TEXT:  
  Page 48 
  Chapter Eight: Running a Living Greyhawk Event 
   
  So you want to judge a Living Greyhawk event?  This is 
  your section.  We will cover everything you need to 
  know as a judge.  This includes what you can and 
  cannot do, how to handle the paperwork, and where to 
  turn if you need a ruling or have a problem. 
   
   
                                   Before you Begin 
   
  Before you begin to even think about judging a Living 
  Greyhawk event, make sure you are familiar with the 
  basics of D&D 3E rules.  Make sure you have also read 
  the other chapters of this document to know the rules 
  that are specific to LG.  Without a working knowledge 
  of the basic rules (movement, actions, skills, combat, 
  attacks of opportunity, etc.), you should not consider 
  judging.  If you are familiar with the rules, however, 
  you should definitely volunteer your time and energy 
  as a judge.  The rewards of running a successful game, 
  either at a convention or for a group of friends at home, 
  are limitless. 
   
  Once you decide to judge, the next thing you will need 
  to do is get a copy of the LG-sanctioned module.  If you 
  are judging at a game day or convention, the 
  coordinator of the event will send you the module.  If 
  you are running a home game, you can order the 
  module from the RPGA website. 
   
  You may have the chance to play the module before 
  you have to run it.  For a convention, this is called a 
  “slot 0” (since it is a game that takes place before slot 1 
  of the convention).  Playing the module before running 
  it can be a great tool in experiencing the module from a 
  player’s point of view as well as seeing how another 
  judge handles the module. 
   
  Whether or not you play the module, it is imperative 
  that you thoroughly and carefully read the module 
  before you run it.  Failure to read and study the module 
  before running the game will, in most cases, ensure 
  problems.  When you receive the module, we suggest 
  taking the following steps: 
   
  1. 
  Read the module through from front to back. 
  2. 
  Read the module again, making notes about 
  potential problem areas, such as unfamiliar 
  rules, tricky role-playing encounters, unclear 
  portions of the module, etc.  Review any new 
  material in the module, and review any 
  unfamiliar rules, spells, monsters, or items. 
  3. 
  Run a mock battle in each encounter at each 
  of the APLs.  This will ensure you don’t miss 
  anything important regarding the monsters’ 
  or NPCs’ spells and items when you run the 
  module for the actual PC party. 
  4. 
  Make a chart showing how the PCs get from 
  one encounter to another during the game.  
  Some modules, particularly investigative 
  ones, 
  may 
  have 
  weak 
  links 
  between 
  encounters, so you need to know how the PCs 
  can navigate the challenges of the module. 
  5. 
  Make maps for any tactical areas, especially 
  areas where battles will occur.  Maps are often 
  provided with modules, but sometimes they 
  are not. 
  6. 
  Rehearse playing important NPCs, especially 
  if personality traits are not given. 
  7. 
  In some cases, you may know ahead of time 
  what APL your table will be using.  In these 
  cases, you can focus your preparation 
  specifically to one APL tier rather than all of 
  them. 
  8. 
  Make cheat sheets or crib notes.  Having all 
  the monsters or NPCs on one sheet of paper 
  will save you from having to flip between 
  pages during the game. 
   
   
            At the Table before the Game 
   
  When the time for the game arrives, set yourself up in 
  the play area where all players can see and hear you.  
  Arrange your books, dice, maps, etc. so that everything 
  is within easy reach.  You should have the following 
  items: 
   
  • 
  the module, including handouts, maps, 
  appendices, and your notes 
  • 
  the Adventure Records for the module 
  • 
  a tactical map and objects to represent NPCs 
  and monsters 
  • 
  the RPGA scoring pack 
   
  The first few pages of the LG-sanctioned module will 
  cover some rules: how to figure APL for the game, how 
  to handle animals owned by characters, and others.  
  Follow the correct procedure for these according to the 
  module.  The following is a list of questions you will 
  want to ask your players before the module starts: 
   
  • 
  What level are the characters? 
  
   
  Page 49 
  • 
  Do any of the characters have cohorts they 
  plan to bring? 
  • 
  Do any of the characters plan to bring animals 
  that are not gained via a class feature? 
  • 
  Do any of the characters have special certs, 
  curses, spells, restrictions, or other things that 
  you need to know about before starting the 
  module?  (Anything special should be certed.) 
  • 
  Do the players want to vote for the best player 
  at the end of the module?  (Certain 
  conventions or game days may have a policy 
  on the types of voting that can be done, so 
  check with the convention coordinator.) 
  • 
  What lifestyle is each character going to buy 
  during the module?  Are any going to attempt 
  to live off the land? 
  • 
  Do any characters have any ongoing 
  conditions from a previous module, such as 
  damage that was not healed or ability point 
  loss? 
  • 
  What spells are the spellcasters going to have 
  memorized at the beginning of the module? 
   
   
                                   During the Game 
   
  Once the game has begun, your role as Living 
  Greyhawk judge begins in earnest.  You now have a 
  huge responsibility.  You are the actor who will play all 
  the NPC roles.  You are the judge who will rule on PC 
  actions.  You are the eyes and the ears of the characters, 
  telling them everything they sense.  Remember that at 
  the table you are not really a DM anymore; you are a 
  judge.  It is important to follow the parameters set by 
  the module to the best of your ability.  Instances will 
  arise when you will need to invent details that are not 
  covered in the module; however, you must attempt to 
  keep within the spirit and the letter of the module.  
  Here are some other tips and guidelines: 
   
  • 
  Ask the players to use a “tent” if possible to 
  give information on their characters, their 
  own names, and their RPGA numbers.  This 
  will 
  assist 
  you 
  and 
  the 
  players 
  in 
  communicating with each other. 
  • 
  Do not make extraneous or out-of-game 
  comments about the module.  Resist the urge 
  to complain about the module or tell stories 
  about what happened when you played the 
  module.  Make the game as fun for the players 
  as you can. 
  • 
  Quickly get a feel for the players and the 
  characters.  Try to tailor the adventure to the 
  type of players that you have.  Be aware of 
  younger players.  Identify players who try to 
  dominate a table. 
  • 
  Remember that the PCs are the heroes (or 
  anti-heroes) of the story.  Allow them to be so.  
  Give them some leeway in doing what they 
  want within the game.  This does not mean 
  you should let them do anything they want.  
  It simply means that they are playing the 
  game to have fun, so let them have fun. 
  • 
  Do not go out of your way to punish or kill 
  characters.  Character death and other 
  unpleasant situations will occur without any 
  special effort on the part of a judge.  Be fair. 
  • 
  Do not go out of your way to make it easy on 
  the players.  Part of the fun and challenge of 
  the game is to overcome obstacles.  If the 
  players feel that there is no risk, they may 
  enjoy the game less. 
  • 
  You have the right to apply circumstance 
  modifiers to situations not covered in the 
  rules.  While these circumstance modifiers 
  should generally range between +2 to –2 on 
  die rolls and difficulty classes, judges have the 
  right to apply more drastic penalties and 
  bonuses based on the situation. 
  • 
  Judges who find problems with players’ 
  behavior, character documentation, or other 
  issues are well within their rights to refuse to 
  let a player stay at the table, confiscate 
  character sheets and adventure records, or 
  report incidents to the region’s Triad.  Each 
  Triad will have a policy for dealing with such 
  incidents—check with your Triad for these 
  policies.  See the final section of this chapter 
  for further details. 
   
  In rare cases, a third-party mediator may be necessary 
  to settle disputes.  At a home game, the judge has the 
  final say.  If problems arise at a convention or game 
  day, either the convention coordinator or an individual 
  named by the convention coordinator will be in charge 
  of making final decisions.  The goal for problems is to 
  resolve the situation at the table and keep conflicts 
  from carrying over past the convention or game day. 
   
   
               At the Table after the Game  
   
  When the game has been completed, two things can be 
  done simultaneously.  The players can fill out the 
  RPGA Player’s Summary sheets while you calculate 
  experience point and gold piece rewards from the 
  charts at the end of the module.  On each of the 
  Adventure Records, fill in the experience point and 
  gold piece rewards that the PCs earned during the 
  
   
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  game.  Cross out anything on the AR that the PCs did 
  not earn.  When you have completed this step, hand 
  out the Adventure Records to the players. More details 
  on the Adventure Record can be found in Chapter 
  Four. 
   
  The players will have a chance to review and fill in the 
  Adventure Record.  They must do the paperwork at the 
  table.  While they are doing the paperwork on the ARs, 
  you can collect the voting sheets and begin to put 
  together the RPGA Scoring Packet (discussed below).  
  The players will fill out the AR, tally resources 
  consumed during the adventure, make rolls for living 
  off the wild, pay Upkeep, create magic items, resolve 
  special issues from past certs, calculate new XP and GP 
  totals, and decide if they are going to purchase any 
  items from the AR.  Do not sign the ARs until you have 
  checked everything on each, especially the calculations 
  and resources spent. 
   
  If you have the time, reviewing players’ complete 
  paperwork (past ARs, MILs, etc.) is recommended after 
  a game.  This helps catch potential problems, gives 
  important instruction to players in proper record 
  keeping, prevents rampant cheating, and makes the 
  entire campaign run more smoothly. 
   
   
                                  RPGA Paperwork 
   
  Detailed instructions regarding RPGA paperwork are 
  included on each of the scoring packs.  Below is a 
  summary of important points: 
   
  • 
  The table may choose to vote for a table 
  winner (Vote), not vote at all (No Vote), or 
  give scores for the judge and the scenario 
  (Partial Vote/Judge Assessment). 
  • 
  Fill in the top of the RPGA Network 
  Tournament Score Sheet.  The Group Rating 
  Score can be figured by using the chart 
  included with the scoring packet.  The score 
  will range between 6 and 30. 
  • 
  Even if the table chooses not to vote, they 
  should still fill out the top section of the 
  RPGA Network Tournament Score Sheet. 
  • 
  If the table chooses to vote for a table winner, 
  rate the players yourself and put them in 
  order on the RPGA Network Tournament 
  Score Sheet, with your top rated player in 
  position #1 and going in descending order.  
  Include RPGA numbers for the players.  Also 
  put in your name and RPGA number on the 
  line for the Judge. 
  • 
  Rate the scenario using the chart included 
  with the scoring packet.  The score will range 
  between 3 and 15. 
  • 
  Collect all of the Player’s Summary sheets and 
  make sure each has been completed with all 
  information. 
  • 
  Transfer the player votes onto the RPGA 
  Network Tournament Score Sheet. 
  • 
  Transfer the players’ scenario scores onto the 
  RPGA Network Tournament Score Sheet. 
  • 
  Transfer the score for the judge onto the 
  RPGA Network Tournament Score Sheet. 
  • 
  Tally all of the totals for the Judges Score, the 
  Scenario Score, and each of the Player Scores. 
  • 
  Assign the places to the players based on Total 
  Score for each of the players.  In the case of a 
  tie, the player rated higher by the judge is 
  placed higher. 
  • 
  A “die bump” can be given as a prize to the 
  player who wins first place at the table.  If the 
  players chose not to vote, you can award the 
  prize to the player of your choice or decide on 
  another way to award the prize. 
   
           What you Can and Cannot do 
                                                  as a Judge  
   
  While the most important job as an LG judge is 
  running the game to make it fair and fun for the 
  players and completing the accompanying paperwork, 
  you must remember that you are also an administrator 
  in a huge Living campaign.  This job gives you some 
  additional powers, rights, and responsibilities: 
   
  • 
  If you feel that the player’s documentation or 
  character is incorrect or invalid, you should 
  sit down with the player and do an audit.  The 
  key elements to check are the magic items on 
  the MIL, the gold piece and experience point 
  totals, and the acquisition of any non-core 
  items, feats, spells, etc. 
  • 
  If you find that there is a problem, you should 
  help the player correct the problem. 
  • 
  If a player’s Magic Item Log (MIL) is too full 
  or too incomprehensible, you can make the 
  player re-write the MIL so that it is readable 
  and easier to audit. 
  • 
  If you find items on the Magic Item Log 
  (MIL) that cannot be tracked back to correct 
  documentation, you should remove that item 
  from the MIL. 
  
   
  Page 51 
  • 
  If you suspect cheating is taking place, you 
  should contact the convention supervisor or 
  Triad member if these people are available. 
  • 
  If several discrepancies are found with a 
  player’s character and/or paperwork, you can 
  seize the character, adventure records, and 
  MIL.  These should immediately be given to 
  the convention coordinator or Triad.  If this 
  happens, the character is out of play until the 
  matter can be resolved. 
  • 
  If a player cheats during a game, you have the 
  right to remove that player from the game.  
  The player should be given the AR with the 
  experience and treasure that the character has 
  earned up until that point.  You also have a 
  right to deny the player’s character experience 
  points or treasure from the game if those 
  points and treasure were gained through 
  cheating. 
  • 
  If a player is causing problems during a game, 
  you have the right to remove that player from 
  the game. 
  • 
  If a PC purposefully attacks another PC, that 
  character should be immediately removed 
  from play. See the FAQ in Chapter Nine for 
  more details on how to handle this. 
  • 
  If the PC performs an act that is blatantly and 
  incontrovertibly evil, you may remove that 
  character from play.  For such a drastic move, 
  though, the act must be blatant.  Warnings 
  can be given to prevent such problems from 
  occurring. 
  • 
  At the table, the judge is the final authority.  A 
  player can appeal rulings to the convention 
  coordinator or the regional Triad after the 
  game has been finished, but at the table the 
  judge’s rulings stand. 
  • 
  While you have these rights, you must 
  remember that you are there to make sure the 
  players are having fun.  Let them play their 
  characters as they see fit and be the heroes.  
  Work with them to make the game fun and 
  memorable. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 52 
  Chapter Nine: Living Greyhawk FAQ 
   
  Before we go into some of the commonly answered 
  questions we need to go over what books are actually 
  official for the Living Greyhawk Campaign. 
   
  The current printing of the following books are 
  considered “Core” for the campaign: 
   
  • 
  Player’s Handbook 
  • 
  Dungeon Master’s Guide 
  • 
  Monster Manual 
  • 
  Living Greyhawk  Journal –Campaign 
  News 
   
  The following sources of material may be used in the 
  campaign but require some sort of campaign 
  documentation to be used by a player. Also any book or 
  article other then the 3 core books listed above must be 
  brought to the table by the person wanting to use it. 
   
  • 
  Sword & Fist 
  • 
  Defenders of the Faith 
  • 
  Tome and Blood 
  • 
  Song and Silence 
  • 
  Masters of the Wild 
  • 
  Monster Manual II 
  • 
  Living Greyhawk Journal Articles 
   
  The following FAQ’s are used and considered official 
  for the Living Greyhawk Campaign. They can be found 
  on the D&D website at www.wizards.com. Anything 
  in this document trumps the FAQ’s list below. 
   
  • 
  Main D&D FAQ 
  • 
  Monster FAQ 
  • 
  Sword and Fist FAQ 
  • 
  Defenders of Faith FAQ 
  • 
  Tome and Blood FAQ 
  • 
  Song and Silence FAQ 
  • 
  Masters of the Wild FAQ 
   
  Sage Advice may be used by a DM to help clarify a rule 
  but is not official for the campaign until it shows up in 
  one of the FAQ’s listed above. 
   
  The LG FAQ as listed in this document and kept 
  current on the Campaign website (http://www.living-
  greyhawk.com) is official for the campaign. 
   
  Now on to the Frequently Asked Questions and the 
  campaign answers to them. 
   
                                     Campaign Rules 
   
   
  Q: When am I allowed to spend Time Units from next 
  year ?   
   
  A: You may not spend TU’s from next year unless one 
  of two things happens.  
   
  1. 
  Something in a module specifically forces you 
  to spend a certain amount of Time Units. 
  2. 
  You have campaign documentation allowing 
  you to spend TU’s from next year.  
   
  Obviously if you spend TU’s from next year your TU 
  total does not reset to 52 on the 1
  st of a new year. 
   
   
  Q: How many evil acts before my character is taken 
  away ?  
   
  A:  Varies. There is no set number to how many evil 
  acts it takes to change your alignment. It is up to the 
  DM. He is to note those acts in the play notes section 
  of your Adventure Record. Once enough of them add 
  up you are evil and removed from the campaign. If you 
  do something bad enough he can deem you evil on the 
  spot and turn your character into an NPC thus 
  removing him from the campaign. You can of course 
  appeal this decision to your local triad but do not 
  expect to win this argument often. For those worried 
  about this I have one suggestion. DO NOT DO EVIL 
  ACTS. Pretty easy rule to follow. 
   
  Q:  When lose a level how do I determine what class I 
  lose a level in ? 
   
  A:   When you lose a level you lose the last one gained.  
   
                               Character Creation 
   
  Q: The FAQ just came out and clarified one of my feats. 
  Can I get rid of it and pick another one ?  
   
  A:  No. You may not change feats, skills points, spells 
  known, or anything else because something changes or 
  some new cool item or rule comes out. Choose 
  carefully when you pick things for your character 
  because you cannot go back and change them. 
  
   
  Page 53 
   
   
   
   
                                        Item Purchase 
   
  Q: Does “DM’s Choice” that shows up on several 
  tables in the DMG give me access to items not on 
  the list ?  
   
  A:  No. When something gives you access to items 
  on a table in the PHB, DMG, or other source, it only 
  gives you access to exactly what is on that table. 
  Nothing else. 
   
   
   
                            Magic Item Creation 
   
  Q: In Chapter Three it states that when I have earned 
  enough experience to gain a new level I must take it 
  before I play that character again. Can I not create 
  magic items before gaining that level and thus not have 
  to take it ? 
   
  A: Yes. If you look at the bottom left of your Adventure 
  Record you will see a box titled “Final Total XP”. This is 
  the number that is important. If the number in that 
  box is enough to raise you to the next level you must 
  take that level before you play that character again. It is 
  possible to earn enough experience during the scenario  
  to level but then spend it on Magic Item Creation so 
  that your Final Total XP is not enough to raise your 
  level. 
   
   
   
                                                     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 may still not kill the character unless 
  you cannot avoid it (DM discretion here folks). Though 
  the character is not himself he is still a fellow party 
  member and killing him would be an evil act. 
   
  On the other hand, as soon as you attack another  
  character of your own free will to cause serious 
  physical harm, while not defending yourself, you are 
  removed from the campaign. Obviously there are times 
  in which you may inadvertently hurt another player 
  through your actions. The intent behind the actions is 
  what is important here and can only be judged on a 
  case by case basis by the DM at the table. 
   
   
   
   
   
   
                                                         Spells 
   
   
   
   
  Note. I have left most of this blank on purpose. The 
  FAQ will be filled in as we answer questions about the 
  Draft document.  
   
  Q: Raise dead and what level do you lose ? 
   
  A:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 54 
  Chapter Ten: Contacts, Websites, & Message Boards 
   
  So you have made it this far. Good. This book and the 
  Living 
  Greyhawk 
  Campaign 
  can 
  seem 
  pretty 
  intimidating to a new player at times. Fortunately the 
  RPGA is a great organization and there  are plenty of 
  people out there who are more then happy to help you 
  get started. There are discussion lists for each region as 
  well as the campaign itself. From a group dedicated to 
  nothing but discussing rules to a group for people with 
  curses there is something for everybody. Each region 
  also has a website stocked full of information on play 
  opportunities, meta-campaign groups, and what 
  scenarios are coming down the pike to play in the 
  upcoming months.  
  As you already know we have broken down the 
  campaign into regions. Each region corresponds to an 
  area in the real world. Each region is grouped together 
  with other regions that share a common interest into 
  five meta-regions. Below you will find the websites, 
  discussion groups, and point of contact for all the 
  regions in the campaign broken out by meta-region. So 
  find you local list and stop in and say hi. There are 
  games probably going on closer then you think right 
  now and a bunch of new friends who share a lot of the 
  same interests as you waiting to meet you. 
   
   
  The Circle – Living Greyhawk Campaign Administration 
   
  Creighton Broadhurst 
  Jason Bulmahn 
  David Christ 
  Steve Conforti 
  Craig Hier 
   
  The Official Living Greyhawk Campaign Website:  www.living-greyhawk.com 
   
  MetaRegion One – The Sheldomar Valley 
   
  Circle Representative: 
  Steve Conforti (scon40@aol.com) 
   
  The Sheldomar Valley has a long and troubled history.  Once dominated by the terrible lich Vecna, it is a fertile, but war-
  torn place.  It is a land where many of the Suel and Oeridians took refuge after the Twin Cataclysms amongst the native 
  Flan of the region, forming the mighty kingdom of Keoland.   The Valley has seen hard times lately: invasions by giants 
  on its western borders, interference by the Scarlet Brotherhood in the south, invasion by evil humanoids of the Pomarj 
  in the east, and the conquering of its northern most reaches by the nation of Ket.   The giants have been driven out of 
  Sterich and Ket has vacated Bissel, but Geoff and the Principality of Ulek still remain under siege.  If not for the 
  assistance of Gran March and the Yeomanry these last years, who knows how long the Sheldomar Valley would remain 
  under the control of the forces of good. 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Bissel 
  http://bissel.living-greyhawk.com 
  http://groups.yahoo.com/group/bissel 
  Matt Pennington 
  mpennin@cvps.com 
  Geoff 
  http://www.rpgageoff.com 
  http://groups.yahoo.com/group/living-geoff 
   
   
  Gran March 
  http://www.granmarch.oerth.com 
  http://groups.yahoo.com/group/GranMarch 
  Michael Eshleman 
  Greysector@hotmail.com 
  Keoland 
  http://www.keoland.com  
  http://groups.yahoo.com/group/keoland 
  Judy Rudolph 
  keoland_marf_poc@yahoo.com  
  Principality of 
  Ulek 
  http://www.livingcity.net/pou  
  http://groups.yahoo.com/group/PoU_Triad 
  Christopher Reed 
  Fltriad@aol.com 
  Yeomanry 
  http://yeomanry.oerth.com 
  http://groups.yahoo.com/group/yeomanry 
  Kevin Freeman 
  Madman31@mindspring.com 
  
   
  Page 55 
  MetaRegion Two – Tuflik, Fals, and Velverdyva Trade Route 
   
  Circle Representative: 
  David Christ – (wavester@neo.rr.com)  
   
  Before you adventure beckons. Disembarking from the lake of unknown depths you're drawn into the bustling 
  mercantile city of Dyvers. Traveling through the Gnarly Forest into the heart of Old Ferrond the halls of the Viscount of 
  Verbobonc await. All is not well here as they are the uneasy keeper of the ruin known as the Temple of Elemental Evil. 
  Though destroyed many years ago it's legacy lingers no matter how hard the souls of good men try to forget. To the west 
  lies the Archclericy of Veluna with its people living in harmony as Rao watches over and protect them all. Beyond the 
  Bramblewood Forest lies Ket the crossroads between the east and west with it's strong military and deft merchants. 
  Across the Yatil mountains lies Tusmit, home of some of the finest weapons and armor in the Baklunish lands. Settled 
  upon the shores of the Dramidj Ocean is possibly the oldest of the Baklunish states, the Caliphate of Ekbir. Adventure, 
  wealth and danger abound. Are you up to the task of finding it and living to tell the tale? 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Dyvers 
  http://dyvers.living-greyhawk.com 
  http://groups.yahoo.com/group/dyvers 
  Phil Thompson 
  Jcts@iland.net 
  Ekbir 
  http://www.ekbir.org  
  http://fr.groups.yahoo.com/group/lg-ekbir  
  Gael Richard 
  Gael.loic.richard@wanadoo.fr 
  Ket 
  http://ket.oerth.com 
  http://groups.yahoo.com/group/ket 
  Dave Kristenson 
  silverdak@yahoo.ca 
  Tusmit 
  http://tusmit.living-greyhawk.com 
  http://groups.yahoo.com/group/lg-tusmit 
  Daniel Mayrand 
  Malikofvilayad@yahoo.ca 
  Veluna 
  http://www.veluna.com 
  http://groups.yahoo.com/group/Veluna-lw 
  Tim Sech 
  Timsech@hotmail.com 
  Verbobonc 
  http://www.verbobonc.net 
  http://groups.yahoo.com/group/Verbobonc 
  Brad Ruby 
  Jethro26@aol.com 
   
   
  MetaRegion Three – Iuz’s Border States 
   
  Circle Representative: 
  Jason Bulmahn – (iuztheevil@aol.com)  
   
  There are many in the Flanaess who believe that Iuz is a spent force. There is much recent evidence which suggests that 
  Old Wicked has been content to merely tease the fringes of his border states as an annoyance rather than as a true 
  threat. But it takes time to hatch new plots and spawn unmentionable offspring; and time to delve deeper into the 
  darkest places, and create armies that will not be vulnerable again. Now, the border states of Iuz, who have been 
  rebuilding and reorganizing since the Flight Of Fiends, are about to discover what new nightmare Iuz The Old is ready 
  to unleash upon the lands of the Flanaess! Are you prepared to fight?" 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Bandit 
  Kingdoms 
  http://www.bandit-kingdoms.com 
  http://groups.yahoo.com/group/bandit_king
  doms 
  Doug Cowell 
  bk.poc@verizon.net 
  Furyondy 
  http://www.furyondy.com 
  http://groups.yahoo.com/group/furyondy-
  discussion 
  Roger Bert 
  Rogerbert@furyondy.com 
  Highfolk 
  http://www.highfolk.oerth.com 
  http://groups.yahoo.com/group/nl1triad 
  Greg Marks 
  skerrit@wi.rr.com 
  Perrenland 
  http://perrenland.lythia.com 
  http://groups.yahoo.com/group/perrenland 
  Patrick Williamson 
  patjeni@nor.com.au  
  Shield Lands 
  http://shieldlands.oerth.com 
  http://groups.yahoo.com/group/shield-
  lands-lg 
  Rick LaRue 
  RlaRue@aol.com 
   
  
   
  Page 56 
  MetaRegion Four – Nyrond and Her Environs 
   
  Circle Representative: 
  Craig Hier – (craig@hierview.com)  
   
   
   
   
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  County of 
  Urnst 
  http://www.countyofurnst.com 
  http://groups.yahoo.com/group/CountyofUr
  nst 
  Richard Kohl 
  Rwkohl@earthlink.net 
  Duchy of 
  Urnst 
  http://www.duchyurnst.com 
  http:/groups.yahoo.com/group/duchyofurnst 
  Russ Taylor 
  Rtaylor@cmc.net 
  Nyrond 
  http://www.nyrond.org  
  http://groups.yahoo.com/group/Nyrond-lw 
  Kelly Nabours 
  nyrond-triad@nyrond.org  
  Ratik 
  http://www.geocities.com/ratik_triad  
  http://groups.yahoo.com/group/Ratik-lw  
  Matt Lau 
  Mattador5@hotmail.com 
  Theocracy of 
  the Pale 
  http:www.theocracyofthepale.com 
  http://groups.yahoo.com/group/ThePale 
  Church in Wintershiven 
  PalePOC@yahoo.com 
   
   
  MetaRegion Five – Splintered Suns and Scarlet Signs Against Tyranny 
   
  Circle Representative: 
  Creighton Broadhurst – (creighton.broadhurst@ntlworld.com)  
   
  Once the Golden Sun of Aerdy was the light of the Flanaess, a shining bastion of civilization and culture. Now that sun 
  is splintered into a handful of successor states, struggling amongst themselves to reclaim some 
  small fragment of their glorious birthright. In the heartlands of Aerdy, two Overkings vie for a debased throne, a 
  tarnished crown and a lost city. In the south the states of the once proud Iron League fight desperately to resist the 
  insidious tendrils of the Scarlet Brotherhood and their nested conspiracies to restore another lost empire - the ancient 
  Suel Imperium. 
   
  Greyhawk 
  Region 
  Website Address 
  Discussion 
  Group 
  Point of Contact 
   
   
   
   
  Ahlissa (Adri) 
  http://www.livinggreyhawk.de.vu  
  http://de.groups.yahoo.com/group/Living_A
  dri  
  Dr. Rainer Nagel 
  GH_Adri@web.de  
  Ahlissa 
  (Naerie) 
  None 
  None 
  None 
  Bone March 
  None 
  None 
  None 
   
  Lordship of 
  the Isles 
  None 
  None 
  Marco Saoner 
  Msaoner@infonegocio.com 
  Onnwal 
  http://www.onnwal.org.uk 
   
  http://groups.yahoo.com/group/living-
  onnwal 
  Paul Looby 
  Woesinger@hotmail.com 
  Sea Barons 
  http://www.seabarons.it 
  http://it.groups.yahoo.com/group/seabarons  
  Alessandro Diaco 
  poc@seabarons.it  
  Sunndi 
  http://Sunndi.blackstar.nl  
  http://groups.yahoo.com/group/Sunndi  
  Pieter Sleijpen 
  Madfox@wxs.nl 
  Dullstrand 
  None 
  None 
  Andre Vermaak 
  Avermaak@naspers.com 
   
   
   
  
   
  Page 57 
  We also have several campaign wide discussion groups. We have listed several of them below for you. 
   
  Living Greyhawk Campaign Discussion Board: 
  http://groups.yahoo.com/group/Living_Greyhawk  
  Living Greyhawk Campaign News Board: 
   
  http://groups.yahoo.com/group/LG-news  
  Living Greyhawk Draft Rules Discussion Board: 
  http://groups.yahoo.com/group/lg_draft_discussion  
  Living Greyhawk Wotc Discussion Board: 
   
  http://www.wizards.com/lists  
  Living Greyhawk Rules Discussions (unofficial): 
  http://groups.yahoo.com/group/Infinite_Monkeys  
  Living Greyhawk Writers Discussion (unofficial): 
  http://groups.yahoo.com/group/lgwraiters  
  RPGA Gamemaster Help Board: 
   
   
  http://groups.yahoo.com/group/rpga_gamemasters  
   
  
   
  Page 58 
  Glossary: 
   
  Adventure Record (AR): After each Living Greyhawk 
  scenario you play in you will receive a full page 
  certificate. This certificate is known as an Adventure 
  Record and will detail what you gained or lost during 
  the course of the scenario. Together with your previous 
  AR’s, they form the recorded history of your character 
  from when you first created him until the present time. 
  Without these you have no record of what your 
  character has seen, done, or found. So keep track of 
  them and do not lose them. 
   
  Average Party Level (APL): In order for the Living 
  Greyhawk Campaign to accommodate all the different 
  combinations of player levels that could sit down at a 
  table, we use a system of module tiering known as the 
  APL system. It calculates the average party level and 
  then runs the event at an appropriate level to challenge 
  that group. Though described in detail at the beginning 
  of each scenario, we will go over it briefly here.  
   
  To determine the APL of the party we must first 
  determine the effective level of each character at the 
  table. Unless you have animals with you on the 
  adventure that are not a class ability (such as Druidic 
  animal companions or a paladins mount) your effective 
  level is your class level. If you have animals with you 
  then a chart in Chapter Six shows how many levels to 
  add to your own. Once this is done, add up the levels of 
  everybody at the table and divide by the number of 
  characters. Use standard rounding rules to round to a 
  whole number. You then add one to this number if 
  there are 6 members in the party. Since APL’s in a 
  scenario are only even number you may pick which 
  APL to play at if your number is odd. So if you were an 
  APL 7 group you could pick to play at APL 6 or 8. If you 
  are an even number then you must play at that APL. 
   
  Campaign Documentation: An official certificate 
  issued by the global campaign staff. In most cases this 
  will be an official Adventure Record from a sanctioned 
  Living Greyhawk event. The cracked shield devices of 
  the region denote these certificates. The shield device 
  on those shields sports the coat-of-arms of the region 
  that the certificate was issued (or the City of Greyhawk 
  shield device as a default), and will have no overlay text 
  across the shield. A DM’s signature must appear on this 
  documentation for it to be valid. 
   
  Campaign Year:  A campaign year in Living Greyhawk 
  runs from January 1
  st to December 31
  st. Each campaign 
  year has a Greyhawk year assigned to it as well. So for 
  example the real year 2003 corresponds to 593 cy in the 
  game. So when one year passes in the real world, one 
  year passes in the game as well.  
  Class Guidebook: One of five Dungeon & Dragons 
  accessories published by Wizards of the Coast. They are 
  titled: Sword and Fist: A Guidebook to Fighters and 
  Monks, Defenders of the Faith: A Guidebook to Clerics 
  and Paladins, Tome and Blood: A Guidebook to 
  Wizards and Sorcerers, Song and Silence: A Guidebook 
  to Bards and Rogues, and Masters of the Wild: A 
  Guidebook to Barbarians, Druids and Rangers.  
   
  Core scenarios usually take place in the “non-regional” 
  areas of the game world:  the City of Greyhawk, the 
  Nyr Dyv, Duchy of Tenh, or the Underdark.  Core 
  scenarios can be played by any character, anywhere in 
  the world.  Core scenarios advance campaign-wide 
  plots, and usually cost your character 2 TUs. On 
  average there are 20 rounds of Core scenarios each year 
  plus several more special scenarios that run at certain 
  shows or venues. 
   
  During Play: At any point after the character’s creation 
  and the start of its first adventure. From that point on 
  the character is considered “in play” when it is being 
  played at an RPGA sanctioned Living Greyhawk event 
  until it either dies or it gains 230,000 experience points, 
  at which point it is considered out of play. Be aware 
  that a character may be in play, but not immediately 
  controlled by its player. Imprisonment, some spell 
  effects and other factors may take the control of a 
  character out the player’s hands and into the hands of 
  either the DM or the campaign staff. 
   
  Home Region: Unlike other Living campaigns, Living 
  Greyhawk has assigned real world locations to a 
  corresponding Greyhawk location. So for example if 
  you live in Ohio your default home region is the 
  Archclericy of Veluna. Your Home Region represents 
  where that character calls home and effects what 
  options the character has access to and how many Time 
  Units it spends on different activities. You may choose 
  another region other then your default home region 
  but for most players choosing the default is the best 
  option. 
   
  Master Item Logsheet (MIL): Is a single page 
  document that contains every item that your character 
  owns that is not found in the Player’s Handbook. It 
  shows where you found them, when you purchased it, 
  and when you sold it. It keeps track of charges left in 
  wands or how many +2 arrows you have left in your 
  quiver.  
   
  Meta-Regional Scenarios: All of the regions are 
  grouped into one of five meta-regions, which unite 
  regions together that share a similar theme.  For 
  
   
  Page 59 
  example, the Bandit Kingdoms, Perrenland, Highfolk, 
  Furyondy, and the Shield Lands all border the realm of 
  the evil Iuz, and are therefore connected as the Iuz’s 
  Border States Meta-Region.  Like regional scenarios, 
  meta-regional scenarios can only be played in the real-
  world regions that make up the meta-region.  Meta-
  regional scenarios advance larger plots and introduce 
  non-player characters important to the entire meta-
  region.  Meta-regional scenarios usually cost your 
  character 1 TU if it contains his home region, or 2 TUs 
  if it does not. Each meta-region is allowed 8 rounds of 
  scenarios each year. 
   
  Regional 
  Documentation: 
  Usually 
  a 
  regional 
  certificate, but includes any other form of region-
  sanctioned documentation that outlines regional 
  requirements for meta-game groups, or other official 
  regional details. It should clearly state on whatever 
  form of documentation a particular region is official, 
  and a list of regional documentation should appear on 
  the region’s Web site. It will contain the heraldry of the 
  region it is from with the words “Regional Certificate” 
  over the top of it. A triads or DM’s signature must 
  appear on this documentation for it to be valid. 
   
  Regional Scenarios can only be played in their real-
  world region.  Each region has several scenarios 
  published each year, and these regional scenarios can 
  only be played in the corresponding real-world region.  
  Regional scenarios for Highfolk, for example, can only 
  be played in the state of Wisconsin, and nowhere else.  
  If you visit Wisconsin from somewhere else, your 
  character can play these Highfolk regional scenarios, 
  but cannot play his own home region scenarios.  
  Regional scenarios advance plots and introduce non-
  player characters important within that region.  
  Regional scenarios usually cost your character 1 TU if it 
  is his home region, or 2 TUs if it is not his home 
  region. Each region is allowed 8 rounds of regional 
  scenarios each year. 
   
  Time Units (TU’s): In a normal year in the Living 
  Greyhawk Campaign your character only has so much 
  time to do things. This is represented by Time Units. 
  Each character you have has 52 TU’s to use in a year. 
  Various things such as adventuring, creating a magic 
  item, or becoming a squire to a knight all use up Time 
  Units. Once you run out you cannot play with that 
  character again until your TU’s reset to 52 again on 
  January 1
  st of the next year.  
   
  Year One Certificate: From August 11
  th, 2000 to 
  December 31
  st, 2001 was considered ‘Year One’ of the 
  Living Greyhawk Campaign. At this time magical items 
  and non-standard items were represented in the 
  campaign by individual certificates. These were usually 
  1/3 of a page sized sheets of paper, printed in color, and 
  signed off by the DM that gave them out. They have 
  since been removed by the campaign staff and are now 
  recorded on the Master Item Logsheet instead. A few 
  of these are still floating about representing influence 
  points and other oddities but for the most part are 
  being phased out of the campaign. No currently 
  available Living Greyhawk scenarios give out these 
  types of certificates anymore. 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/Year 1-2 Rules/LGCD Draft (Chap 8-10).pdf