign documentation allowing the 
  creation of an item may create that item once the 
  prerequisites are satisfied. 
  • You can use a scrolled spell to satisfy the spell 
  requirements, but you must use one scroll for every day 
  of the creation process. 
   
  Scribe Scroll: Casters can scribe scrolls for any spell they 
  currently know. For wizards this list includes any spell in 
  their spellbook. For sorcerers and bards this list includes 
  any spell they know. For all divine casters, this list includes 
  the spells they have access to. Scrolls may incorporate the 
  creator's metamagic feats.  
   
  Craft Wands: Casters may create wands for any spell they 
  currently know up to 4
  th level. For wizards this list includes 
  any spell in their spellbook. For sorcerers and bards this 
  list includes any spell they know. For all divine casters the 
  list includes the spells they have access to cast based on 
  their divine casting class. Wands may incorporate the 
  creator's metamagic feats. Remember, metamagic feats 
  cannot push the spell level over 4
  th; that is the maximum 
  for wands per the feat. 
   
   
  Some Nuts and Bolts 
   
  Now you know what you can create. Let's get into the 
  nitty-gritty of actually calculating the cost. 
   
  When creating an item, you spend 3 things. 
    
  1. Gold pieces. Generally you spend half an item's market 
  price during its creation. There are exceptions to this 
  general rule -- some items cost more. Casters must 
  provide or purchase material components for creating 
  some items at full price. 
  2. Experience points. Creating an item of power takes a 
  bit from you. You must spend XP to represent this 
  drain. Remember, you cannot spend so much XP that 
  you to lose a level. 
  Page 54 
  
   
  3. Time. It takes time to create items. You must spend 
  time units. The more expensive and powerful the item, 
  the more TU’s you must spend to craft it. 
   
  Each TU spent grants your character up to five days to 
  create magic items. You may create, at most, one magic 
  item with a market value worth no more than 1,000 gp per 
  day. For more expensive items, you can spend multiple 
  days crafting a single item. 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 
  necessitates spending extra TU’s. (For example, an item 
  with a market value greater than 5,000 gp). Any unused 
  days that remain after crafting a single item requiring 
  multiple TUs are forfeit. For an item with a market value of 
  8,000 gp, you must allocate 2 TUs (ten days). Eight days are 
  spend crafting the item; the remaining two days are lost. 
   
  For every 2 gp worth of items you wish to create, you must 
  spend 1 gp from your character’s coin value. For every 25 
  gp of items created you must spend 1 XP. If the item has a 
  material component then you must either supply it or 
  spend full gold value for it. 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 lose a character level. In 
  the case of scrolls and wands, the character determines the 
  caster level but must satisfy the minimum level 
  requirement for the spell. 
   
  Let's use Mialee, a 5
  th level wizard with the Scribe Scroll, 
  Brew Potion, and Craft Wondrous Item feats, to illustrate 
  these rules. 
   
  Instant FAQ 
  Is the caster level of an item a
  prerequisite for creating it? 
   
  Yes. You must have a caster level
  equal or higher then the one listed to
  create a magic item. 
    
  Can I make an item off somebody
  else’s Adventure Record? 
   
  No. It is what you have encountered
  in your adventures not somebody
  else. 
  Between 
  adventures, 
  Mialee 
  decides 
  to 
  spend a time unit 
  crafting a few magic 
  items. She decides to 
  create a scroll of web 
  (cast at 3
  rd level) and 
  two potions of fly. The 
  scroll costs 150 gp and 
  the potions cost 750 gp 
  each. 
  Mialee's 
  total 
  cost is 1650 gp. Since 
  this amount is well 
  under 5,000 gp, item creation only costs her 1 time unit. 
  All together she must also spend 825 gp (1650/2=825) and 
  66 XP (1650/25=66). During her next adventure, Mialee 
  may use these items like any other, or she could sell them 
  all back for 825 gp. Note that if Mialee sold the items, she 
  earns back all of the gold that she spent but not the TU or 
  the XP.  
  After the next adventure, Mialee decides to spend more 
  time crafting items. 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's market value is 6,250 
  gp, so it costs her 2 TUs. She is only able to create this one 
  item for during this adventure. She must spend 3,125 gp 
  (6,250/2=3,125) and 250 XP (6250/25=250).  
   
  • No more than five items with a total market value less 
  than 5,000 gp (1,000 gp per day) may be created per 
  adventure played. Only one item may be created per 
  adventure if that item’s market value is over 5,000 gp. 
  Multi-round adventures count as one adventure. 
  • To calculate the TU requirement for items costing more 
  than 5,000 gp, divide the total cost by 5,000 and round 
  the resulting number up. An item valued at 5,001 gp 
  requires 2 TUs. 
  • Characters may not use loaned money for magic item 
  creation, and may not create items for another character. 
  • An item with a frequency of any, adventure, regional, 
  metaregional, or core is a valid purchase source for 
  magic item creation. This rule applies only to creation 
  not purchasing items. 
  • Item creation occurs 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. 
  Completing the MIC logsheet is discussed late in this 
  chapter. 
  • The DM notes the gp and XP spent and verifies these 
  costs on your AR at the end of the adventure.  
  • Players are responsible for correctly calculating and 
  reporting magic item creation figures. Errors must be 
  corrected immediately and may result in a 20% gp fine. 
  GMs record corrections and fines on the AR where the 
  errors where discovered. 
  •  Charged items are created with the maximum number 
  of charges allowed 
  • The ability to create items not listed in the Dungeon 
  Master’s Guide v.3.5 does not grant the ability to 
  purchase the item. For example, Mialee can create a 
  wand of flare, but this does not have the ability to 
  purchase the item without campaign documentation. 
  • Cohorts cannot create magic items. 
  • The entry "DM’s choice" on the magic item tables in the 
  DMG does not grant PCs the ability to create items not 
  listed on the table. The custom items rules in the DMG 
  may not be used to craft items 
   
   Upgrading Existing Magic Items 
   
  Some items have natural power progressions. Using the 
  right feats and satisfying the prerequisites it is possible to 
  upgrade these items. To upgrade an item, use the following 
  rules. 
   
  • Upgrades works like normal magic item creation. Items 
  may be upgraded at any core adventure or a regional or 
  metaregional adventure set in the characters home 
  region or metaregion.  
  • To upgrade an item you must satisfy the prerequisites for 
  creating the item from scratch (described above).  
  Page 55 
  
   
  • The upgrade cost is the difference between the old item 
  and the new item. You pay half that cost in gp and 1 XP 
  for each 25 gp as described in Some Nuts and Bolts 
  above.. 
  • For each 5,000 gp or fractions thereof, you must spend 1 
  TU. You may only upgrade a single item and any leftover 
  days form the TUs spent are lost. 
  • In the case of armor, shields, and weapons you may not 
  swap powers or special abilities for others when 
  upgrading unless they are on table 8-1 below. For 
  example: A +1 frost longsword may be upgraded to a +2 
  Icy burst longsword or a +1 keen frost longsword but 
  may not be upgraded into a +1 keen flaming longsword.  
  • Campaign documentation may provide options beyond 
  these rules. See the paperwork for details. 
   
  Table 7-1: 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 nor have powers swapped unless the caster 
  has campaign documentation allowing it. If you have any 
  questions concerning upgrades contact your local triad for 
  clarification. 
   
  Table 7-2: Upgradeable Magic Items 
   
  Original Item 
  New Item 
  Notes 
   
   
   
  Magical armor +1 
  or better 
  Magical armor +1 
  or more higher 
  than 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 
  than 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 
  than 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 energy 
  resistance 
  (minor) 
  Ring of energy 
  resistance (major) 
  - 
  Ring of energy 
  resistance (major) 
  Ring of energy 
  resistance 
  (greater) 
  - 
  Ring of climbing, 
  jumping, 
  swimming 
  Ring of climbing, 
  jumping, 
  swimming 
  (improved) 
  - 
  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 giant Strength 
   
  • Nonstandard items cannot be upgraded (by you, an 
  NPC, or a favor in a mod). A nonstandard 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 special material is a standard item. So 
  for example, a cloak of resistance +2 that also gives a +10 
  to hide is a nonstandard 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 nonstandard 
  items. If you have a question on what category an item 
  falls in please contact your local triad. 
   
   
  Table 7-3: Standard & Nonstandard Item Examples 
   
  Page 56 
  
   
  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. Exceptions are 
  mithral shirts, dwaven plate, 
  elven chain, and dragonhide 
  plate; all of these work just 
  like the relevant suit of 
  armor made out of the 
  relevant material. 
  +2 heavy, turtle shell shield 
  +1 heavy 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.
    
  • Campaign documentation may provide options beyond 
  these rules. See the paperwork for details. 
   
   
  Using the Magic Item  
   
  Creation Logsheet 
   
  Before creating magic items, you must printout and 
  complete a MIC logsheet prior to play. A sample sheet is 
  included at the end of this section. A blank logsheet is 
  available from in the files section of the LIVING GREYHAWK 
  website at www.wizards.com/lg. Filling in the logsheet is 
  easy.  
   
  Item Name: Describes what you are creating. For 
  example: ring of protection +1. 
   
  DMG Market Value: Is the market value from the 
  DMG or adventure record for the item you are creating. 
   
  GP, XP, and TU Spent:  The amount spent on this 
  item. If you create 4 items, the TU spent for each one 
  would be 1/4. 
   
  Adventure Name: The name of the adventure where 
  you created these items. Remember, items are created 
  before play starts. 
   
  Access:  Where you gained access to make this item. It 
  could be default for basic items everybody knows or an 
  AR number for an adventure where you gained access 
  to the item. If you gained access from a  metagroup, 
  write META.  
   
  Special Notes: Notes on metamagic feats used or 
  increased caster level of the item. 
   
  Calculate the totals at the bottom of the form and you are 
  ready to go. Staple this logsheet to your adventure record 
  once signed by the DM and add the items to your master 
  item logsheet. In the found and acquired fields on your 
  master item logsheet, record the AR number this sheet is 
  stapled to. 
   
  Notes to the Dungeon Master 
   
  The player is required to have MIC Logsheets filled out 
  and ready before play. If it is not completed or in order you 
  may deny this character from creating any items before the 
  current adventure. 
  When a player hands you a MIC Logsheet, quickly verify 
  that the totals are correct and the item prerequisites are 
  fulfilled. The player must provide the necessary rules 
  sources for the item. Limit your review to 4 or 5 minutes.  
  Creating magic items before an adventure should not 
  detract from the adventure or the other players at the 
  session. If the game slot is already running late, you may 
  verify totals at the end of the adventure if you choose. If all 
  the documentation is in order, try your best to 
  accommodate players, but do not waste game time when 
  someone is unprepared. 
  Table 7-4: 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 
  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 
   
  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/lvl 
  22500 
  +2250/lvl 
  30000 
  +3000/lvl 
  Page 57 
  
   
   
   
  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 
  Adventure 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 
  Adventure 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 
  Adventure Name: 
  Fear the Darkness (Veluna Regional) 
   
  gp Spent 
  375 gp 
  Access: 
  Default 
  Special Notes: 
   
  Item Name: 
   
   
   
  DMG Market 
  Value: 
   
   
  XP Spent 
  TU Spent 
  Adventure Name: 
   
   
  gp Spent 
  Access: 
  Special Notes: 
   
  Item Name: 
   
   
   
  DMG Market 
  Value: 
   
   
  XP Spent 
  TU Spent 
  Adventure Name: 
   
   
  gp Spent 
  Access: 
  Special Notes: 
   
   
  Total GP Spent:   825 gp  
   
   
   
  Total XP Spent:   66 XP    
   
   
  GMs Signature: Dante      
   
  Total Time Units Spent:        1 
   
   
   
   
   
   
   
   
  Attached to Adventure Record #:        39 
   
   
   
  GMs RPGA #:      1234567890  
   
  Page 58 
  
   
  Chapter Eight: Running a LIVING GREYHAWK Event 
   
  So you want to DM a LIVING GREYHAWK event?  This is 
  your section. We cover everything you need to know 
  including what you can and cannot do, handling the 
  paperwork, and where to turn if you need a ruling or have 
  a problem. 
   
   
   
  Before You Begin 
   
  GMing a LIVING GREYHAWK event requires a familiarity 
  with the basics of the D&D core rules v.3.5. and the LIVING 
  GREYHAWK variant rules contained in this document. 
  Without a working knowledge of the basic rules 
  (movement, actions, skills, combat, attacks of opportunity, 
  etc.) you should not consider GMing. If you are familiar 
  with the rules, however, you should definitely volunteer 
  your time and energy as a DM. Running a successful game, 
  either at a convention or for a group of friends at home is 
  very rewarding. 
   
  Once you decide to DM, you need a copy of an RPGA-
  sanctioned LIVING GREYHAWK adventure. If you are 
  GMing at a game day or convention, the event coordinator 
  will send you the adventure. If you are running a home 
  game, you can order the adventure from the RPGA website 
  at www.wizards.com/rpga.  
   
  As a DM or event organizer, you need a familiarity with the 
  RPGA General Rules and it’s companion document the 
  RPGA Penalty Guidelines. These documents cover the 
  overarching 
  organizational 
  rules. 
  The 
  following 
  information is a LIVING GREYHAWK addendum to the 
  RPGA rules. 
   
  You may play the adventure before you run them. For a 
  convention, this play is called a slot zero (since it takes 
  place before slot 1 of the convention). Playing the 
  adventure before running it allows you to experience the 
  adventure from a player’s point of view, and see how 
  another DM handles the encounters. 
   
  Whether or not you play the adventure, it is imperative 
  that you thoroughly and carefully read it before running it. 
  Failure to read and study the adventure before the game 
  usually ensures you will have problems. When you receive 
  the adventure follow these steps: 
   
  1. Read the adventure through from front to back. 
  2. Read the adventure again. Make notes about potential 
  problem areas such as unfamiliar rules, tricky 
  roleplaying encounters, unclear portions of the 
  adventure, etc. Review any new material in the 
  adventure and review any unfamiliar rules, spells, 
  monsters, or items. 
  3. Run mock battles for each encounter at each APL 
  (average party level). This test drive ensures you 
  understand the monsters, NPCs, spells, and items 
  during actual play. 
  4. Make a chart showing how the PCs get from one 
  encounter to another during the game. Some 
  adventures, particularly investigative ones, may have 
  weak links between encounters; you need to know how 
  the PCs can navigate the adventure challenges. 
  5. Make maps for tactical areas especially areas battles 
  sites. Maps are often provided with adventures but 
  sometimes they are not. 
  6. Rehearse playing important NPCs especially if 
  personality traits are not given. 
  7. In some cases you may know the sessions APL ahead of 
  time. Focus your preparation specifically to one APL 
  tier rather than all of them when this occurs. 
  8. Make cheat sheets or crib notes. Having all the 
  monsters or NPCs on one sheet of paper saves you from 
  flipping between pages during the game. 
   
   
  At the Table Before the Game 
   
  When game time 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 adventure including handouts, maps, appendices, 
  and your notes. 
  • The adventure records for the adventure. 
  • A tactical map and miniature or tokens to represent 
  NPCs and monsters. 
  • The RPGA scoring pack. 
   
  The first few pages of RPGA-sanctioned LIVING GREYHAWK 
  adventure cover calculating APL for the game and 
  handling animals owned by characters along with other 
  rules. Follow these procedures according to the adventure. 
  The following is a list of questions you want to ask your 
  players before the adventure starts: 
   
  • What levels are the characters? 
  • Do any characters plan to bring a cohort? 
  • Are characters bringing animals not gained as a class 
  feature? 
  • Do characters have special certs, curses, spells, 
  restrictions, or other situations to declare before starting 
  the adventure? (Anything special requires campaign 
  documentation). 
  • What lifestyle is each character buying during the 
  adventure?  Is anyone attempting to live off the land? 
  • Do characters have any ongoing conditions from a 
  previous adventure, such as unhealed damage or ability 
  point loss? 
  • Which spells have spellcasters prepared? 
  Page 59 
  
   
   
   
  During the Game 
   
  Once the game starts, your role as LIVING GREYHAWK DM 
  begins in earnest. You now have a huge responsibility. You 
  are the actor playing all the NPC roles. You are the judge 
  ruling on PC actions. You are the eyes and the ears of the 
  characters describing everything they sense. It is 
  important to follow the parameters set by the adventure to 
  the best of your ability. Instances arise when you need to 
  invent details that are not covered in the adventure; 
  however, you must attempt to keep within the spirit and 
  the letter of the adventure. Here are some other tips and 
  guidelines: 
   
  • Ask the players to use a table tent displaying character 
  information, and the player's name and RPGA number. 
  This information assists the DM and other players in 
  communicating with each other. 
  • Do not make extraneous or out-of-game comments about 
  the adventure. Resist the urge to complain about the 
  adventure or tell stories about what happened when you 
  played. 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 your player's style. Be aware of 
  younger players. Identify players who try to dominate a 
  table. 
  • Remember, the PCs are the heroes (or anti-heroes) of the 
  story. Allow them to act. Give them leeway choose their 
  actions in the game. This flexibility does not mean you 
  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 occur 
  without any special effort on the part of a DM. 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, GMs have the 
  right to apply more drastic penalties and bonuses based 
  on the situation. 
  • Judges are expected to follow both the letter and the 
  spirit of the rules. Judges are not automatons/computers; 
  the Circle expects LG judges to use commonsense when 
  making rulings during a session. While it might look 
  like most of the rules in the Core books are clear, most 
  assume that the DM will apply some changes to them to 
  reflect situations that come up in play that don't directly 
  model to the basic ones in the books. Yes, you will have 
  different play experiences with different judges as they 
  interpret the gray areas of the rules differently. And no, 
  judges should not be making arbitrary changes to the 
  rules because they don't "like" them. Changes/tweaks 
  should occur because the situation in a given session is 
  not well modeled by the rules in the Core books. 
  • GMs who find problems with player behavior, character 
  documentation, or other issues are well within their 
  rights to refuse to let a player stay at the session. See the 
  RPGA General Rules concerning what you can and 
  cannot do, and for remedies and responsibilities for 
  various situations. Also, make sure to point these 
  situations out to the region’s triad. Each triad has 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 is 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 
  Senior DM or an individual named by the Senior DM is in 
  charge of making final decisions. The goal is to resolve 
  problems at the session to keep conflicts from carrying 
  over past the convention or game day. 
   
   
  At the Session after the Game  
   
  When the game ends, players complete the RPGA table 
  tracking form while the DM calculates experience points 
  and gold piece rewards from the charts at the end of the 
  adventure. On each adventure records, fill in the 
  experience point and gold piece rewards the PCs earned. 
  Cross out anything on the AR that the PCs did not earn. 
  After completing this step, hand the adventure records to 
  the players. Detailed adventure record instructions are 
  included in Chapter Four. 
   
  The players may review and fill in the adventure record. 
  The paperwork must be completed at the session. While 
  players complete their ARs, collect the RPGA table 
  tracking Form and return it to the coordinator. Players 
  must finish their ARs, tally resources consumed, 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 especially the calculations 
  and resources spent. 
   
  If you have time, review players’ complete paperwork (past 
  ARs, MILs, etc.) after a game. This helps catch potential 
  problems, provide important instruction about proper 
  record keeping, prevent rampant cheating, and helps the 
  entire campaign run smoothly. 
   
   
  RPGA Paperwork 
   
  Detailed instructions regarding RPGA paperwork are 
  included on each scoring packs. Here is a summary of 
  important points: 
   
  • Complete the top of the RPGA network table tracking 
  Form.  
  Page 60 
  
   
  • Make sure each player is listed on the form and their 
  RPGA numbers are included and legible. 
  • Make sure your own name is on the form and your 
  RPGA number is included. 
   
  Once completed, give this form to the event coordinator.  
   
   
  What you Can and Cannot Do 
   
  as a DM  
   
  A LIVING GREYHAWK DM's principle job is running the 
  game, making it fair and fun, and completing the 
  accompanying paperwork. Remember, you are also an 
  administrator in a huge LIVING campaign. The RPGA 
  General Rules describe your role as a RPGA DM. The 
  following section details more about your additional 
  powers, rights, and responsibilities in LIVING GREYHAWK. 
  Many points are covered in the RPGA General Rules but 
  we want to highlight some and provide more detail for 
  others. 
   
  • If a player’s documentation or character is incorrect or 
  invalid, sit down with the player and audit the character. 
  Key elements to check are magic items on the MIL, gold 
  piece and experience point totals, and the acquisition of 
  non-core items, feats, spells, etc. 
  • If you find a problem, help the player correct it. 
  • If a player’s magic item log is too full or 
  incomprehensible, make the player re-write the MIL. 
  • If you find items on the MIL lacking correct 
  documentation, remove those items from the MIL. 
  • If you suspect cheating, contact the Senior DM for the 
  event or triad member. 
  •  If several discrepancies are discovered, then request the 
  character, adventure records, and MIL from the player. 
  Turn these over to the Senior DM or triad immediately.  
  This character is out of play until the matter is resolved. 
  If the player refuses to turn his paperwork over then 
  make a note of this and forward it to your local triad.  
  • Remove players that cheat from the game (per the RPGA 
  General Rules). The player receives an AR with the 
  experience and treasure earned up until that point. You 
  may deny the character experience points or treasure if 
  those points and treasure were gained through cheating. 
  • You may request the Senior DM to remove a 
  troublesome player from the game (per the RPGA 
  General Rules). 
  • A character that purposefully attacks other PCs is 
  immediately removed from play. See the FAQ in 
  Chapter Nine for more details. 
  •  If a PC performs an evil act, warn the player that you 
  consider it evil at your first opportunity. If character acts 
  regardless of the warning make a note on the AR. Also 
  send this information to the local triad. Triads compile 
  these reports to determine if the player needs to be 
  removed from play. See Chapter Nine. 
  • The DM is the final authority. Players can appeal a DM's 
  rulings to the Senior DM or designated Appeals Gm if 
  they are unhappy with a ruling. Lacking a Senior or 
  Appeals DM, the table DM’s decision is final. Think hard 
  when making decisions. They could have far reaching 
  effects on players and the campaign. 
  • While GMs have these rights, remember you are there to 
  make sure everyone is having fun. Let players play their 
  characters as they see fit and be the heroes. Work with 
  them toward a fun and memorable game. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 61 
  
   
  Chapter Nine: LIVING GREYHAWK FAQ, Errata & Rules Variants 
   
  The following rulebooks and editions are the official 
  sources for the LIVING GREYHAWK campaign. 
   
  The current printing of the following books and their 
  published errata are considered core for the campaign: 
   
  • 
  Players Handbook v.3.5* 
  • 
  Dungeon Master’s Guide v.3.5* 
  • 
  Monster Manual v.3.5* 
  • 
  Living Greyhawk Journal –Campaign News 
  (found in Dungeon Magazine) 
  • 
  Living Greyhawk web articles found on the 
  RPGA website 
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details. 
   
  The following sources and their published errata are used 
  in the campaign but require campaign documentation for 
  use by players. The book or article must be brought to the 
  session by the person using it. 
   
  • 
  Complete Warrior* 
  • 
  Complete Divine* 
  • 
  Complete Arcane*  
  • 
  Complete Adventurer*   
  • 
  Races of Stone  
  • 
  Races of Destiny  
  • 
  Races of the Wild 
  • 
  Heroes of Battle 
  • 
  Heroes of Horror 
  • 
  Frostburn 
  • 
  Sandstorm 
  • 
  Stormwrack 
  • 
  Spell Compendium 
  • 
  Miniatures Handbook* 
  • 
  Arms & Equipment Guide 
  • 
  Living Greyhawk Journal articles 
  • 
  Dragon Magazine #315/#319 Greyhawk feat 
  articles (either D315 or D319) 
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details. 
   
  Only authors and triads may use the following books. 
  Material from these sources may have limited availability 
  to players with campaign documentation. Contact your 
  local triad for information on using them in adventures. 
   
  • 
  Dungeon Master’s Guide II 
  • 
  Monster Manual II 
  • 
  Monster Manual III* 
  • 
  Fiend Folio 
  • 
  Races of the Dragon  
  • 
  Planar Handbook* 
  • 
  Manual of the Planes 
  • 
  Savage Species 
  • 
  Draconomicon 
  • 
  Libris Mortis* 
  • 
  Lords of Madness 
  • 
  Book of Vile Darkness 
  • 
  Book of Exalted Deeds 
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details. 
   
  The following FAQ’s are official sources for the LIVING 
  GREYHAWK campaign. They are located on the D&D 
  website at www.wizards.com/dnd. Rule variants in this 
  document take priority over the FAQs listed below for the 
  LIVING GREYHAWK campaign. 
   
  • 
  Main v.3.5 D&D FAQ 
  • 
  Monsters FAQ 
  • 
  Book of Vile Darkness FAQ 
  • 
  Manual of the Planes FAQ 
   
  DM's may use "Sage Advice" to help clarify rules but 
  rulings are not official for the campaign until published in 
  one of the FAQ’s listed above. 
   
  The LIVING GREYHAWK FAQ as listed in this document is 
  official for the campaign. Rule variants in this document 
  take priority over the FAQs listed above for the LIVING 
  GREYHAWK. 
   
   
  Campaign Errata 
   
  Dungeon Master’s Guide v.3.5: 
   
  • Prestige Classes (page 176):  Prestige classes do not count 
  towards the multi-class XP penalty as described on page 
  60 of the Players Handbook v.3.5.  
  • The correct cost for a strand of prayer beads [standard} is 
  45,800 gp and not 25,800. If you have paid the incorrect 
  price then you must correct this by paying the additional 
  20,000 gp or selling it back for full on your next AR. 
   
  Adventure Boiler Plate: 
   
  • Under ‘Living Greyhawk Levels of Play’ replace “APL 
  also affects the amount of experience you may gain at the 
  end of the adventure. If your character is three character 
  levels or more either higher or lower than the APL this 
  adventure is being played at, that character will receive 
  only half of the experience points awarded for the 
  Page 62 
  
   
  adventure.”  With “APL also affects the amount of 
  experience and gold you may gain at the end of the 
  adventure. If your character is three character levels or 
  more either higher or lower than the APL this adventure is 
  being played at, that character will receive only half of the 
  experience points for the adventure. If your character is 
  three character levels or more lower than the APL this 
  adventure is being played at, that character will receive half 
  gold for the adventure as well.” 
  • Under the ‘Living Greyhawk Levels of Play’ add the 
  following:  If a character has the Mounted Combat feat he 
  may bring a single standard PHB mount, with them in this 
  adventure and it will not count towards the APL 
  calculation.  
   
   
  Campaign Rules 
   
  Q: I have a question regarding the way a certain rule 
  works, such as a prestige class ability, spell, or feat. 
  Why 
  doesn’t 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook address these rules? 
   
  A: The Living Greyhawk campaign uses the Dungeons & 
  Dragons rules presented in the core rulebooks and some 
  rules from a number of other rulebooks (such as the 
  “Complete” series of books). While we will certainly 
  address what rules are and are not allowed within the 
  Living Greyhawk campaign, the campaign staff does not 
  make rules decisions that would normally be handled by 
  Wizards of the Coast. We do periodically submit potential 
  rules issues that crop up in the campaign to the staff at 
  Wizards for further review. Dispel Confusion, along with 
  the Living Greyhawk Campaign Sourcebook, will provide 
  you with answers to questions specific to the Living 
  Greyhawk campaign, but not the Dungeons & Dragons 
  game rules. Use the Knowledge Base customer service 
  resource (found at www.wizards.com) to ask your D&D-
  related questions. 
   
  Q: My DM at a recent Living Greyhawk event told me 
  that my interpretation of the way a certain rule works 
  in D&D is not the same as his. Why can’t my region’s 
  triad or the circle issue a statement on which way the 
  rule works? 
   
  A: In the case of a rules dispute where no suitable answer 
  can be found, the DM’s ruling at the table stands. After you 
  play the game session, if you’re unable to locate a clear 
  interpretation of the rule in the rulebooks, use the 
  Knowledge Base customer service resource (found at 
  www.wizards.com) to send in your rules inquiry. Many of 
  the most frequent inquires wind up being published in the 
  Dungeons & Dragons FAQ, which is an official resource 
  for the Living Greyhawk campaign. Of course, the Living 
  Greyhawk Campaign Sourcebook and other campaign-
  related documents may supercede the rules of the D&D 
  game, so check it over carefully before forwarding your 
  question along. 
   
  Q: I recently looked over the Living Greyhawk 
  Campaign Sourcebook, and I was unable to find a list 
  of access for rules items (such as feats, spells, or 
  prestige classes) for the Draconomicon or Libris 
  Mortis, yet I’ve seen access to these items on adventure 
  records. How can I tell what is or is not allowed in the 
  campaign from those books? 
   
  A: Books that are generally considered good player option 
  books are listed in the Living Greyhawk Campaign 
  Sourcebook. These include the “Complete” and “Races” 
  series of books, as well as select others, such as the 
  Miniatures Handbook. If a book’s feats, spells, or prestige 
  classes do not appear in the Living Greyhawk Campaign 
  Sourcebook, access to such things will only be found on an 
  adventure record (AR). The type of access to a specific rules 
  item will be listed there. 
   
  Q: How exactly are the results of a playtest of an 
  adventure handled? 
   
  A: All results of a playtest are considered effective as of the 
  date when the player receives the adventure record (AR) 
  for their character (usually at the adventure premiere, or 
  soon afterward). The DM should mark the average party 
  level (APL) at the time of play for rewards determination, 
  not the APL the character is currently playing, if different. 
  The AR should be placed in the character’s AR stack at that 
  time, and the DM should place a note in the Play Notes 
  section of the AR stating “Playtest”, followed by the 
  playtest date. Any positive or negative effects of the 
  playtested adventure (character death, XP gain, gold piece 
  gain, item access) are valid at the time the AR is received 
  by the player. A player should not re-arrange their AR stack 
  to provide him/her with the least amount of penalties in 
  the event of a negative effect (receipt of a curse, death of 
  the PC, etc.) from the playtest, or garner him/her the 
  greatest amount of benefits (item access, etc.) from the 
  playtest. Known manipulation of the AR stack in this way 
  is considered blatant cheating, and is punishable by the 
  Living Greyhawk and RPGA disciplinary procedures. 
   
  Q: What happens if my character gains enough levels 
  since the time of the playtest to put the character at a 
  level where they’d earn half XP, or where they’d 
  normally be removed from the campaign? 
   
  A: A character that winds up leveling in the interim 
  between the playtest and receipt of the adventure record 
  still earns whatever XP and gold they would’ve earned at 
  the time of play. For example, Dante has an 11th-level 
  character that he played in a playtest at average party level 
  (APL) 10. A few months later, the adventure premieres, 
  and Dante receives his adventure record, but his character 
  is 13th level. Normally, a 13th-level character would earn 
  half XP and gold from play of that adventure, but since the 
  adventure is a playtest, Dante’s character earns full XP and 
  gold for the APL he played, which was 10. 
  A character that has been retired from the regular 
  Living Greyhawk campaign does not receive an adventure 
  Page 63 
  
   
  record for any adventures playtested once retirement level 
  (16th) is reached. 
   
  Q: I’m confused by the term “core”. It seems to be used 
  a lot in the Living Greyhawk campaign. Can you 
  explain how it is used? 
   
  A: The term “core” does have a variety of uses in Dungeons 
  & Dragons and Living Greyhawk. Listed below are some 
  definitions of the term “core”, as they pertain to the Living 
  Greyhawk campaign. More detailed information can be 
  found in the Living Greyhawk Campaign Sourcebook. 
  • 
  When 
  referencing 
  rulebooks, 
  the 
  “core 
  rulebooks” refer to the three basic books of the 
  Dungeons & Dragons game – the Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. Sometimes the term “core 
  supplement” is used. In the Living Greyhawk 
  campaign, this term denotes the collective name 
  of the “Complete” and “Races” series of books 
  (books that generally have the most accessible 
  player options within them). 
  • 
  When talking about adventures, the “core 
  adventures” refer to Living Greyhawk adventures 
  that are universally available for play. These 
  adventures can be ordered through the RPGA no 
  matter where in the world you live (unlike 
  regional and metaregional adventures). 
  • 
  When looking at access to rules items (feats, 
  spells, base classes, and prestige classes) in the 
  Living Greyhawk Campaign Sourcebook, the 
  term “core” denotes rules items universally 
  available to all characters upon reaching 3rd 
  character level (with a few exceptions, noted in 
  that document). 
  • 
  On an Adventure Record, a frequency of “core” 
  next to an item means that you may purchase the 
  item only directly after play of any core 
  adventure. 
   
  Q: I noticed that there are “some exceptions” listed to 
  the core access rule that states characters must wait 
  until 3rd character level to access core rules items. 
  What are the exceptions? 
   
  A: There are currently three exceptions to the 3rd level 
  rule for core access. They are: 
  • 
  Cleric domains from a non-PHB source. Clerics 
  may choose many domains from outside the 
  Player’s Handbook at 1st level, and can indeed 
  cast the domain spell if it derives from a non-core 
  source. See the LG Deities Document for a listing 
  of domains specific to each deity in Living 
  Greyhawk. 
  • 
  Expanded Creation Options. These include new 
  base classes listed in Chapter 3, as well as the 
  listing of feats accessible at 1st level from the 
  same chapter. 
  • 
  Warmage spell list. The warmage gets access to all 
  1st-level non-PHB spells that are listed as core 
  access in Chapter 5 on the warmage spell list. 
   
  Q: When am I allowed to spend time units from the 
  upcoming year?   
   
  A: You may not spend TUs from next year unless one of 
  three things happens.  
  1. An adventure specifically forces you to spend a certain 
  amount of time units above and beyond the normal 
  cost for the adventure. You MUST still have enough 
  time units left to pay the TU cost for the event when it 
  starts. 
  2. You have campaign documentation allowing you to 
  spend TUs from the coming year.  
  3. You are paying for a raise dead or resurrection spell 
  using the alternate rules from Chapter Six. 
   
  Obviously if you spend TUs from coming 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 character’s alignment. It is up to the 
  DM. These acts are noted in the play notes section of your 
  adventure record. Once enough accumulate, your 
  character becomes evil and is removed from the campaign 
  (see below for how this happens). If you do something bad 
  enough the DM can deem you evil on the spot and you are 
  done playing in that adventure. The DM will mark this 
  infraction on your sheet and inform the local triad at the 
  first opportunity. You can appeal this decision to your local 
  triad but do not expect to win this argument often. If 
  you're worried about losing your character this way, do not 
  commit evil acts. 
   
  Only a triad or circle member can remove a character from 
  play in the campaign. The DM's job is threefold 
  concerning this issue. Warn players when their action is 
  considered evil. Note evil acts on player's adventure 
  records. Report evil acts to the local triad. Triads 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 class gained. 
  You also lose all benefits gained with that level (base attack 
  bonus, saving throws, skill points, spells learned, feats, etc.) 
   
  Q:  My paladin’s mount was killed. How long do I wait 
  before I calling a new one, and if I have TUs left at the 
  end of the year can these count towards that number?  
   
  A:  You must wait 4 TUs or until you gain a new level in 
  the paladin class. Having leftover TUs does not count as 
  spending them. 
  Page 64 
  
   
   
  Q: Can Hueleneaer centaurs carry someone on their 
  back? 
   
  A: While the Hueleneaer are vehemently opposed to 
  others riding them in the traditional sense, they can carry 
  an unconscious, dead, or incapacitated character on their 
  back. It is the DM’s discretion to determine whether a 
  conscious character is considered incapacitated. Under no 
  circumstances will a Hueleneaer carry a non-incapacitated 
  creature on its back, as they consider this a rider, and find 
  such a practice abhorrent. 
   
  Q:  If I live near the border of another region can I rent 
  a hotel room over the border and run events for my 
  friends and I? 
   
  A:  No. Regional (or metaregional) adventures must be run 
  by a DM from that region (or metaregion). It is acceptable 
  to find a judge over the border to run these adventures for 
  you. The only exceptions to this ruling are conventions 
  that may use GMs from other regions in their judge pool. 
   
  Q:  What are the big 3 shows and why can't they run 
  regionals? 
   
  A:  The big 3 shows are WINTER FANTASY, Origins, and 
  Gen Con (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. It would not be fair to give the shows special 
  events and let them have regional events as well. 
   
  Q: Do I have to have a specific spell component listed 
  on my sheet to use the spell?  
   
  A: No. As long as the component is readily available (does 
  not state it requires campaign documentation, is from the 
  PHB, and is not a planar fork) then you merely need to 
  cross the cost in gold off your AR at the end of the event. 
   
  Q: Can two spells that increase size increase your size 
  two steps? 
   
  A: No. Two spells that increase size do not stack. See 
  enlarge person for more details.  
   
  Q: Some clerics in the Living Greyhawk campaign have 
  access to domains from books such as Frostburn, 
  Draconomicon, and Sandstorm. Some of the spells on 
  those domains’ lists are not listed as core access in the 
  Living Greyhawk Campaign Sourcebook. Other spells 
  aren’t listed at all. Does a cleric with access to a domain 
  get access to all the spells in that domain as well? 
   
  A: If a cleric has a domain that has spells that aren't 
  normally accessible to that character, they receive access to 
  the spells for the domain only. They cannot prepare or 
  spontaneously cast the spell as part of a class spell list. They 
  can only prepare those spells as domain spells until they 
  obtain access in the traditional way (through campaign 
  documentation). 
   
  Q: Can I use racial substitution levels as presented in 
  Races of Stone and Races of Destiny? What about 
  ‘variant’ versions of the core classes like paladin and 
  ranger as presented in Complete Warrior? 
   
  A: No. The LIVING GREYHAWK campaign does not use 
  those rules options. 
   
  Q: Can I use the rules for “weaponlike spells” as 
  presented in Complete Arcane? 
   
  A: Yes. Your character may select the feats listed and apply 
  them to spells as listed in Chapter 3 of that book. 
   
  Q: Can I use the new skill rules for various skills (and 
  also take ranks in the new subskills) as presented in the 
  core supplements (the Complete and Races series of 
  books)? 
   
  A: Yes, although you must provide the book to show the 
  DM the rule, and the allowance of an alternate skill use is 
  subject to DM approval. 
   
  Q: Can my character use the “mastering spellbooks” 
  rule from Complete Arcane to use a foreign spellbook 
  like his/her own? 
   
  A: Yes. As presented in Chapter Five of that book, you may 
  make a Spellcraft check (DC 25 + the highest-level spell in 
  the spellbook) during an adventure to forever after use the 
  acquired spellbook as though it was your own. The DM 
  should witness the skill check, and note the result in the 
  Play Notes section of the Adventure Record for that 
  adventure. Only one skill check of this kind may be 
  attempted per adventure played. 
   
  Mastering a foreign spellbook costs 2 time units (TU) 
  per spellbook mastered, regardless of size. You may only 
  master a foreign spellbook at the conclusion of an 
  adventure. The DM should deduct the TU cost on the 
  adventure record in the “Added TU Costs” box, and the 
  reason for the deduction (“Mastering Spellbook”) should 
  appear in the Play Notes section of the adventure record. 
   
  Q: Complete Adventurer has rules for bardic music 
  used with masterwork instruments. How does this 
  work in the Living Greyhawk campaign? 
   
  A: The Living Greyhawk campaign does allow for the use 
  of this optional rule; however, a character with bardic 
  music must obtain access to these special uses for certain 
  instruments from campaign documentation. You can think 
  of it as specialized training, often only a secret held by the 
  greatest performers whom may be unwilling to part with it 
  unless you’ve proven yourself. 
   
  Page 65 
  
   
  Q: If I have a cleric domain from a core supplement 
  such as Complete Divine, do I have to wait until 3rd 
  level to cast a 1st-level spell not found in the Player’s 
  Handbook? 
   
  A: No. As an exception to the core access rule, you may 
  access the domain’s granted power (or powers), and cast a 
  1st-level spell from the domain’s list, provided the spell is 
  allowed in the campaign. 
   
  Q: I want to take a warhorse for an animal companion 
  for my druid or ranger. Can I do this? 
   
  A: Not unless you have campaign documentation allowing 
  access to that specific animal. As noted on page 35 of the 
  Player’s Handbook, a druid may select horse (light or 
  heavy) for a starting animal companion, and the warhorse 
  is not listed in the sidebar on page 36 (alternate animal 
  companions). 
   
  Q: To qualify for the lord of tides prestige class, you 
  must undergo an initiation ritual and return with a 
  relic. The scorpion heritor prestige class requires that 
  you’ve survived the sting of a monstrous scorpion. 
  How do these situations occur in the Living Greyhawk 
  campaign? 
   
  A: You must receive documentation from an Adventure 
  Record specifically mentioning that you’ve qualified for 
  the lord of tides prestige class in order to meet the special 
  prerequisite. For the scorpion heritor, the DM can simply 
  write in the “Play Notes” section of your Adventure 
  Record to show that you’ve met the special prerequisite. 
   
  Q: Is it possible to purchase an item at a price that 
  would then allow it to be sold for half and a profit 
  made? 
   
  A: No. No item may be sold for more than it was purchased 
  at any time. Sometimes errors have crept into Adventure 
  Records allowing the possibility of this happening. If your 
  character has done this then it needs to reverse the profit 
  made immediately. This is your warning. The spirit of the 
  rules and system do not support doing it so fix it.  
   
  Q: Does the campaign use the Death from Massive 
  damage rule and how does the harm spell work with 
  this? 
   
  A: Yes the campaign does use the rules (PHB page 145). 
  The Sage gives two possible answers to the harm question 
  in the D&D FAQ. The LIVING GREYHAWK campaign 
  uses the “No Instant Death from harm spells” option. 
   
  Q: I made a mistake on my last adventure record. How 
  do I go about fixing it?  
   
  A: No matter how careful we are, mistakes still creep into 
  our lives from time to time. Honest mistakes happen and 
  fixing them as soon as you find them is the way to go. Just 
  inform your next DM of the mistake and what is needed to 
  fix it and have him signoff on it. If it is something serious 
  that you are worried might cause further problems then 
  contact your local triad and they will be happy to help you 
  out. 
   
  Q: What happens if I lose my adventure records, or 
  they are stolen? 
   
  A: If it is a small number of adventure records (for 
  example, from your last convention or gameday), try to 
  have them replaced as soon as possible (contact your the 
  convention organizer for replacements). Have your DMs 
  sign off on them, or bring the matter to the triad’s 
  attention. 
   
  For a larger loss (or loss of all records), report your loss to 
  your triad immediately. Your triad will assign your 
  character a total gp value that can be used to re-equip the 
  character with items that character currently has access.  
   
  Q: Are photocopies of my adventure records OK? 
   
  A: Yes. You are encouraged to keep photocopies (or scanned 
  copies) of all your adventure records. These photocopies 
  serve as legitimate representations of your adventure 
  records in the event of their loss. However, if you have the 
  originals, they must be used. 
   
  Q: I am confused on time units and lifestyle. When I 
  spend TUs on various things what requires me to pay 
  lifestyle and which ones do not? 
   
  A: You must pay lifestyle on any TUs spend on the 
  following: Adventuring, meta-orgs (unless the organization 
  states otherwise), magic item creation, time spent on 
  spellcasting or NPC spellcasting, or time spent in jail or 
  out of play. You do not have to pay lifestyle on TUs spent 
  on Nonadventuring activity as described in Chapter Six. 
   
  Q: Some characters still possess the Hands of Ygrax. 
  What happens with this item now that the “Ether 
  Threat” story arc is over and the adventures are no 
  longer available for play? 
   
  A: The Hands of Yagrax, along with all effects generating 
  from them, are removed from your character. Delete the 
  item from your Master Item Logsheet (MIL). 
   
  Q: Do bhuka (from the Sandstorm supplement) exist in 
  the Living Greyhawk campaign?  
   
  A: No, bhuka do not exist. Asherati PCs receive Ancient 
  Flan as a bonus language to replace Bhuka. 
   
   
   
  Character Creation 
   
  Q: I have many questions on game mechanics issues 
  involving Hueleneaer centaur characters (a special 
  Page 66 
  
   
  racial option available to Player Rewards members for 
  the “Blight on Bright Sands” story arc). How do I 
  resolve rules questions on this race not specific to the 
  Living Greyhawk campaign? 
   
  A: In all cases except those mentioned here and in the 
  Blight on Bright Sands Sourcebook, Hueleneaer centaurs 
  conform to the rules given in Races of the Wild. Also, 
  referencing Chapters 4-7 of the Monster Manual may 
  give you additional clarifications to your questions. If 
  you have further questions, you can submit them through 
  Knowledge Base to receive answers. 
   
  Q: Are the centaur listings from Tables 4-3: Random 
  Starting Ages and 4-5: Random Starting Heights (Races 
  of the Wild, page 106), appropriate for Hueleneaer 
  PCs? 
   
  A: The ages are appropriate; Hueleneaer centaurs are 
  usually slightly smaller than their sylvan brethren. 
  Typically, they are about 8 inches shorter than what’s listed 
  on Table 4-5 in Races of the Wild. 
   
  Q: What is the starting gold for a centaur character in 
  Living Greyhawk? 
   
  A: 200 gold pieces. 
   
  Q: What happens to a Hueleneaer centaur’s equipment 
  once they take their 6th racial level, and their size 
  increases from Medium to Large? 
   
  A: Equipment resizes to fit the new size category of the 
  centaur character. In addition, once the centaur reaches 
  Large size, they may purchase Large weapons and armor in 
  the same manner that other characters may purchase 
  equipment appropriate for their size. So, weapons and 
  armor from the Player’s Handbook is open to a centaur that 
  reaches Large size, and any other weapon or piece of armor 
  that the centaur character has access to through adventure 
  play can be purchased in Large size. Any difference in cost 
  for weapons and armor must be paid at the time the 
  character’s size increases to Large. 
   
  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 when rules change or new cool 
  item or rule comes out. Choose carefully when selecting 
  these character options; you cannot go back and change 
  them. 
   
  Q: One of the feats, spells, or prestige classes one of my 
  characters possess was recently restricted. I know I 
  have to remove it from my character, but how do I go 
  about replacing it? 
   
  A: In most cases, replacement of a restricted rules item is 
  pretty easy. For feats and spells, simply choose another 
  currently accessible feat or spell (anything in the Living 
  Greyhawk Campaign Sourcebook marked “core”, or any 
  other non-restricted rules item that you have access to via 
  campaign documentation). For magic items, you are able to 
  sell a restricted item back for full price; you can then use 
  that money to purchase other items you have access to for 
  that character. For prestige classes, it’s a little more 
  complicated. Usually, guidelines will be presented to help 
  a character through the process of removing restricted 
  prestige class levels. Items that are restricted from the 
  campaign will appear in Dispel Confusion, or in the next 
  version of the Living Greyhawk Campaign Sourcebook. In 
  every case, you may only make the proscribed changes 
  necessary to the character to replace the rules item. If 
  there’s a change that’s more complex than simply replacing 
  one rules item with another, it will be noted. 
   
  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 the final total XP box on your 
  adventure record is enough to gain a new level, you must 
  take that level before playing 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 Player’s 
  Handbook v.3.5 in the exact order it shows before you next 
  play that character. 
   
  Q:  Can my wizard copy a non-core 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 appearing on the limited 
  list. 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, items must be clearly labeled on your master 
  item logsheet and/or character sheet. It is also common 
  courtesy to inform your DM that you are leaving 
  equipment at home. If you leave items at home, you cannot 
  use the Charity of Friends Clause if you die, because you 
  have not lost everything you own. 
   
  Q:  I worship a deity with the War domain. If my 
  deity’s favored weapon is exotic, do I gain that exotic 
  weapon proficiency?   
   
  A:  No. If you are not proficient with the weapon, you 
  must spend a feat to avoid taking a penalty while using it. 
  If a deity's 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 
  Page 67 
  
   
   
  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 what is on that table -- nothing else. 
   
  Q:  Can I purchase scrolls and potions from the DMG 
  at a higher caster level than 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:  Can I make my mithral chain mail masterwork and 
  do 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 v.3.5 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 Player’s Handbook v.3.5. It does not grant the 
  Wisdom bonus to armor class. 
   
  Q: Do I have to have a Master Item Logsheet?  
   
  A: Yes. If your character owns anything not in the PHB 
  then it must be recorded on a MIL and signed off by a 
  judge. 
   
  Q: We did not finish an encounter or the bad guys 
  used/destroyed an item found on the Adventure 
  Record. Do we still get it? 
   
  A: Nope. You must find and/or recover an item in order to 
  get the access described on the AR. So if you sunder the 
  bad guy’s +3 longsword then access to it is crossed off the 
  AR. If the evil wizard teleports away then you do not gain 
  access to anything he had on him. 
   
   
  Adventure Record and Master 
   
  Item Logsheet 
   
  Q:  If I attempt to live off the wild and fail my Survival 
  check can I pay normal adventurer’s lifestyle? 
   
  A:  No. If you fail your check, 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. 
   
  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. 
   
  Q: After the adventure is over we managed to obtain 
  gold that is over and beyond what the adventure 
  records states as the maximum reward. What can we do 
  with this extra gold?  
   
  A: This gold can be used for several things during the 
  adventure. It can be used to pay for services such as a room 
  in the inn, NPC spellcasting, or bribing a local guard. What 
  it cannot be used for is anything that happens after the 
  adventure is over (unless it is paying for NPC spellcasting) 
  or anything that will add an item to a character. 
   
  Q: How do I determine what spells are available to 
  copy into my wizard’s spellbook during an adventure? 
   
  A: If an NPC doesn't have a spellbook listed in inventory, 
  spells cannot be copied
  If an NPC does have a spellbook listed in inventory but 
  the spellbook is not certed, spells can be copied 
  immediately after the adventure only, for the usual costs. 
  Same applies for unattended spellbooks found as 
  treasure.
  If a spellbook appears on a cert, adventure cert, or 
  adventure record, and it is purchased, then spells can be 
  copied at a later time.
  Scrolls that are found in an adventure should be 
  "obviously" copyable during the course of the adventure 
  (removing their gold value from the party treasure), but 
  cannot be copied after the adventure unless they are 
  purchased from the AC or AR.
   
   
  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? 
   
  Page 68 
  
   
  A:  Yes. Cohort and character use the same list. 
   
  Q:  Can I have an NPC cast spells that are not on Table 
  6-3: Spell Costs? 
   
  A:  No. Unless specifically documented in an adventure 
  you cannot have NPCs cast spells  not on Table 6-3: Spell 
  Costs. 
   
  Q: What happens if my character dies, and gets 
  reincarnated as a new race, but has racial feats, a racial 
  prestige class, or receives spells that come from a racial 
  deity? 
   
  A: In the case of feats, if you no longer qualify for a racial 
  feat because of a change in race, simply pick another feat 
  you do qualify for from the feats your character has access. 
  Have the DM note the selection on the Play Notes section 
  of the AR in which you were reincarnated or had the racial 
  change.  
   
  For prestige classes (including those tied to the worship of 
  a deity you no longer qualify to venerate), you cannot 
  advance any further in the racial prestige class, but you 
  retain levels you already gained. You may request a special 
  mission from your triad to swap out all racial prestige class 
  levels for levels in any of the core classes from the PHB.  
   
  If you are a cleric or favored soul, in this specific instance 
  only, you may continue to worship your deity and receive 
  divine spells and other abilities associated with the 
  worship of that deity.  
   
  Q: 
  What 
  happens 
  when 
  my 
  familiar, 
  animal 
  companion, or paladin’s mount dies? 
   
  A: It is the Circle's ruling that Paladin's Mounts and 
  Animal Companions would not want to be raised from the 
  dead and are therefore not raiseable and that when they 
  die their soul departs to the relevant plane. This also 
  applies if the PC wants to employ a resurrection or true 
  resurrection spell. Reincarnation can only work on PCs or 
  their cohorts, if applicable. 
  The death of Familiars should be handled as described in 
  the Player's Handbook. It should be noted that when a 
  familiar dies the player must immediately determine 
  whether or not he has lost XP as a result of the familiar's 
  death. This XP loss does not take place at the end of the 
  adventure or after the player has decided he will not raise 
  his familiar but immediately on the death of the familiar (if 
  the Save is failed). 
   
  Q: Can a character with the Bright Lands as their home 
  region roll Profession, Craft, and Sleight of Hands 
  checks to make coin after a core adventure set in the 
  Bright Lands? 
   
  A: Yes. Any adventure in which the character would 
  normally spend only one time unit to participate in affords 
  the character all options normally presented to regional 
  characters playing an in-region adventure. 
   
   
  Magic Item Creation 
   
  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. 
   
  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, plus 3 (minimum 5
  th). Thus a 3
  rd 
  level pearl of power has a 9
  th level caster requirement and a 
  7
  th level pearl has a 17
  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 
  nonstandard 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 than 5 spells 
  onto scrolls for my one time unit? 
   
  A:  No. For purposed of MIC, one day = one scroll = one 
  spell.  
   
  Q:  Can I use a temporary caster level-increasing item 
  during magic item creation? 
   
  A:  No. Unless the item or effect is a constant 24-hour long 
  effect you cannot use it during magic item creation. For 
  example, a bead of karma cannot be used to raise your 
  caster level by four and grant you access to items you 
  would normally be unable to create. 
   
  Q: I have a favor/influence point that grants me access 
  to an item or an upgrade to an item. Does this count as 
  access for purposed of MIC? 
   
  A: No. Somebody else being willing to craft, upgrade, or 
  sell you an item does not count as having access to that 
  Page 69 
  
   
  item. The item must appear in the ‘Items Found During 
  the Adventure’ box to qualify for MIC. 
   
   
   
   
  Q: If I gain access to a bane weapon enhancement 
  through adventure play, such as bane (undead), do I 
  gain access to craft any bane weapon enhancement? 
   
   
   
   
   
  A: No. You only gain crafting access for specific bane types 
  you encounter on weapons. 
   
   
   
   
   
   
  Combat 
   
   
   
  Q:  Can I attack another character to inflict permanent 
  harm or death if he is being controlled by the DM? 
   
   
   
   
  A: Only if it is unavoidable. If the character is under the 
  DM’s control then you may defend yourself as needed but 
  you still may not kill the character unless you cannot avoid 
  it (DM discretion here). The character is being 
  manipulated and is still a fellow party member and killing 
  it is an evil act. 
   
   
   
   
   
   
   
   
  On the other hand, as soon as you freely attack another 
  character to cause serious physical harm while not 
  defending yourself, your character is removed from the 
  campaign. Obviously there are times in which you may 
  inadvertently hurt another character 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 70 
  
   
  Chapter Ten: Contacts, Websites, & Message Boards 
   
  So you made it this far -- good. This document and the 
  LIVING GREYHAWK campaign can seem pretty intimidating 
  to a new player. Fortunately, there are plenty of people out 
  there who are more than 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, 
  metacampaign groups, and upcoming adventure schedules. 
  As you know, the campaign is broken up into regions. 
  Each region corresponds to an area in the real world. 
  GREYHAWK regions sharing a common plot interest are 
  also grouped into five metaregions. The websites, 
  discussion groups, and point of contact for all the 
  campaign regions are listed below and sorted by 
  metaregion. Find you local list and stop in to say hi. There 
  are probably games running right now closer than you 
  think, and new friends who share your interests waiting to 
  meet you. 
   
   
  The Circle – LIVING GREYHAWK Campaign Administration 
   
  Creighton Broadhurst 
  Steven Conforti 
  John Jenks 
  Tim Sech 
  Pieter Sleijpen 
  Chris Tulach 
   
  The official LIVING GREYHAWK campaign website:   
   
   
  www.wizards.com/lg  
   
  We also have several campaign-wide discussion groups. We have listed several of them below for you. 
   
  Official LIVING GREYHAWK discussion forum:  
  http://www.wizards.com/lists  
  LIVING GREYHAWK campaign news board: 
   
  http://groups.yahoo.com/group/LG-news   
   
  Unofficial Discussion Boards: 
   
  LIVING GREYHAWK campaign discussion board: 
  http://groups.yahoo.com/group/Living_Greyhawk  
  LIVING GREYHAWK DMs’ support: 
   
   
   
  http://groups.yahoo.com/group/LGDMs  
  LIVING GREYHAWK writers' discussion: 
   
   
  http://groups.yahoo.com/group/lgwriters  
  RPGA game master help board:  
   
   
   
  http://groups.yahoo.com/group/rpga_gamemasters   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 71 
  
   
  Metaregion One – The Sheldomar Valley 
   
  Circle Representative: 
   
  Steven Conforti (scon40@aol.com) 
  Metaregion Representative:  Michael Moore (duke_rael@earthlink.net) 
   
  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://www.viceandvillainy.org/Bissel
  http://groups.yahoo.com/group/bissel  
  Jay Babcock 
  jay@viceandvillainy.org
  Geoff 
  http://www.living-geoff.com  
  http://groups.yahoo.com/group/living-geoff  
  Sean Hillman 
  smh.lvg@gmail.com  
  Gran March 
  http://members.aol.com/aeontrin02/
  http://groups.yahoo.com/group/GranMarch  
  John Freeman 
  pjf@cetlink.net
  Keoland 
  http://keoland.living-greyhawk.com  
  http://groups.yahoo.com/group/keoland  
  David Guerrieri 
  keolandpoc@adelphia.net
  Principality of 
  Ulek 
  http://www.thepou.net
  http://groups.yahoo.com/group/PoU_Triad  
  Michael Jones 
  michaeltlh@earthlink.net  
  Yeomanry 
  http://www.yeomanry.org
  http://groups.yahoo.com/group/yeomanry  
  Beverly Eldred 
  beldred@midsouth.rr.com
   
  Metaregion Two – Tuflik, Fals, and Velverdyva Trade Route 
   
  Circle Representative: 
   
  Tim Sech (timsech@hotmail.com) 
  Metaregion Representative: 
  Steve Baker (steveb@planeteer.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 Gnarley 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 its 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://www.living-dyvers.net
  http://groups.yahoo.com/group/dyvers  
  Joe Selby 
  outlaw658@yahoo.com
  Ekbir 
  http://www.ekbir.org  
  http://fr.groups.yahoo.com/group/lg-ekbir  
  Gael Richard 
  triadeekbr@numericable.fr
  Ket 
  http://ket.living-greyhawk.com  
  http://groups.yahoo.com/group/ket  
  ket_poc@yahoogroups.com  
  Tusmit 
  http://tusmit.living-greyhawk.com   
  http://groups.yahoo.com/group/lg-tusmit  
  JP Chapleau 
  jpchapleau@hotmail.com 
  Veluna 
  http://veluna.living-greyhawk.com  
  http://groups.yahoo.com/group/Veluna-lw  
  Chris Johnson 
  poc@veluna.net
  Verbobonc 
  http://www.verbobonc.net  
  http://groups.yahoo.com/group/Verbobonc  
  Vernon L. Vincent 
  poc@illinoisrpg.com
  Zeif 
  http://www.zeif.ca
  http://games.groups.yahoo.com/group/zeif
  Cory Fliegel 
  zeiftriad@yahoogroups.com
  Page 72 
  
   
   
  Metaregion Three – Iuz’s Border States 
   
  Circle Representative: 
   
  Chris Tulach (dragotha@gmail.com) 
  Metaregion Representative: 
  Britt Frey (brittfrey@gmail.com) 
   
   
  There are many in the Flanaess who believe that Iuz is a spent force. There is much recent evidence that 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.net  
  http://groups.yahoo.com/group/bandit_kingdoms  
  Britt Frey 
  poc@bandit-kingdoms.net
  Furyondy 
  http://www.furyondy.com  
  http://groups.yahoo.com/group/furyondy-discussion  
  Morgan Meachum 
  drgnmstr97@aol.com
  Highfolk 
  http://www.highfolk.net
  http://groups.yahoo.com/group/nl1triad  
  Greg Marks 
  skerrit@wi.rr.com  
  Perrenland 
  http://perrenland.lythia.com  
  http://groups.yahoo.com/group/perrenland  
  Bruce Paris 
  paris@hn.ozemail.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: 
   
  John Jenks (jjenks@nyrond.org)  
   
  Metaregion Representative:  Donovan Hicks (rincewindtheweary@yahoo.com) 
   
   
   
  Crisis wracks the fertile lands that once made up the western part of the Great Kingdom--now home to Nyrond, the County 
  and Duchy of Urnst, and the Theocracy of the Pale. In Nyrond, former Prince Sewarndt has seized the throne and declared 
  himself Emperor, with King Lynwerd and Queen Xenia nowhere to be found. With the tragic sacrifice and loss of the 
  Countess Belissica, the County has turned to new leadership in Contessa Elone Hofre Gellor. The noble houses of the 
  Duchy of Urnst, mired in their own games of intrigue, feud with each other to further their own ends. Under Theocrat 
  Theoman Baslett, the armies of the Pale have annexed half of the ruined Duchy of Tenh, but chaos and deception threaten 
  the faithful. Enemies are poised to exploit any sign of weakness; these nations need heroes to sustain hope! 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  County of 
  Urnst 
  http://www.countyofurnst.com
  http://groups.yahoo.com/group/CountyofUrnst  
  D’Anne Rooney 
  cou.poc@gmail.com  
  Duchy of 
  Urnst 
  http://www.duchyurnst.com  
  http://groups.yahoo.com/group/duchyofurnst      
  Denise Mauldin 
  denise_triad@yahoo.com 
  Nyrond 
  http://www.nyrond.org  
  http://groups.yahoo.com/group/Nyrond-lw  
  Tom Kee 
  tfkee@cox.net
  Theocracy of 
  the Pale 
  http://www.theocracyofthepale.com  
  http://groups.yahoo.com/group/ThePale  
  Lance White 
  poc@theocracyofthepale.com  
   
   
   
   
   
   
   
   
   
  Page 73 
  
   
  Metaregion Five – Splintered Suns and Scarlet Signs 
   
  Circle Representative: 
   
  Pieter Sleijpen (madfox@planet.nl) 
  Metaregion Representative: 
  Open 
   
   
   
   
  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_Adri  
  Dr. Rainer Nagel 
  GH_Adri@web.de  
  Ahlissa 
  (Naerie) 
  http://www.thesplinteredsun.info/nae
  rie/
  http://groups.yahoo.com/group/naerieLG  
  Paul Bendall 
  paul.bendall@telia.com  
  Bone March 
  http://www.cman.gr
  http:/groups.yahoo.com/group/bonemarchlg
  Spyros Giannoutsos 
  cman@cman.gr 
  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  
  Andrew Bourne 
  poc@onnwal.org.uk
  Sea Barons 
  http://www.seabarons.it  
  http://it.groups.yahoo.com/group/seabarons  
  Lorenzo Latella 
  celebdel@yahoo.it  
  Sunndi 
  http://www.sunndi.org  
  http://groups.yahoo.com/group/sunndi  
  Bas Vermeulen 
  poc@sunndi.org
  Dullstrand 
  None 
  http://groups.yahoo.com/group/living_dullstrand  
  Stefan Lang 
  altongreenbottle@yahoo.de  
   
   
  Core Campaign Administration 
   
  Circle Representative: 
   
  Creighton Broadhurst (creighton@greyworks.fsworld.co.uk) 
  Chief Assistant:  
   
   
  Stuart Kerrigan (skerrigan@computing.dundee.ac.uk) 
   
  Adventure awaits you in every corner of the Flanaess! From skullduggery in the streets of Greyhawk City, to perilous 
  searches in the depths of Hepmonaland, to trekking across the desolation of the Bright Desert, there is always danger for 
  those who seek to do good or earn coin. Core adventures take you to to places untouched by the lands of civilization, regions 
  of mystery, or nations of great peril. Core adventures also include special events, many of which take place in classic 
  Greyhawk settings such as the Temple of Elemental Evil, the Lands of Black Ice, or the Ghost Tower of Inverness.
  Page 74 
  
   
  Glossary: 
   
  Adventure Record (AR): After each LIVING GREYHAWK 
  adventure, you receive a full page certificate. This 
  certificate is an adventure record and details what you 
  gained or lost during the course of the adventure. Together 
  with your previous ARs, they form the recorded history of 
  your character from creation until the present. Without 
  these documents you have no record of what your 
  character has seen, accomplished, or found. So keep track 
  of your ARs and do not lose them. 
   
  Average Party Level (APL): In order for the LIVING 
  GREYHAWK campaign to accommodate the different 
  combinations of player levels sitting down at a session, we 
  use a system of 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 adventure, 
  here is a brief description.  
   
  To determine the APL of the party, first determine the 
  effective level of each character at the session. Generally, a 
  character's class level is used for the APL calculation. 
  Characters accompanied by animals that are not gained as 
  class abilities (druid animal companions and paladin's 
  mount are gained as class abilities), use the chart in 
  Chapter Six to determine how many levels to add to the 
  character. Once this is complete, add up the levels for 
  everybody at the table and divide that sum by the number 
  of characters. Use standard rounding rules to round to a 
  whole number (fractions of .5 or more round up). Add one 
  to this number if there are 6 members in the party. Since 
  APLs in an adventure are only even numbers 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. 
   
  Base Class: Also known as a standard class, this is any 20-
  level character class. Examples include the fighter from the 
  Player’s Handbook and the favored soul from Complete 
  Divine. 
   
  Campaign Documentation: An official certificate issued 
  by the global campaign staff. In most cases this is an 
  official adventure record from an RPGA-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 for the region that 
  issued the certificate (or the City of Greyhawk shield 
  device as a default), and has no overlay text across the 
  shield. 
  A 
  DM’s 
  signature 
  must appear on this 
  documentation 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. For example, 
  the real year 2003 corresponds to 593 CY in the game. 
  When one year passes in the real world, one year passes in 
  the game as well.  
   
  Circle, The: Each metaregion in the LIVING GREYHAWK 
  campaign is overseen by a circle member. These five are 
  collective known 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 RPGA Content 
  Developer Stephen Radney-MacFarland at Wizards of the 
  Coast.  
   
  Class Guidebook: One of five DUNGEON & DRAGONS 
  accessories published by Wizards of the Coast, also known 
  as “builder books”. 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. These 
  supplements are phased out of the campaign. 
   
  Complete Book: One of four DUNGEONS & DRAGONS 
  accessories published by Wizards of the Coast. They are 
  titled: Complete Adventurer, Complete Arcane, Complete 
  Divine, and Complete Warrior. These books are fully 3.5 
  compliant and have replaced the older class guidebooks. 
   
  Core adventures 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 adventures 
  can be played by any character, anywhere in the world. 
  Core adventures advance campaign-wide plots, and usually 
  cost your character 2 TUs. On average there are 20 rounds 
  of core adventures each year plus several more special 
  adventures that run at certain shows or venues. 
   
  Core Class: One of the eleven 20-level character classes 
  appearing in the Player’s Handbook. The eleven core 
  classes are: barbarian, bard, cleric, druid, fighter, monk, 
  paladin, ranger, rogue, sorcerer, and wizard. 
   
  Core Supplement: A collective name for the Complete 
  and Races series of books. These books form the majority 
  of player option material for the LIVING GREYHAWK 
  campaign. 
   
  During Play: At any point after the character’s creation 
  and the start of its first adventure. From that point on, the 
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  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. It also effects how many Time Units are 
  spent on different activities. You may choose a region 
  other than 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 v.3.5. 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.  
   
  Metaregional Representative: Each metaregion in the 
  LIVING GREYHAWK campaign is overseen not only by a 
  circle member, but also by a metaregional representative. 
  The 
  metaregional 
  representative 
  helps 
  direct 
  the 
  metaregional adventure plotline and reviews submitted 
  metaregional adventures. This individual also assists the 
  circle member with any other duties as the circle member 
  sees fit, and is the acting circle member in an emergency 
  situation. Except in cases where the metaregional 
  representative is an acting circle member, they have the 
  same authority in the campaign as other triad members, 
  and should be accorded the same respect. 
   
  Metaregional Adventures: All of the regions are grouped 
  into one of five metaregions, which unite regions 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 Metaregion. Like 
  regional adventures, metaregional adventures can only be 
  played in the real-world regions that make up the 
  metaregion. Metaregional adventures advance larger plots 
  and introduce non-player characters important to the 
  entire metaregion. Metaregional adventures usually cost 
  your character 1 TU if it contains you home region, or 2 
  TUs if it does not. Each metaregion is allowed eight rounds 
  of adventures each year. 
   
  A metaregional adventure can only be ordered and run by a 
  DM from that metaregion. 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 
  metaregional adventure be run out of region without 
  campaign approval.  
   
  Races Book: One of three DUNGEONS & DRAGONS 
  accessories published by Wizards of the Coast. They are 
  titled: Races of Stone, Races of Destiny, and Races of the 
  Wild. Along with the Complete series of books, these 
  books are where the majority of player option material is 
  used for the LIVING GREYHAWK campaign. 
   
  Regional Documentation: Usually a regional certificate, 
  but includes any other form of region-sanctioned 
  documentation that outlines regional requirements for 
  metagame groups, or other official regional details. It 
  should clearly state the official region on whatever form of 
  documentation a particular region is official, and a list of 
  regional documentation should appear on the region’s 
  website. It must contain the heraldry of the region it is 
  from with the words “Regional Certificate” over the top of 
  it. A triad members or DM’s signature must appear on this 
  documentation for it to be valid. 
   
  Regional Adventures: Adventures that can only be played 
  in their real-world region. Each region has several 
  adventures published each year, and these regional 
  adventures can only be played in the corresponding real-
  world region. Regional adventures 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 
  adventures, but cannot play his own home region 
  adventures while visiting. Regional adventures advance 
  plots and introduce non-player characters important 
  within that region. Regional adventures 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 eight rounds of 
  regional adventures each year.  
   
  A regional adventure can only be ordered and run by a DM 
  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 
  GMs to run their events. Under NO circumstances can a 
  regional adventure be run out of region without campaign 
  approval.  
   
  Slot Zero: A game run before a Convention or Gameday 
  for judges. This allows them to play in the mod before 
  running it, and thus avoid eating (not being able to play) 
  the event. It also helps them prepare better as they get to 
  see the adventure from the player and DM’s point of view. 
   
  Time Units (TUs): 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 TUs 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. 
  Page 76 
  
   
  While a time unit is approximately the same as one week 
  of real time it is not the same thing. They are an abstract 
  amount of time and can vary.  
   
  Triad: Each region in the LIVING GREYHAWK campaign is 
  overseen by three individuals collectively known 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 metaregion they are in (see 
  Chapter Nine for more details on what metaregion you are 
  in). 
   
  Year One Certificate: 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, 
  they are phased out of the campaign.  
  Page 77 
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/LGCS/LGCS_v5-0_draftversion.pdf