TEXT:  
   
  Living Greyhawk Year Three Changes 
   
   
  As Year Two of the campaign draws to a close the 
  Living Greyhawk Campaign is more popular than ever. 
  Our play numbers are higher than even last year’s lofty 
  numbers, and they are still increasing. Living 
  Greyhawk has become the most played living 
  campaign in RPGA history, and the Circle believes we 
  have become the standard that all future campaigns 
  will be compared against. The regional system instilled 
  pride in players for their areas of the Flanaess and 
  created roleplaying opportunities for all. The past two 
  and a half years have flown by, with hundreds of 
  scenarios being played by thousands of excited players. 
  The campaign has had some growing pains, but we 
  weathered them all fairly well and came out better for 
  having done so. Now 593 CY is fast approaching, and, 
  as some characters in the campaign near 10
  th level, 
  some changes need to be made in how the campaign 
  works.  
   
  The Adventure Certificates were a huge change in how 
  Living Campaigns were run. They achieved some of 
  the goals that were set and missed some others. So the 
  campaign staff endeavored to give the whole system a 
  good hard look to determine what needed to be 
  changed to make the campaign flourish in Year Three 
  and beyond. We came up with what we thought were 
  the weak and strong points to this system and how to 
  correct these shortcomings. To give you a better 
  understanding of the Circle’s reasoning, they are 
  included below. 
   
  The following lists the things we thought worked in 
  the Adventure Certificate system: 
   
  • 
  The ability to purchase items without needing an 
  Activity Center. 
  • 
  Trying to give players who do not travel or who 
  live in large regions as many opportunities for 
  character diversity and special opportunities as the 
  rest of the campaign has. 
  • 
  Removal of uneven, argumentative treasure 
  distribution at the end of a scenario. 
   
  We also came up with a list of things we wanted to 
  address and fix with the new changes: 
   
  • 
  Remove the system of PCs buying anything they 
  want. We believe this would be detrimental to the 
  campaign in the long term. 
  • 
  Remove the need for Total Equipment Value on 
  the Adventure Certificate. 
  • 
  Simplify the Adventure Certificate as much as 
  possible to make the barrier of entry into the 
  campaign as low as possible. 
  • 
  Try to breathe uniqueness into region and PCs 
  once again. 
   
  So to achieve these goals the campaign staff has worked 
  up the following changes that will take effect as of 
  January 1
  st, 2003. After the list of changes is a quick 
  section on how to convert your character over to the 
  new system. It is a short process that will make keeping 
  your character up to date much easier in the future. All 
  of these changes will also be in the new Living 
  Greyhawk Campaign Sourcebook available on the 
  www.living-greyhawk.com website. When coming up 
  with these changes, we kept our new motto in mind: 
  “Do it once and do it right”. Some of these changes may 
  seem a bit heavy handed, but the Circle believes it is 
  best to make the changes quickly and move forward 
  rather than make it a drawn out process. We also tried 
  to keep in mind everything that might need to be 
  covered to avoid having to release another major 
  change in the future. So without further ado, here are 
  the changes: 
   
  1. 
  Adventure Certificates (AC) will now be referred 
  to as Adventure Records (AR) to prevent 
  confusion with Armor Class (AC). 
   
  2. 
  As of January 1
  st, 2003, players may only purchase 
  items from approved sources; they no longer have 
  access to the entire DUNGEON MASTER’S Guide. 
  What are the approved sources?  Well, Adventure 
  Records and Meta-Organizations are two ways to 
  gain access to new items. Check out the Living 
  Greyhawk Campaign Sourcebook for more details.   
   
  3. 
  As of January 1
  st, 2003, all separate influence 
  certificates from non-Regional scenarios and 
  separate item certificates from any scenario leave 
  the campaign. If you have an item certificate from 
  a campaign Year One scenario, list the item on 
  your last Year Two Adventure Certificate, write 
  
  "converted" across the cert, and then staple it to 
  that Adventure Certificate. If you have an 
  influence certificate from a non-Regional scenario, 
  list it in the play notes of your last Year Two 
  Adventure Certificate, write "converted" across the 
  cert, and then staple it to that Adventure 
  Certificate. Any separate item or non-regional 
  influence certificates not "converted" on your last 
  Year Two Adventure Certificate are lost when you 
  play your first adventure in 2003. Also, if you have 
  influence certs from regional scenarios, check 
  your region's website or contact your local triad for 
  information on whether your region will be 
  converting these certificates to another format.  
  Non-item, non-influence certificates are not 
  required to be converted (contact your triad with 
  any questions). 
   
  4. 
  As of January 1
  st, 2003, the following items may 
  not be purchased or possessed by any character 
  under any circumstance.  They were either made 
  available by error or have been deemed too 
  disruptive to Living Greyhawk play by the 
  campaign administration.  If you have one or more 
  of these items, please contact your triad to have it 
  corrected as soon as possible (in most cases, you 
  will simply convert them back for the gp and xp 
  spent to acquire them): 
   
  • 
  Command armor special ability (DotF) 
  • 
  Speed armor special ability (DotF) 
  • 
  Potion of shield 
  • 
  Ring of shield 
   
  5. 
  As of January 1
  st, 2003, you may change your 
  character's home region once a calendar year, at 
  the beginning of a campaign/calendar year. If you 
  wish to change your character's home region, note 
  the change on your first Adventure Record of the 
  new year.  You must change regions before you 
  play your first event in the new campaign year. If 
  you physically move at some point during the 
  year, and wish to change your character's home 
  region to your new dwelling location, contact your 
  new triad for approval to change your region in 
  the middle of the year. 
   
  6. 
  As of January 1
  st, 2003, the Magic Item Creation 
  (MIC) rules have changed. The MIC document 
  has also been integrated into the Living Greyhawk 
  Campaign Sourcebook. You may now make items 
  using the following base guidelines (the complete 
  rules can be found in the Living Greyhawk 
  Campaign Sourcebook): 
   
  • 
  Any potions from Table 8-18 in the DUNGEON 
  MASTER’S Guide. 
  • 
  Any scrolls of spells that you know. You may 
  use metamagic feats when scribing these 
  scrolls. 
  • 
  Any wands of spells that you know. You may 
  use Meta-Magic feats when creating these 
  wands (max 4
  th level spell per the Craft Wand 
  Feat). 
  • 
  Any item that an Adventure Record grants 
  you the right to purchase (as long as you meet 
  the applicable prerequisites). 
  • 
  Any item that a Meta-Organization to which 
  you belong grants you access to. 
   
  7. 
  As of January 1
  st, 2003, the concept of Signature 
  Items is removed from the campaign. You keep 
  your Signature Items as they were when you 
  converted the items and added them as standard 
  items on your Master Item Logsheet (see below), 
  but they are no longer called Signature Items. 
  Methods for improving items will be made 
  available in scenarios and other regional sources.  
  See the Living Greyhawk Campaign Sourcebook 
  for details. 
   
  8. 
  Items owned will no longer be recorded on every 
  Adventure Record. They will now be recorded on 
  the Master Item Logsheet (MIL). This list will 
  contain everything you own and will be updated as 
  you gain or lose items.  It will only need to be 
  rewritten when it gets too cluttered (you run out 
  of space to add new items or it becomes difficult to 
  clearly read the items on the sheet). See the Living 
  Greyhawk Campaign Sourcebook for more on the 
  MIL. 
   
  9. 
  Allowable items are now purchased and created at 
  the table, before or after the event (or during the 
  event when applicable). The expenditure of xp and 
  gp is always handled after the event is finished, 
  even if the item is made/purchased before or 
  during the event; the paperwork is always done at 
  the end of the event. 
   
  10. You must have your character sheet, MIL, and 
  most recent AR ready to hand to the judge for 
  review at the beginning of play.  She may not ask 
  for it, but players unprepared to hand it over may 
  be asked to skip that slot in order to get their 
  paperwork finished.  You also must keep all 
  previous ACs and ARs with your current 
  paperwork in case more detailed inspection is 
  requested. 
   
  Character Conversion for 593 CY 
   
  So you have digested all those changes already? Good. 
  Now you must be asking yourself what do I need to do 
  to my character to get him ready for the new system. 
  Well actually it is very easy to get your character ready. 
  Just follow these 6 simple steps and you will be all set 
  for play in 2003. 
   
  
  1. 
  Print a copy of the Master Item Logsheet. You can 
  find one in this document. We have also created 
  some different versions at the www.living-
  greyhawk.com website that you can use. 
   
  2. 
  Gather all of your Adventure Certificates from 
  Year Two. Put them in chronological order from 
  oldest to newest. On your first Adventure 
  Certificate from Year Two put the number one in 
  the upper right corner. Continue through your 
  stack until you have numbered each one 
  sequentially. In Year Three and beyond all 
  Adventure Records will have a space to write this 
  number. 
   
  3. 
  Gather your certs from Year One scenarios (CY 
  591) and your last Adventure Certificate from Year 
  Two (CY 592). Make sure your complete list of 
  equipment is on your last CY 592 Adventure 
  Certificate. Add to this any item certificates from 
  CY 591 that have not previously been added to 
  your list. Staple the old item certs to your 
  Adventure Certificate. This should result in you 
  having a complete list of all your items on your last 
  CY 592 Adventure Certificate and on your basic 
  equipment list, if you kept your list of mundane 
  equipment from the Player's Handbook on a 
  separate page. 
   
  4. 
  List all items on your last CY 592 Adventure 
  Certificate on the Master Item Logsheet, in the 
  appropriate places. List the number of charges 
  remaining for charged items. 
   
  5. 
  Each item has a space called "Found AR#." This 
  space is for the number of the Adventure Record 
  (in Year Three) where you acquired the item. For 
  all items you just wrote on your Master Item 
  Logsheet, put "Year Two" in that space. Thus, all 
  items acquired before January 1st, 2003, should be 
  noted as having been found in CY 592. 
   
  6. 
  You must keep your last CY 592 Adventure 
  Certificate with your first Master Item Logsheet, 
  as supporting documentation for your items.  
  Have your first judge review your conversion and 
  sign off on your Master Item List 
   
  Done. It is just that easy. You now have one sheet with 
  all your items on it and you do not have to rewrite 
  them constantly. We have also included a sample of the 
  new Year Three Adventure Record. More details on it 
  can be found in the Living Greyhawk Campaign 
  Sourcebook.  
   
  Commonly Asked Questions 
   
  Q:  Why do older players get to keep items I can no longer 
  buy? That is not very fair. 
   
  A:  We thought long and hard on this one. We wanted to 
  change how items were gained in the campaign but at the 
  same time we did not want to take away too much from the 
  older players. One of the old rules of this campaign was no 
  grandfathering. So we came to a compromise. Anything an 
  older player has in his possession that is not module specific 
  will show up in scenarios in the future. So while that 10
  th 
  level Fighter might have a nice suit of +3 full plate that you 
  cannot buy you should find it by the time you reach 10
  th level. 
  We believe it adds back history to your items. Now when you 
  wield your +2 frostbrand you will remember the evil 
  necromancer you beat to get it and not the generic store you 
  spent some gold at. 
   
  Q:  You have neutered my item creation feats. I cannot make 
  the items I want to make now. 
   
  A:  This was a highly debated topic when we did up these new 
  rules. With us removing the ability to buy any item out of the 
  DMG, it also altered the magic item creation rules. We 
  decided that creating potions, scrolls, and wands is based on 
  what spells the creator knows so limiting them in this 
  fashion made sense. It also made sense that just because you 
  learned the Craft Wondrous Item feat you did not gain the 
  knowledge of how to create every magic item that existed. So 
  by making the rule that you can create what you can purchase 
  we made it so once you have seen an item in an adventure 
  you can create that item. You can also gain access to new 
  things to make through Meta-Organizations. So your local 
  wizards guild may open up even more items for your 
  character to craft. 
   
  Q:  Why are all old Year One certs going away?  
   
  A:  They are a holdover from the old system and are no longer 
  needed. They just continue to confuse newer players and add 
  complexity to the system. The Master Item Logsheet contains 
  everything your character owns. It is easy for the DM and 
  yourself to see exactly what your character has in a short 
  amount of time.  
   
  Q:  Why didn’t you bring back trading? 
   
  A:  Trading was removed in Year Two because with the ability 
  to buy anything, it negated any need for it. Its removal also 
  prevented the gathering of all the good items on one PC or 
  players leaving the campaign and giving all their stuff to 
  lower level PCs. While we have reduced the availability of 
  items in Year Three, thereby increasing the urge to trade, we 
  have decided not to reinstate trading. It creates more 
  problems than it solves. It adds complexity to the system and 
  creates imbalances in character wealth as the campaign 
  moves forward. 
   
  Q:  Why did you remove Signature Items?  
   
  A:  In the buy anything system of Year Two, signature items 
  filled a needed hole of being able to upgrade items into 
  something better. With the ability to buy anything gone in 
  Year Three, the ability to upgrade into anything went away 
  with it. So that left us with a quandary on what to do with 
  Signature Items. We decided that if the ability to upgrade 
  items were made available in scenarios then the need for 
  Signature Items was unnecessary. This also allows us to put 
  out different enhancements in different regions. So the 
  ability of bane (giants) might be more common in Geoff then 
  say Veluna. 
   
  
  Q:  What happens to certed special items that change in 
  power via use or via increase in the user’s character level 
  (such as the Sword of the Rogue)?  Does conversion lock 
  their abilities at the level at which they were converted?  
   
  A:  All special items act exactly as they did before conversion.  
  A Sword of the Rogue, once converted, continues to change 
  in ability as per the text on the original item certificate.  
  Follow all rules provided for a certed special item on the 
  certificate that granted you the item. 
   
  Q:  How will treasure distribution be handled in Year Three?  
   
  A:  Treasure distribution occurs the same in Year Three as in 
  Year Two.  Anything found in the scenario is converted to a 
  gp value and divided equally among the PCs (values in 
  scenarios give the per PC amounts already).  Any items found 
  in the scenario that are available for purchase will be listed at 
  the bottom of the Adventure Record (on an APL basis) and 
  can be purchased at the full gp price. 
   
  Q:  How will the Leadership feat interact with Magic Item 
  Creation?  What are the complete rules for Magic Item 
  Creation?  
   
  A:  Details on how the Leadership feat interacts with Magic 
  Item Creation and other specific details on topic of Magic 
  Item Creation will be available in the Living Greyhawk 
  Campaign Sourcebook.  This document lists the basics of 
  what can be made via MIC feats. 
   
  Q:  What items can be purchased without an Adventure 
  Record? 
   
  A:  See the Living Greyhawk Campaign Sourcebook for 
  details. 
   
  Q:  Where do I list/track my non-magical items?  
   
  A:  All items that don’t belong on the MIL should be 
  recorded on your character sheet. 
   
  Q:  Will I be able to get magical versions of the weapons 
  and armor that my PC uses even if they aren’t the most 
  common types (such as full plate, longswords, etc.)?  
   
  A:  Yes.  Not only will specific magic items be available 
  via Adventure Records and meta-organizations, but 
  upgrades will also be available by similar means.  For 
  example, you might participate in a scenario that ends with 
  your PC being rewarded with a +2 armor upgrade (you can 
  pay the difference in price to improve your armor to +1 or 
  +2 magical armor).  Details will be available in the Living 
  Greyhawk Campaign Sourcebook and in the places 
  (scenarios and meta-organizations) where these upgrades 
  are made available. 
   
  Q:  How do I convert my PC if I’ve already played my last 
  scenario for 2002?   How do I convert my PC if I haven’t 
  played any scenarios since Year One (and thus don’t 
  possess an Adventure Certificate)? 
   
  A:  It doesn’t matter if you’ve played your last scenario in 
  2002 already.  Conversion takes place after you play your 
  last scenario in 2002 (after the judge has already signed the 
  last Adventure Certificate).  You take all the converted 
  certificates and attach them to your last Adventure 
  Certificate (as per the rules in this document).  If you never 
  converted your PC from Year One, you have two options.  
  You can undertake the Year Two conversion process and 
  then immediately convert again to the Year Three format.  
  Or you can carefully document your transformation from 
  Year One format straight to Year Three format on a blank 
  sheet of paper.  As long as a judge can clearly determine 
  the source of all entries on your first Adventure Record and 
  MIL, there is no problem with using this method. 
  
   
  Miscellaneous Magic Items 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Helms, Goggles, and Other Headgear 
  Necklaces, Brooches, Periapts, etc. 
  Cloaks and Clothing 
  Belts, Gloves, and Boots 
  Rings 
  Weapons 
  Armor and Shields 
  Wands, Staffs, Arrows and other charged Items 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Charges/Uses Remaining 
   
   
   
  Other Info 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Disposable Magic (Potions and scrolls) 
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
  Item 
  Cost 
  found AR# bought AR# gone AR# 
   
   Character Name:                                                   
  Date:                               
  Judge Sig:  
        
       
   
  Player Name:                                                   
  RPGA#:                                 
  RPGA#   
                     
  MIL # 
  LIVING GREYHAWK MASTER ITEM LOGSHEET 
  
   
   
  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 Lost 
   
  GP 
  Subtotal 
  + 
  GP 
  GP Gained 
   
  GP 
  Subtotal 
  + 
  GP 
  GP Gained 
   
  GP 
  Subtotal 
  - 
  GP 
  GP Spent 
   
   
  GP
  FINAL TOTAL 
   
  Items Sold
   
   
   
        Total Cost of Sold Items 
   
  Add ½ this value to your gp value 
  Items Bought
   
   
   
   
   
  Total Cost of Bought Items 
  Subtract this value from your gp value  
   
  XP 
  Starting XP 
  - 
  XP 
  XP lost or spent 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL TOTAL 
   
   
  XP 
   
  TU 
  Starting TU 
  1 OR 2 TU 
  TU Cost 
  - 
  TU 
  Additional TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
  APL 2 
  " 
  Wand of magic missiles – 50 chargers  (Adventure; 1
  st 
  lvl caster; 750 gp; DMG) 
  " 
  Potion of mage armor (Adventure; 1
  st lvl caster; 50 gp; 
  see above) 
  " 
  Bracers of armor +1 (Any; 1,000 gp; DMG) 
  APL 4 (all of APL2 plus the following) 
  " 
  Potion of haste (Adventure; 5
  th lvl caster; 750 gp; 
  DMG) 
  " 
  +1 Longsword (Any; 2,315 gp; DMG) 
  " 
  Helm of comprehend Languages (Regional; 2,600 gp; 
  DMG) 
  APL 6 (all of APLs 2-4 plus the following) 
  " 
  +2 Longsword (Any; 8,315 gp; DMG) 
  " 
  Scroll of cloudkill (Adventure; 9
  th lvl caster; 1,125 gp;  
  DMG) 
  " 
  Ring of the Antler (Regional; see above) 
  APL 8 (all of APLs 2-6 plus the following) 
  " 
  Lord Tolden’s Longsword (Adventure; see above) 
  " 
  Rod of Lesser Silence (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) 
  APL 2 
  max 450xp; 400gp 
   
  APL 4 
  max 675xp; 600gp 
   
  APL 6 
  max 900xp; 800gp 
   
  APL 8 
  max 1,125xp; 1,250gp 
   
  APL 10 
  max 1,350xp; 2,100gp 
   
  APL 12 
  max 1,575xp; 3,000gp 
  ! Potion of Mage Armor 
  When consumed, this potion grants a +4 armor bonus for one hour as 
  per the spell, mage armor. 
   
  Caster Level: 1st; Prerequisites: Brew Potion, mage armor; 
  Market Price: 50 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 Wilderness Lore Skill 
  checks. 
   
  Caster Level: 5
  th; Prerequisites: Forge Ring, creator must have 3 
  ranks of the Wilderness Lore skill; Market Price: 500 gp. 
   
  ! Rod of Lesser Silence 
  The user can cast up to three spells per day without verbal 
  components as though using the Silent spell feat. This does not 
  increase the level of the spell and cannot be used on spells above 
  third level. 
   
  Caster Level: 17th; Prerequisites: Craft Rod, Silent Spell; Market 
  Price: 5,400 gp. 
   
  From Tome and Blood, a Guidebook to Wizards and Sorcerers, 
  page 76. 
  ! Lord Tolden’s Longsword 
  This longsword acts as a +2 Frost Longsword.  It is engraved with the 
  name of each of the Lords of the Tolden household to bear the blade.  
  This weapon was found near 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 tell the DM you possess it. 
   
  Caster Level: 8th; Prerequisites: Craft magic arms and armor, 
  chill metal or ice storm; Market Price: 18,315gp. 
   
  This Document 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/resurrected 
  ! 
  Was reincarnated 
  __________________________________________
  __________________________________________
  __________________________________________ 
  Home Region_______________________ 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/Living Greyhawk - Year Three Changes.pdf