TEXT: 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 game product contains no Open Game Content. This work may 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, DUNGEONS & DRAGONS CAMPAIGNS, DUNGEON MASTER, GREYHAWK, WORLD OF GREYHAWK, LIVING GREYHAWK, D&D 
  REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, MONSTER MANUAL, the d20 System logo, Wizards of the Coast, and the Wizards of 
  the Coast logo are registered trademarks in the United States and other countries of Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. This material is 
  protected under the copyright laws of the United States of America. Any use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. © 2007 Wizards of the Coast, Inc.  
   
   
  LIVING GREYHAWK 
  Campaign Sourcebook 
  Version 7.0 
  14th February, 2007 
  597 CY 
   
   
   
   
  Design: Creighton Broadhurst, Jason Bulmahn, David Christ, Steve Conforti, Britt Frey, Craig Hier, John Jenks, Paul Looby, 
  Stephen Radney-MacFarland, Tim Sech, Colleen Simpson, Pieter Sleijpen, and Chris Tulach 
  
  2 
  Table of Contents 
  Chapter One: Introduction ................................................................................................................................................................................................3 
  Living Campaigns ............................................................................................................................................................................................................3 
  Living Greyhawk ..............................................................................................................................................................................................................3 
  Campaign Rules ................................................................................................................................................................................................................5 
  Guidelines for Ethical Play ............................................................................................................................................................................................5 
  Chapter Two: Character Creation and Advancement .................................................................................................................................................6 
  Character Creation ...........................................................................................................................................................................................................6 
  Greyhawk Ruins ...............................................................................................................................................................................................................7 
  Gaining a Level .................................................................................................................................................................................................................7 
  Chapter Three: Adventure Record & Master Item Logsheet ...................................................................................................................................8 
  Adventure Record ............................................................................................................................................................................................................8 
  Master Item Logsheet .....................................................................................................................................................................................................9 
  Chapter Four: Rulebooks ................................................................................................................................................................................................. 11 
  Feats .................................................................................................................................................................................................................................. 11 
  Class Clarifications ....................................................................................................................................................................................................... 11 
  Chapter Five: Beyond the Core Rules .......................................................................................................................................................................... 13 
  Animals & Magical Beasts .......................................................................................................................................................................................... 13 
  Charity of Friends ......................................................................................................................................................................................................... 13 
  Death................................................................................................................................................................................................................................. 13 
  Diseases ............................................................................................................................................................................................................................ 14 
  Evil Acts & Attacking Other PCs ............................................................................................................................................................................. 14 
  Experience Penalties .................................................................................................................................................................................................... 14 
  Leadership ....................................................................................................................................................................................................................... 14 
  Lost on another Plane .................................................................................................................................................................................................. 15 
  Lycanthropy .................................................................................................................................................................................................................... 15 
  Magic Items .................................................................................................................................................................................................................... 15 
  Spells ................................................................................................................................................................................................................................. 16 
  Item Clarifications ........................................................................................................................................................................................................ 18 
  Benefits from .................................................................................................................................................................................................................. 18 
  Nonadventuring Activity ............................................................................................................................................................................................ 18 
  Out-of-Game Benefit Rules ........................................................................................................................................................................................ 18 
  Chapter Six: Running a LIVING GREYHAWK Event ................................................................................................................................................... 19 
  Before the Game ............................................................................................................................................................................................................ 19 
  During the Game ........................................................................................................................................................................................................... 19 
  After the Game ............................................................................................................................................................................................................... 19 
  Troubleshooting ............................................................................................................................................................................................................ 19 
  Guidelines for Ethical GMing ................................................................................................................................................................................... 19 
  Appendix 1: LIVING GREYHAWK FAQ .......................................................................................................................................................................... 20 
  Appendix 2: Contacts ........................................................................................................................................................................................................ 22 
  Appendix 3: Glossary ......................................................................................................................................................................................................... 25 
  Appendix 4: Access ............................................................................................................................................................................................................ 26 
   
  
  3 
  Chapter One: Introduction 
  This document contains everything that you, as a player or 
  DUNGEON MASTER®, need to participate in the LIVING 
  GREYHAWK (LG) campaign. LG uses the most current 
  printing of the D&D core rulebooks:  the 3.5 versions of the 
  Player’s Handbook (PH), Dungeon Master’s Guide (DMG), and 
  Monster Manual (MM). 
  This document is updated periodically, usually once a year, 
  near the date for the D&D eXPerience convention. Each 
  update has a version number and release date on the front 
  page. Once it has been updated, a notice is posted on the LG 
  website at: www.wizards.com/lg. In between LGCS updates, 
  information and rulings are issued through regular Dispel 
  Confusion articles on the same website. 
  Living Campaigns 
  LIVING games spring from the fundamental idea that a 
  home-style roleplaying campaign can be expanded into a 
  worldwide campaign. Your player character (PC) in a home 
  game is one of four or so PCs; but in a LIVING game, you can 
  interact with thousands of other PCs, all of them 
  adventuring in the same world as your PC. 
  In a LIVING campaign, adventures are published by the 
  campaign administration and can be ordered and run 
  during by a certified game master (GM). These adventures 
  can be played by four to six RPGA players. Each player has a 
  PC that only that player can control or play. This PC can be 
  played in multiple adventures, even at other sessions with 
  different GMs and players. At the end of each adventure, 
  your PC is awarded experience points (XP), gold pieces 
  (GP), and other rewards and continues to grow and develop 
  through further adventures, just as you would in a home 
  campaign. You may create more than one PC to expand 
  your play options. 
  In order to participate in an RPGA campaign, you must first 
  join the RPGA; joining is free. Next, you must create a LG 
  PC; Chapter Two of this document contains guidelines for 
  creating a PC for LG. Finally, find an event in your area that 
  will be running a LG game. You may need to signup ahead 
  of time to ensure a seat at the table. Contact the event 
  coordinator to see if this is necessary. Details on joining the 
  RPGA and finding events in your area can be found on the 
  following page: 
  http://www.wizards.com/default.asp?x=rpga/membership/welcome 
  Note that you may end up playing with a diverse mix of 
  players, many of whom you will be meeting for the first 
  time. It is best to be friendly and polite. 
  Living Greyhawk 
  LG 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 most recent incarnation of this 
  setting can be found in the LIVING GREYHAWK Gazetteer. 
  While this book is out of print, you can still find it at some 
  local hobby shops or through several online bookstores. 
  You do not need it to play in LG, but knowing a bit more 
  about the world you are playing in makes it a lot more fun. 
  The official campaign website is www.wizards.com/lg; all 
  current documents, rules, and updates can be found there. 
  The LIVING GREYHAWK Journal, available in back issues of 
  DUNGEON™ Magazine from www.paizo.com, contains LG 
  related articles. There are also several message boards where 
  you can find additional information on the campaign. See 
  Appendix 2 for more information. 
  Regions and Metaregions 
  The campaign world of LG is divided into several nations 
  and political states. These nations are mapped onto sections 
  of the real world. For example, Los Angeles is part of the 
  Kingdom of Nyrond. Each region possesses a regional 
  flavor that sets it apart from other regions. Your PC must 
  have a home region. See Chapter Two for more information 
  about regions. 
  Regions are grouped into one of five metaregions based 
  upon shared themes. For example, the Bandit Kingdoms, 
  Perrenland, Highfolk, Furyondy, and the Shield Lands all 
  border the realm of Iuz and are, therefore, connected as the 
  Iuz’s Border States metaregion. 
  Each region is managed by a trio of volunteers called the 
  Triad. They are responsible for almost everything that 
  happens in their region. Metaregions are overseen by a 
  Circle member. See Appendix 3 for more on Triads and the 
  Circle. More information on how to contact your local Triad 
  and their websites is located in Appendix 2. 
  Average Party Level 
  LG adventures are written for ranges of average party levels 
  (APLs). APLs determine the level of challenges you face and 
  rewards you receive. If you are more than two levels away 
  from the APL at which the adventure is being played, you 
  suffer a 50% penalty to GP and XP gained in the adventure. 
  Calculate APL by summing the levels of all characters 
  participating, adding any animals as specified in Chapter 5 of 
  this document. Divide this total by the number of players 
  and round to the nearest whole number, adding one to the 
  result for tables of six characters. 
  If you are more than three levels higher than the APL at 
  which the adventure is being played, you cannot participate.  
  Time Units 
  Time Units (TUs) represent the how much your PC can do 
  in a year. At the beginning of each calendar year, your PC 
  receives 52 TUs to spend, unless something from the 
  previous year has reduced this starting total. The most 
  common way to spend TUs is by adventuring, but you 
  might also spend them joining organizations or creating 
  magical items for yourself. When that PC is out of TUs, you 
  cannot play him again until next year. 
  Adventure Types 
  There are five types of LG adventures: regional, 
  metaregional, core, adapted, and core special. You may play 
  only one PC in an adventure and may play a LG adventure 
  only once. 
  • Regionals: Regionals advance plots and introduce NPCs 
  important to that region. Regionals are only available for 
  play in their corresponding real-world region. For 
  
  4 
  example, Highfolk regionals can be played only within 
  the state of Wisconsin. 
  • Metaregionals: Metaregionals advance larger plots and 
  introduce NPCs important to the entire metaregion. 
  Metaregionals can only be played in the real-world 
  regions that make up the metaregion.  
  * Regionals and metaregionals may not be run outside 
  their region or metaregion, respectively, for any reason, 
  including playtests and slot 0s. 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 take place in the nonregional 
  areas of the game world: the City of Greyhawk, the Nyr 
  Dyv, the Duchy of Tenh, the Underdark, etc. Cores can 
  be played by any PC, anywhere in the world. Cores 
  advance campaign-wide plots. 
  • Adapted 
  Adventures: 
  Adapted 
  adventures 
  are 
  adventures published by Wizards of the Coast that have 
  been adapted to LG. Like Cores, Adapted adventures can 
  be played anywhere in the real world. Adapted 
  adventures typically take a good deal more time to play 
  than other adventures. 
  • Core Special Adventures: These adventures can take 
  place in almost any location on Oerth. They are often 
  one-shot adventures that run at larger national shows. 
  Core specials give greater detail to and address pivotal 
  points of a larger core plotline. 
  Campaign Documentation 
  In addition to your character sheet, you will also need to 
  keep your adventure records (ARs) and master item 
  logsheet (MIL). After each adventure, you receive an AR, on 
  which you are awarded XP and GP, representing your share 
  of the loot, and other special rewards and access. The AR 
  also tracks TUs, GP, and XP spent during the adventure. All 
  special and magical items owned by your PC are tracked on 
  a MIL. 
  You should keep all your past ARs and MILs so you have a 
  record of all the adventures played and the source for all 
  your rewards and changes. Chapter Three explains ARs and 
  the MIL in detail. 
  ARs and MILs are linked to both the PC played and the 
  player. Both names must appear on ARs and MILs. A PC 
  cannot be played by anyone other than the player named. 
  ARs and MILs may not be transferred to another PC or 
  player. 
  All campaign documentation is 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 or trade of any campaign 
  documentation will be 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. 
  Other Activities 
  There are several other types of activities and adventuring 
  available to your PC, other than the standard types 
  described above. Some of these options are detailed below: 
  • Metacampaign Organizations: A bard's guild, the 
  Knights of the Hart, the Church of Rao, and a secret 
  thieves guild of Dyvers are all examples of regional 
  metacampaign organizations (metaorgs). Each region 
  may have many groups that can add flavor and 
  background to your PC. Each of these groups has 
  requirements to join as determined by your local Triad. 
  Your local Triad should have their metaorgs on their 
  website. Item and spell access from metaorgs is 
  considered both Frequency: Regional and Metaregional. 
  See Chapter Three for details on types of access.  
  • Introductory Adventures: These special regional 
  adventures are for 1st level PCs and are aimed at players 
  new to the campaign. They help new players get a feel for 
  what makes their region different and what they can 
  expect in future adventures. 
  • Interactives: These special regional or metaregional 
  adventures cover a variety of events, from a 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 are similar to a typical adventure, 
  others may encourage players to dress up in costume or 
  focus heavily on roleplaying. You never know what 
  might happen during an interactive, and the variety can 
  be a lot of fun. 
  • Special Missions: These special regional adventures 
  address many purposes, from meeting special in-game 
  requirements for prestige classes to going back to a 
  dungeon to finish off an evil cleric. Special missions are 
  rare and not always approved, but they can be satisfying 
  experiences for your PC. Contact your local Triad for 
  more information on special missions. A PC may 
  participate in only one special mission per year.  
  Online Play 
  Only events designated as ‘Core Adventures’ may be played 
  online. 
  Under 
  no 
  circumstances 
  may 
  regionals, 
  metaregionals, adapted, or core specials be played online. 
  The adventures must be ordered and reported just like any 
  other RPGA event. The GM must mail or otherwise deliver 
  the signed ARs to the participants. His signature must 
  appear on the paperwork. Using teleconference/phone 
  systems to conduct play is considered online play. 
  Lifestyle and Upkeep 
  The GP required to support PCs between adventures is 
  called upkeep. 
  For 12 GP per TU your PC gets adventurer’s standard 
  upkeep. This pays for common room and board, replenishes 
  rations, mends clothing and equipment, refills healing and 
  disguise kits, restocks up to twenty normal steel arrows and 
  bolts, and heals hit point and temporary ability damage 
  between adventures.  
  You may also pay more GP to live better than the average 
  adventurer. For 50 GP per TU, rich upkeep gives the same 
  
  5 
  benefits as standard upkeep and a +2 Circumstance bonus 
  on Bluff, Diplomacy, Gather Information, Intimidate, 
  Perform, Profession, and Sense Motive checks when your 
  GM determines that your increased social status would 
  grant you a benefit. For 100 GP per TU, luxury upkeep 
  increases this bonus to +4.  
  You may choose not to pay for your PC’s upkeep for an 
  adventure. If you do so, the PC retains any damage into the 
  next adventure and does not gain any of the benefits of 
  standard upkeep. The PC may gain other penalties or 
  benefits at the discretion of your GM. At the beginning of 
  the adventure, if your PC possesses at least five ranks in 
  Survival and succeed on a DC 20 Survival check, he gains 
  the benefits for standard upkeep. He may still gain penalties 
  or benefits at the discretion of your GM. If you fail this 
  check, you may not then choose to pay for upkeep for that 
  adventure. 
  Declare your upkeep choice to your GM before play begins. 
  You must have enough GP to cover the adventure’s TU cost 
  at the beginning of play, but the actual deduction of the GP 
  occurs after play. 
  Trade Policy 
  Items may not be traded to another PC. During adventure 
  play, you may loan items and coin to other PCs for the 
  duration of the adventure, but their loss is reflected on your 
  MIL and coin totals at the end of the game. Surviving 
  loaned items and anything purchased with borrowed GP 
  reverts back to your PC 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 GP 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 from the services (e.g. paying an NPC to cast a 
  spell on one PC).  
  Campaign Rules 
  LG uses the D&D core rules. If this document does not 
  discuss a rule or does not provide the details for a rule, 
  consult the core rulebooks (PH, DMG, and MM) for more 
  information. LG does not use variant rules unless 
  specifically stated otherwise; sidebars are considered variant 
  rules. If a rule in this document and the core rulebooks 
  conflict, the rule in this document takes precedence. See 
  Chapter Four for more details on the rulebooks used in LG. 
  The Circle and Triads do not make campaign rulings on the 
  core rules nor alter the core rules unless the situation has 
  special consequences in a Living campaign. 
  Guidelines for Ethical Play  
  In LG, we expect you to conduct yourself in a manner 
  suitable to group cooperation and enjoyment. Specifically: 
  • Consider the fun of the whole group when playing. Be 
  considerate of others’ enjoyment of the game. 
  • Play fairly and honestly. 
  • Follow both the spirit and letter of the rules. 
  • Respect the decisions of your GM. 
  • Do not share or seek knowledge of an adventure prior to 
  play. 
  
   
  6 
  Chapter Two: Character Creation and Advancement 
  These guidelines give you the basic information you need to 
  create and play your LG PC. All LG PCs must comply with 
  the most current version of the PH and these guidelines. 
  When new options become available, you may not 
  retroactively change your PC to take advantage of new 
  options or changes to the rules. All new PCs start at 1st level 
  with zero XP. All players must use an official LG character 
  sheet available at www.wizards.com/lg. 
  Character Creation 
  1. Abilities 
  Use the nonstandard, tougher campaign (28 points) point 
  buy method for ability scores (DMG 169). 
  2. Race 
  You may choose any race from the PH, gray elf (MM 104), 
  wood elf (MM 104), mountain dwarf (MM 93), tallfellow 
  halfling (MM 149-150), or deep halfling (MM 150). Human 
  PCs should choose one of the subraces of humanity, as 
  explained in Chapter 2 of the LIVING GREYHAWK Gazetteer. 
  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. 
  Touv are detailed in Appendix 3. All half-orcs are human/orc 
  crossbreeds.  
  A PC may begin play at any age, height, or weight allowed 
  for their race by page 109 of the PH. Age adjustments to 
  ability scores are not used in LG. 
  3. Languages 
  In addition to languages normally allowed for your race, the 
  following dialects are Open for all PCs: Amedi, Baklunish, 
  Cold Tongue, Flan, Keoish, Lendorian, Nyrondese, Old 
  Oeridian, Olman, Ordai, Rasol, Suloise, Touv, Ulagha, and 
  Velondi. Rhopan is Open for Rhennee. The most prevalent 
  of these languages are the human racial languages: 
  Baklunish, Flan, Old Oeridian and Suloise. 
  Ancient Flan and Flan are the same language; Ur-Flan is a 
  unique language. Ancient Suloise and Suloise are the same 
  language. Ancient Baklunish and Baklunish are the same 
  language. Learning Druidic (for non-druids), Ferral, 
  Lendorian Elven, Rhopan (for non-Rhennee), or Ur-Flan 
  requires campaign documentation. 
  4. Class 
  You may choose any base class listed as Open in Appendix 4. 
  A cleric or favored soul must serve a specific non-evil deity 
  from the PH or the LG Deities document. Deities in the PH 
  that have the Evil domain are considered evil. See the LG 
  Deities document for more details on favored weapons, 
  domain choices, and deity backgrounds for the deities in 
  the PH. Note that in LG, St. Cuthbert’s alignment is Lawful 
  Good and Wee Jas gives access to the Repose domain 
  instead of the Death domain. 
  5. Alignment 
  You must choose a non-evil alignment that meets all 
  requirements for your PC’s class. Divine casters that do not 
  require the worship of a specific deity, but that choose to 
  worship a deity, must be within one step of their deity’s 
  alignment. 
  6. Hit Points 
  At first level, a PC receives maximum hit points for its class. 
  For each additional level, it receives: half the maximum 
  value for its new class + 1 + CON modifier. For example, a 
  PC with an 8 Con adds 2 hit points upon gaining a new level 
  in the Sorcerer class. 
  7. Skills 
  Craft, Perform, Profession, and Sleight of Hand: These 
  skills allow your PC to earn extra coin if TUs are spent. See 
  Chapter Five: Benefits from Nonadventuring Activity for more 
  details. 
  Knowledge Skill: You may only choose from Knowledge 
  skills specifically listed in the PH. When your PC takes 
  ranks in Knowledge (local), he must pick a subset. The 
  subset choices are: Core; Sheldomar Valley MR; Velverdyva 
  MR; Iuz’s Border States MR; Nyrond & Environ MR; and 
  Splintered Suns MR. While in Keoland, use Knowledge: 
  (local [Sheldomar Valley MR]). All regionals and 
  metaregionals use the Knowledge subset for their 
  metaregion. All cores use Knowledge (local [Core]). 
  8. Feats 
  You may choose any feat listed as Open in Appendix 4 for 
  which your PC meets the requirements. PCs of particular 
  races or regions have access to additional feat options. See 
  Expanded Feat Options in Appendix 4 for more details. 
  9. Equipment 
  PCs receive maximum GP for their starting class from the 
  PH Table 7-1 or their class entry in the DMG 107-109. If you 
  wish to leave any equipment at home while adventuring, it 
  must be marked as such on your character sheet. The 
  starting GP for new base classes is listed below. See Appendix 
  4 for Open and Closed item access.  
  • Beguiler (Player’s Handbook 2) – 240 GP 
  • Favored Soul (Complete Divine) – 200 GP 
  • Healer (Miniatures Handbook) – 160 GP 
  • Hexblade (Complete Warrior) – 240 GP 
  • Knight (Player’s Handbook 2) – 240 GP 
  • Marshal (Miniatures Handbook) – 200 GP 
  • Scout (Complete Adventurer) – 200 GP 
  • Swashbuckler (Complete Warrior) – 240 GP 
  • Warmage (Complete Arcane) – 120 GP 
  
   
  7 
  10. Home Region 
  The default home region for your PC is determined by 
  where you live (see table below). You may choose a different 
  home region for a PC, other than a Core region, but the PC 
  will suffer out-of-region penalties when you use it in the 
  game region assigned to where you live. On January 1st of 
  each year, you may change your PC’s home region. If you 
  move in the real world, you may petition the Triad Point-of-
  Contact (PoC) for your new region to ask permission to 
  change your PC’s home region. 
  Real World Location 
  LG Region 
  Everywhere (Core) 
  Bright Lands
  Domain of Greyhawk 
  Austria, Germany 
  Ahlissa (Adri) 
  Denmark, Finland, Norway, Sweden 
  Ahlissa (Naerie) 
  OK, TX 
  Bandit Kingdoms 
  CT, MA, ME, NH, RI, VT 
  Bissel 
  Greece 
  Bone March 
  CO, MT, NM, WY 
  County of Urnst 
  AK, ID, OR, WA, 
  Duchy of Urnst 
  Switzerland 
  Dullstrand 
  IA, KS, MO, NE 
  Dyvers 
  France 
  Ekbir 
  MI 
  Furyondy 
  DC, DE, MD, VA, WV 
  Geoff 
  GA, NC, SC 
  Gran March 
  WI 
  Highfolk 
  NJ, NY, PA 
  Keoland 
  Canada 
  (Manitoba, 
  New 
  Brunswick, 
  Newfoundland) Nova Scotia, Ontario, Prince 
  Edward Island) 
  Ket 
  Spain 
  Lordship of the Isles 
  AZ, Southern CA, UT 
  Nyrond 
  Ireland, UK 
  Onnwal 
  Australia (Northern Territory, Queensland, 
  South Australia, Western Australia), Hong 
  Kong, Guam, Malaysia, New Zealand (North 
  Island), Philippines, Singapore, South Korea, 
  Thailand 
  Perrenland 
  FL, Puerto Rico 
  Principality of Ulek 
  Australia (ACT, New South Wales, Tasmania, 
  Victoria), Japan, New Zealand (South Island), 
  HI 
  Ratik 
  Italy 
  Sea Barons 
  MN, ND, SD 
  Shield Lands 
  Canada (Alberta, British Columbia, Northwest 
  Territories, Nunavut, Saskatchewan, Yukon 
  Territories) 
  Sultanate of Zeif 
  Belgium, Luxembourg, Netherlands 
  Sunndi 
  Northern CA, NV 
  Theocracy of the Pale 
  Canada (Quebec) 
  Tusmit 
  OH 
  Veluna 
  IL, IN 
  Verbobonc 
  AL, AR, KY, LA, MS, TN 
  Yeomanry 
  Greyhawk Ruins 
  In addition to the regional play information listed above, a 
  new core mini-campaign, scheduled for a one-year arc, 
  begins in 2007. This arc is designed to complement the 
  super-adventure Expedition to the Ruins of Greyhawk, set in 
  the Free City itself, the ruins of Castle Greyhawk, and the 
  dungeons below. Details on Expedition to the Ruins of 
  Greyhawk can be found here: 
  http://www.wizards.com/default.asp?x=products/dndacc/109257200 
  This one-year arc consists of four adventures. These are 
  adventures with a twist, though. Traditionally, Living 
  Greyhawk adventures are one-round or, rarely, two-round 
  affairs. The dungeons below Castle Greyhawk, though, are 
  far too extensive to be detailed in the traditional three or 
  four encounters featured in such adventures. Thus, each 
  Greyhawk Ruins adventure will contain as much challenge as 
  four, one-round adventures. Playable in one, two, three, or 
  even four sessions, each adventure explores some of the 
  more easily accessible dungeon levels and other as yet 
  secret locations. 
  When 
  released, 
  these 
  adventures 
  will 
  become 
  simultaneously available for conventions, game days, retail 
  events, and home play. (Of course, adventures releasing in 
  months with a major convention will premier there first.) 
  All Greyhawk Ruins adventures retire on 31 December 2008 
  giving you plenty of time to play them. 
  Gaining a Level 
  When your XP in the Total XP box on your AR is enough 
  to gain a new level, you must take that level immediately. 
  When adding a level to your PC, you must follow the level 
  advancement chart (PH 58-59). 
  Retraining 
  Upon gaining a new level, you may use any one Retraining 
  option in the Player’s Handbook 2 192-195, following the 
  rules listed there. The rules option you are gaining must be 
  Open for your PC. Retraining costs 4 TUs and (100 GP x 
  your new level) for any option. These TUs may be paid out 
  of next year’s total, if necessary. If a magic item creation feat 
  is lost through Retraining, you must pay extra GP equal to 
  the amount of GP saved by use of the feat. 
  Level Cap 
  Upon reaching 16th level, a PC is retired from this campaign 
  and may only play in events specifically designated as high-
  level adventures. 
   
  
   
  8 
  Chapter Three: Adventure Record & Master Item Logsheet 
  Adventure Record 
  After each adventure, you receive an AR, on which you are 
  awarded XP and GP, representing your share of the loot, 
  and other special rewards and access. The AR also tracks 
  TUs, GP, and XP spent during the adventure. It is 
  recommended that you copy or scan your ARs in case 
  something happens to the originals. 
  This section contains a detailed explanation of the AR 
  system. A sample AR is included, with each component 
  numbered for reference. 
  1. Player & Character Certification: 
  On the first line, write the PC’s name and classes and levels 
  as they were at the beginning of the adventure. On the 
  second line, write your name and your RPGA number.  
  2. Play Notes and GM Certification: 
  The Play Notes section records important events from the 
  adventure and effects that carry over to the next adventure. 
  You record your PC’s Home Region in this section. The 
  event line is for the name of the convention, game day, or 
  home game where you played this adventure. After 
  verifying your AR, your GM will certify it on the lines 
  below the Play Notes section.  
  3. Adventure Record #: 
  Number each adventure record in sequential order. On 
  your first AR, write "1" in this box.  
  4. Level of Play: 
  Circle the average party level (APL) at which the adventure 
  was played. The maximum XP and GP available at that APL 
  are listed. Your PC may often be awarded XP and GP below 
  these maximums, but can never receive more than the 
  maximums within the adventure. 
  5. Adventure Information 
  This section details special information specific to the 
  adventure. Common entries include favors earned, 
  descriptions of unique items, curses, or special feat or 
  prestige class access. 
  6. Items Found During the Adventure 
  Items found during the adventure are listed in this section 
  of the AR. Depending on the APL you play, you gain the 
  ability to purchase some of these items; this access is in 
  addition to the access listed in Appendix 4. For the purposes 
  of counting adventures, count each adventure only once, 
  even if you receive multiple ARs for the adventure, such as 
  for an optional encounter. These items will have a type of 
  access listed in parentheses: 
  • Adventure: May be purchased only after this adventure 
  or the next three adventures. 
  • Regional: May be purchased only after the next three 
  adventures and after regional adventures set in the 
  region(s) that appears on this AR. 
  • Metaregional: May be purchased only after the next 
  three adventures and after regional or metaregional 
  adventures set in the metaregion(s) that appears on this 
  AR. 
  • Core: May be purchased only after the next three 
  adventures and after core, core special, and adapted 
  adventures. 
  • Any: May be purchased on any AR. 
  • Cursed: Cursed items may only be discarded in ways 
  detailed in the item description. Your GM records the 
  removal in the Play Notes. A cursed PC must keep this 
  item on their MIL until it is discarded. You must inform 
  the GM of the cursed item before the beginning of each 
  game. You do not have to pay any cost to own a cursed 
  item, nor can you gain any GP from the loss of it.  
  7. Starting Time Units 
  Record the number of TUs remaining for this PC at the 
  beginning of the adventure.  
  8. Time Unit Cost 
  Record the cost in TUs for this adventure. Core adventures 
  costs two TUs per round. Regional and Metaregional 
  adventures cost one TU per round for in-region PCs and 
  two TUs per round for out-of-region PCs. Adapted and Core 
  Special adventures have varied TU costs. 
  9. Additional Time Unit Costs 
  If you are paying extra TUs during this adventure for any 
  reason, record them here. 
  10. Time Units Remaining 
  Subtract the numbers in steps 8 and 9 from step 7, above. 
  Record the remaining TUs here. This will be your starting 
  TUs for your next adventure. 
  11. Starting XP 
  Record the number of XP you had before this adventure 
  began here.  
  12. XP Lost or Spent 
  If you are losing XP during this adventure for any reason, 
  record the loss here. Compute the subtotal by subtracting 
  the XP lost in this step from the total recorded in step 11, 
  above. 
  13. XP Gained 
  Record the XP gained during this adventure here. This 
  number cannot be greater than the max XP possible for the 
  APL you played.  
  14. Final XP Total 
  Subtract the number in step 12 from step 11, add the 
  number from step 13, and record the total here. This will be 
  your starting XP for your next adventure. 
  15. Starting GP 
  Record the GP your PC had at the start of the adventure. 
  New PCs use the GP remaining after they purchase their 
  starting equipment. LG does not track fractions or any coin 
  less than 1 GP.  
  
   
  9 
  16. Lifestyle Costs and other Coin spent 
  Record your lifestyle choice, multiply the lifestyle cost by 
  the TUs spent, and record the total in the Lifestyle Cost box. 
  Record random expenses, such as bribes, donations, and 
  services, in the Other Coin Spent box. Add your Lifestyle 
  Cost to Other Coin Spent and record the total in the Total 
  Coin Spent box. Record this total in the yellow GP Spent 
  box. 
  17. GP Gained 
  Record the GP gained during this adventure in the red GP 
  Gained box. This number cannot be greater than the max 
  GP possible for the APL you played, unless one of the 
  following conditions apply: 
  1. The PC has campaign documentation allowing 
  additional income. 
  2. The PC uses the rules for Benefits from Nonadventuring 
  Activity in Chapter Five. 
  18. Items Sold 
  Record any items sold on the lines provided here. Write the 
  name of the item to the left and the FULL market value of 
  the item to the right. If you sell more than five items, use 
  the back of the AR and make a note to "see the back." Add 
  the value of all items sold and record the total in the box at 
  the bottom of Items Sold. Divide the total by 2 and record 
  this sale value in the green GP Gained box. Record the Lost 
  AR for any relevant items on your MIL.  
  No item may be sold for more than it was purchased at any 
  time. If your PC has done this, it needs to reverse the profit 
  made immediately. 
  19. Items Bought 
  Record any items bought on the lines provided here. Write 
  the name of the item to the left and the FULL market value 
  of the item to the right. If you buy more than five items, use 
  the back of the AR and make a note to "see the back." Add 
  the value of all items bought and record the total in the box 
  at the bottom of Items Bought. Record this same total in the 
  blue GP Spent box. Record any new purchases on your MIL.  
  20. Final GP Total 
  Add both GP Gained totals to your Starting GP, subtract 
  both GP Spent totals, and record the result in the Final GP 
  Total box. Subtotal boxes have been provided to make the 
  math simpler. 
  Hand the completed AR to your GM along with your last 
  AR for verification of your starting totals. Your GM will sign 
  your AR and return it to you and you are done. 
   
  Master Item Logsheet 
  The master item logsheet (MIL) records all pertinent data 
  regarding your non-PH items. You can download a blank 
  MIL from the LG website at www.wizards.com/lg. 
  In the appropriate area for each item, list each non-PH item, 
  its market value, the AR # where you obtained access (if 
  applicable), the AR # where you purchased the item, and the 
  AR # where you lost the item (if applicable). MILs are 
  numbered in the same way as ARs, starting with ‘1’ and 
  adding one to each subsequent MIL number. After you have 
  completed your first MIL, your GM will validate it in the 
  space provided at the top. Keep your MIL updated and 
  legible. If the validity of an item on your MIL is 
  questionable, your GM may deny you from using it in the 
  adventure. 
  For items that have limited body slots, such as rings or 
  armor, mark what you normally wear with a ‘*’. You are 
  assumed to be wearing these items unless you specifically 
  inform your GM otherwise. If you plan to purchase items at 
  the end of the adventure to exactly replace disposable items 
  used during the adventure, you do not need to mark them 
  off. 
  When your MIL gets too cluttered and needs to be updated, 
  print a new one and copy everything over. Do not transfer 
  items you no longer possess. Show both your old and new 
  MILs to your GM. After verifying both copies match, your 
  GM will sign the new sheet. Always keep your old MILs. 
   All items function as described in their original source 
  unless modified by official campaign documentation. 
  
   
  10 
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 2 
  � Wand of magic missile – 50 charges (Adventure; CL 1; 
  DMG) 
  � Potion of mage armor (Adventure; CL 2; see above) 
  � Bracers of armor +2 (Any; DMG) 
   
  APL 4 (all of APL2 plus the following) 
  � +2 longsword (Any; DMG; 8,315 GP) 
  � Helm of Comprehending Languages and Reading Magic 
  (Regional; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  � Arcane scroll of cloudkill (Adventure; CL 9; DMG) 
  � Ring of the antler (Regional; see above) 
   
  APL 8-12 (all of APLs 2-6 plus the following) 
  � Lord Tolden’s longsword (Adventure; see above) 
   Items Bought 
   
   
   
   
  Total Cost of Bought Items 
  Subtract this value from your GP value  
  Items Sold 
   
   
   
  Total Value of Sold Items 
  Add ½ this value to your GP value 
  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 
   
  This Record Certifies that 
  __________________________________________________ 
  Character Name 
  Classes and Levels 
  __________________________________________________ 
  Player Name 
  RPGA # 
  Has Completed 
  HIG7-99 Don’t Fear the Old One 
  A Regional Adventure 
  Set in Highfolk 
   
  1 
  5
  6
  19 
  18 
  16 
   
  GP
  Starting GP 
  - 
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  GP
  GP Gained 
   
  GP
  Subtotal 
  + 
  GP
  GP Gained 
   
  GP
  Subtotal 
  - 
  GP
  GP Spent 
   
  GP
  FINAL GP TOTAL
   
   
  XP 
  Starting XP 
  - 
  XP 
  XP lost or spent 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
   
  XP 
   
  TU 
  Starting TU 
  1 or 2 TU 
  TU Cost 
  - 
  TU 
  Additional TU Costs 
  TU REMAINING 
   
   
  Adventure Record# 
  597 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 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 1,350 XP; 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: 2Pnd
  P; 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: 5Pth
  P; Prerequisites: Forge Ring, creator must have 3 
  ranks in Survival; 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. This is a standard item. 
   
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, 
  chill metal or ice storm; Market Price: 18,315 GP.  
  Event: _________________________________ Date: __________ 
  DM: _____________________________________________________ 
   
  Signature 
  RPGA # 
  Play Notes:
  � 
  Gained a level ________________ 
  � 
  Retrained_____ ________________ 
  � 
  Lost a level 
  � 
  Ability Drained ______________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________ 
  Home Region________________________ 
  2
  3
  4
  15
  17
  16
  18
  19
  20
  7 
  8 
  9 
  10 
  11 
  14 
  13 
  12 
  
   
  11 
  Chapter Four: Rulebooks 
  The rules options in this document are divided into two 
  types of access: Open and Closed. See Appendix 4 for more 
  details on these classifications. If a rules option is not 
  included in this document, you must have campaign 
  documentation Opening it for your PC. 
  Owning the Book 
  You must bring a copy of any rulebooks that contain rules 
  options you are using for your PC. You may bring a 
  photocopy of the rules options, as long as you own the 
  rulebooks. You must inform your GM before the adventure 
  of any rules options from rulebooks other than the core 
  rulebooks.  
  FAQs and Errata 
  LG uses the official FAQs and errata for any books that are 
  used in the campaign. These are available online at: 
  http://www.wizards.com/default.asp?x=dnd/rules 
  Sage Advice and Customer Service 
  GMs are allowed to use both Sage Advice and Wizards of 
  the Coast Customer Service to help clarify rules; however, 
  these sources are not binding on the campaign. 
  Reprinted Rules Options 
  LG uses the most recent printing of rules options from any 
  of the books listed at the beginning of this chapter. If a new 
  book changes an existing rules option, continue to use the 
  previous version until instructed otherwise by official 
  campaign documentation. 
  Feats 
  Dragon Magazine Feats 
  Dragon Magazine #315 and #319 contain many feats 
  specifically designed for the Greyhawk world. Many of 
  these feats are Open access for PCs based upon their 
  starting race or home region. Consult Expanded Feat 
  Options in Appendix 4 for a list of these 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 for that region. 
  For example, an Oeridian human with a starting home 
  region of Dyvers has Open access to any of the Dyvers or 
  Human (Oeridian) feats. If he were to put 4 ranks in 
  Knowledge (local – IUZ metaregion), he could choose two 
  regions from the IUZ metaregion and have Open access to 
  feats for those regions as well. Note these choices in the 
  Play Notes section of the AR immediately after you spend 
  the points in Knowledge (local). Ranks in Knowledge (local 
  – Core) cannot give you access to feats from a core region.  
  • Blooded: Add Touv to the list of regions. 
  • Elemental Focus and Jinnbond: These bonuses do not 
  stack.  
  • Initiate of the Faerie Mysteries: The use of the 
  “Passions” ability of this feat is not usable in LG. 
  • Jungle Fighter: Add Touv to the list of regions. 
  • Landless Nobility and Celestial Scion (House 
  Cranden): Replace the first sentence under “Benefits” 
  with the following: 
  You begin play with more GP than normal for your 
  class. Aristocrats begin play with 200 extra GP; 
  beguilers, fighters, hexblades, knights, paladins, 
  rangers, and swashbucklers begin with 100 extra GP; 
  clerics, favored souls, marshals, rogues, and scouts 
  begin with 75 extra GP; barbarians, bards, experts, 
  healers, sorcerers, warmages, warriors, and wizards 
  begin with 50 extra GP; adepts and druids begin with 
  25 extra GP; commoners and monks do not gain any 
  extra GP by virtue of this feat. 
  • Noble Soul: Add Touv to the list of regions. 
  • Pureblooded Suel: You may not choose this feat if you 
  are a human of mixed blood.  
  Class Clarifications 
  • Alienist: This class requires campaign documentation, 
  such as an AR entry or metaorg. 
  • Battlesmith: Owning a dwarvencraft item satisfies the 
  special prerequisite for this class. Using Craft Magic 
  Arms and Armor to enhance a warhammer or suit of 
  armor counts as an item that the battlesmith has created. 
  • Beguiler: All of the Beguiler’s spells are Open for the 
  purposes of Beguiler spellcasting. 
  • Bladesinger: Use the version in Complete Warrior. 
  • Church Inquisitor: This class requires campaign 
  documentation, such as an AR entry or metaorg. 
  • Consecrated Harrier: Contact your local Triad. 
  • Contemplative: 
  This 
  class 
  requires 
  campaign 
  documentation, such as an AR entry or metaorg. 
  • Cloud Anchorite: The retreat costs 2 TUs and must be 
  noted in the Play Notes section of your next AR. 
  • Darkhagard: Under class skills, replace Intuit Direction 
  and 
  Knowledge 
  (navigation) 
  with 
  Knowledge 
  (geography) and Survival. Change the Uncanny Swim 
  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: PCs are assumed to have met the special 
  requirement for this prestige class. 
  • Deepwarden: Stone Warden is limited by the maximum 
  Dexterity bonus to AC for the type of armor worn.  
  • Dragon Disciple: Without campaign documentation, 
  PCs may only choose from the dragons listed here. PCs 
  must maintain the same alignment for at least 3 levels 
  before taking a level in this class. Once you take a level in 
  this class, you may not voluntarily change alignment. 
  o Lawful Good: Bronze, Gold, and Silver 
  o Lawful Neutral: Bronze, Silver 
  o Neutral Good: Brass 
  o Chaotic Good: Brass, Copper 
  
   
  12 
  • Dread Pirate: PCs must choose ‘honorable pirate’. 
  • Drunken Master: This class requires campaign 
  documentation, such as an AR entry or metaorg. 
  • Dungeon Delver: Only the 2nd method is valid in 
  normal play. Your GM must decide that the requirement 
  has been met, note it in the Play Notes section of your 
  AR, and signed off. The 1st and 3rd methods must be 
  requested through your local Triad. 
  • Elemental Savant: This class requires campaign 
  documentation, such as an AR entry or metaorg. 
  • Green Star Adept: A sufficient quantity of starmetal 
  must appear as treasure on an AR. The ritual costs 1 TU 
  and 1,000 GP and must be noted in the Play Notes section 
  of your next AR. 
  • Healer: Use the version of close wounds as presented in 
  SpC; it is now a 2nd level spell. Remove revivify from the 
  Healer’s spell list. Add the following spells from SpC to 
  the Healer’s spell list at the designated levels. This does 
  not Open the spells for the Healer; you must still find 
  access to the spells before being able to cast them. 
  1st: Faith healing; healing lorecall; stabilize; vigor, lesser 
  2nd: Close wounds; vigor, mass lesser 
  3rd: Positive energy aura; revenance; vigor 
  4th: Delay death; rejuvenation cocoon; vigor, greater 
  5th: Dance of the unicorn; stalwart pact; vigorous circle 
  6th: Energy immunity; restoration, mass 
  7th: Fortunate fate; renewal pact 
  • Hunter of the Dead: Meeting this requirement may be 
  noted in the Play Notes section of your AR by your GM. 
  • Invisible Blade: Contact your local Triad. 
  • Lord 
  of 
  Tides: 
  This 
  class 
  requires 
  campaign 
  documentation, such as an AR entry or metaorg. 
  • Mage of the Arcane Order: Contact your local Triad. 
  • Mask of Johydee: Replace the class skills Innuendo and 
  Read Lips with Sense Motive. Replace the spell change self 
  with disguise self. 
  • Menacing Brute: Use of Resourceful Search does not 
  allow you to keep any item gained after the end of the 
  adventure. 
  • Nightsong Enforcer and Infiltrator: The PC must be 
  affiliated with a thieves’ guild or other such organization 
  (instead of the Nightsong Guild). Contact your local 
  Triad regarding this. 
  • Rainbow Servant: Contact your local Triad. 
  • Reaping Mauler: Meeting this requirement may be 
  noted in the Play Notes section of your AR by your GM. 
  • Sacred 
  Exorcist: 
  This 
  class 
  requires 
  campaign 
  documentation, such as an AR entry or metaorg. 
  • Scorpion Heritor: Meeting this requirement may be 
  noted in the Play Notes section of your AR by your GM. 
  • Seeker of the Misty Isle: Invitation requires campaign 
  documentation or may come from another PC at the 
  table. In the latter case, the invitation must be noted in 
  the Play Notes section of your AR by your GM. 
  • Seeker of the Song: Meeting this requirement may be 
  noted in the Play Notes section of your AR by your GM. 
  • Shadowbane Inquisitor and Stalker: These prestige 
  classes uphold the ideals specified in the text, but are not 
  part of the Order of Illumination, as it does not exist in 
  LG.  
  • Silent Ones: Replace change self with disguise self. 
  • Spellsword: Meeting this requirement may be noted in 
  the Play Notes section of your AR by your GM. 
  • Stonelord: The ritual requires 5 TUs and 1,000 GP and 
  must be noted in the Play Notes section of your next AR. 
  • Tattooed Monk: The Chameleon tattoo is Closed in LG. 
  • Temple Raider: Contact your local Triad. 
  • Veth: Under requirements, replace Scry 8 ranks with 
  Spellcraft 8 ranks. Under class skills, replace Innuendo, 
  Knowledge (Nyr Dyv), and Scry with Bluff, Sense 
  Motive, 
  Knowledge 
  (geography), 
  and 
  Knowledge 
  (arcana). Remove all mention of the scry ability or scry 
  checks; the base chance of success on the reading is 70% + 
  1% per caster level, to a maximum of 90%. 
  • Warmage: The warmage’s bonus feats are Open for the 
  purposes of this class’s bonus feats only. 
  • Wayfarer Guide: Contact your local Triad. 
  • Wild Soul: This class requires campaign documentation, 
  such as an AR entry or metaorg. 
  
   
  13 
  Chapter Five: Beyond the Core Rules 
  Animals & Magical Beasts  
  For any creatures you bring on an adventure, you must have 
  a complete stat block and list of tricks, if applicable, 
  available for your GM. Unless stated otherwise, animals and 
  magical beasts have the average hit points listed in the MM. 
  For each extra hit die, animals and paladin mounts gain 5 
  hit points plus their CON modifier. 
  Tricks 
  Any creature with an INT of 1 or 2 must be handled using 
  the Handle Animal skill. Purchased animals come with one 
  trick per point of INT. Animal companions come with the 
  maximum number of tricks allowed by their INT. Tricks 
  must be selected from the lists in the PH, CAd, RS, and RW. 
  Animals with fewer than their maximum tricks may be 
  trained further. Once per adventure, by spending 1 TU and 
  succeeding on the Handle Animal check, you can teach an 
  animal one extra trick. You may not take 20 on this check. 
  Magic Items 
  Animals may only wear barding, neck slots, and cloak slots 
  unless specifically stated otherwise. Your GM may rule that 
  other magical items are appropriate for particular animals. 
  Animal Companions 
  You can change your base animal companion each 
  adventure. You may not take a dinosaur animal companion 
  without campaign documentation. Advanced animal 
  companions gain only what is specifically mentioned in the 
  PH.  
  If your animal companion dies, you may summon a new 
  one before the next adventure. If mistreated, your animal 
  companion leaves you and you may suffer a loss of class 
  abilities, at the GM’s discretion. 
  Familiars 
  You cannot have an evil familiar. When a familiar dies, the 
  master immediately loses XP, per the rules in the PH. If a 
  familiar is dismissed or dies and is not raised, the master 
  must wait 53 TUs before summoning another. Unused TUs 
  at the end of a year may be spent to meet this requirement. 
  Paladin Mounts 
  Small paladins may choose a riding dog as a mount. 
  Advanced paladin mounts gain only what is specifically 
  mentioned in the PH; any such benefits are gained as an 
  animal, not a magical beast. If your paladin mount dies, you 
  must wait 4 TUs or until you gain a new level in the paladin 
  class before calling another. Unused TUs at the end of a 
  year may be spent to meet this requirement. 
  Animals and the APL 
  Each PC may bring one animal, plus any creatures that 
  come from class abilities, to help in combat. More creatures 
  may be brought, but cannot be used in combat. If your GM 
  deems that the animal will be a significant benefit in 
  combat, add the animal’s CR to your level for the purposes 
  of computing APL. 
  Animals gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted Combat do 
  not affect APL. 
  Charity of Friends 
  If, after receiving your GP for an adventure, your total 
  character worth is below ½ the total for your level on Table 
  5-1: Character Wealth by Level from the DMG 135, you 
  may spend 10 TUs to gain enough GP to bring you to ½ of 
  the value listed on that table. Compute total character worth 
  by adding all coin on hand to the full market value of all 
  equipment owned. Write “Charity of Friends” with a value 
  of “*” in the Items Sold box of your AR. In the green GP 
  Gained box, write the amount of GP needed to bring you to 
  the correct GP total. Your GM must verify both your 
  character worth and how much GP was gained. You do not 
  need to pay upkeep on these TUs. 
  If you are a wizard and have lost your spellbook(s), you may 
  use Charity of Friends to gain a new copy. Your total 
  character worth, not counting the new spellbook(s), must 
  be no higher than ¼ the total for your level on Table 5-1: 
  Character Wealth by Level from the DMG 135. You may 
  sell any equipment or give up GP on hand to bring your 
  total character worth, not counting spellbook(s), down to 
  the prescribed value. 
  Death 
  Equipment 
  The equipment of a dead PC may not be used by other PCs. 
  The only exception allowed, at the GM’s discretion, is if the 
  dead PC was carrying an item vital to the plot of the 
  adventure. 
  Experience Gained 
  If a PC is returned to life immediately after the death, the 
  PC receives XP and GP as normal. If returned to life at the 
  end of the adventure, the PC receives XP and GP up to the 
  point of the PC’s death. If the return to life causes the PC to 
  lose a level, use their new XP total, after raising, for the 
  starting XP on the AR. Add the awarded XP to this new 
  total. 
  Raising the Dead 
  The player of the dead PC has sole control over whether 
  their PC would accept being raised from the dead. Any such 
  return to life must be resolved during the adventure in 
  which the death occurred; else the PC is permanently dead; 
  in this case, the GM should void all the PC’s ARs. The PC 
  may use any of his own surviving wealth or favors or receive 
  help from other PCs or cohorts in the form of GP or favors 
  in order to pay for the spellcasting needed. 
  There are two ways to pay for raise dead or resurrection. First, 
  you may pay the cost as listed on the chart under NPC-
  Performed Spellcasting, later in this chapter. Second, if you 
  cannot afford the spells, you may pay all the GP you have 
  and spend time working the rest off. You must spend 5 TUs 
  and a minimum of 2,500 GP for raise dead or 10 TUs and a 
  minimum of 5,000 GP for resurrection. You may sell 
  equipment or receive contributions from other PCs at the 
  
   
  14 
  table to help pay for either method. You do not need to pay 
  upkeep on these TUs and the TUs may be paid out of next 
  year’s total. You may then use Charity of Friends, if applicable. 
  Appeals 
  When possible, you should have an appeals GM for PC 
  deaths, preferably a Grand Master or higher RPGA GM who 
  is not running an adventure during any slot that he or she is 
  designated Appeals GM. If a player believes that his or her 
  PC’s death was due to a GM’s mistaken call, he may ask for a 
  second opinion from the Appeals GM. The player and the 
  GM are each given five uninterrupted minutes in which to 
  explain their point of view. Thereafter, the Appeals GM 
  makes a final decision. If there is no Appeals GM, the 
  Senior GM for the event fills in as the Appeals GM. 
  Diseases 
  If your PC contracts a disease and the adventure takes less 
  time than the incubation period, you must succeed at one 
  saving throw for the disease at the end of the adventure. 
  You may still heal ability damage between adventures, such 
  as from adventurer’s standard upkeep, but any special 
  effects of the disease remain and are recorded in the Play 
  Notes section of your AR.  You suffer these penalties until 
  the conditions for the disease’s removal and/or the removal 
  of the special effects are met. 
  When playing a multi-round adventure, you do not heal 
  ability damage from effects such as adventurer’s standard 
  upkeep until after all adventure rounds.  
  Evil Acts & Attacking Other PCs 
  Evil alignments are forbidden in LG. Evil acts are not 
  forbidden; however, by committing evil acts your PC risks 
  becoming evil. If your PC ever becomes evil, your PC 
  immediately becomes an NPC and can never again be 
  played as a PC. 
  If you voluntarily attack another PC with the intent to do 
  serious or permanent harm, without the other player’s 
  permission, your PC’s alignment is automatically shifted to 
  evil. You are allowed to defend yourself if necessary, such as 
  if another PC is dominated, but you may not use lethal force 
  unless unavoidable, at the GM’s discretion. This is a severe 
  penalty and should be used with caution. 
  As a GM, if you deem that a PC is about to commit an evil 
  act, warn them as such. If you feel their actions are 
  significantly evil, either due to severity or quantity, note the 
  actions on the PC’s AR, along with any surrounding or 
  extenuating circumstances. Contact your local Triad and 
  inform them of the event(s); for areas without a region, 
  contact the Circle. For out of region players, contact both 
  Triads. The Triad(s) will review the situation and determine 
  if the actions warrant shifting the PC’s alignment to evil. If 
  they feel that such a shift is warranted, they will consult 
  their Circle member(s) for confirmation of the decision. If 
  the Circle member(s) agrees with the decision, the PC’s 
  alignment is shifted to evil, it becomes an NPC, and can 
  never again be played as a PC. 
  Experience Penalties 
  Any percentage penalty to XP gained is accompanied by an 
  equal percentage penalty to GP gained. For example, a PC 
  suffering a 40% loss of XP from multiclassing also suffers a 
  40% loss of GP gained. Similarly, PCs more than two levels 
  away from the APL played suffer a 50% loss to both XP and 
  GP gained. Multiclass XP penalties are limited to 50%; if you 
  would normally lose more than 50%, you instead lose 50%. 
  In the event of multiple penalties, apply multiclass 
  penalties last. 
  Leadership 
  Cohort Inclusion 
  Cohorts may be used only if there are four or five players 
  participating in the adventure. A table must contain at least 
  four players and no more than six PCs. A cohort may only 
  participate in an adventure if there is an open slot at the 
  session and no other RPGA member wishes to participate. If 
  too many players wish to bring cohorts, one or more of 
  players must leave their cohorts at home. If the players 
  cannot agree, the GM is free to rule that no cohorts are 
  allowed. A cohort counts as a PC in every respect. 
  Cohorts are normally controlled by the player. Use of 
  cohorts should not disrupt the table, either by 
  monopolizing roleplay or GM time, or by being played 
  unrealistically. If the GM feels that the cohort is being 
  controlled in an unrealistic manner, she may take over 
  control of the cohort. 
  Leadership Score 
  The modifiers for cohorts under “Leader’s Reputation” 
  (DMG 106) can be used only with special campaign 
  documentation.  
  Designing Your Cohort 
  Cohorts are designed and restricted exactly like LG PCs, 
  with the following exceptions:  
  Ability Scores: Unless specified otherwise, cohorts use the 
  elite array for ability scores. 
  Level: Your cohort starts at the maximum level allowable 
  based on the rules in the DMG 106. He begins play with the 
  minimum XP possible for his level. 
  Gold: Use Table 4-23: NPC Gear Value in the DMG 127 to 
  determine your cohort’s starting GP. 
  Feats: Cohorts may not take or use Leadership or magic 
  item creation feats. 
  Equipment: Your cohort shares your item access. Cohorts 
  cannot have more than 10% of their total wealth in 
  consumable items. 
  Region: Your cohort must have the same home region as 
  your PC at all times. 
  Advancement 
  Cohorts use ARs and TUs, just like normal LG PCs. They 
  receive 50% of the XP and GP awarded in an adventure, but 
  do not take penalties for being more than two levels below 
  the APL at which the adventure is played. XP gained can 
  cause your cohort to level, but not if it would place him less 
  than two levels below your PC’s level. 
  Each time your PC levels, recalculate your leadership score 
  and reset your cohort’s level and total character worth 
  accordingly. If the cohort’s current total character worth is 
  greater than his new total character wealth, he must lose 
  
   
  15 
  enough GP or equipment to bring him to the new value. If 
  he gains GP from this adjustment, the GP can be used only 
  on permanent magic items. 
  Death and Dismissal 
  Cohorts may be raised from the dead as normal, though the 
  cohort’s GP and equipment cannot be used to pay for the 
  spell. If you choose to not raise your cohort when you are 
  able and the GM believes the cohort would want to be 
  raised, or if the GM believes you caused the death of your 
  cohort, she should note it in the Play Notes section of your 
  AR and you suffer a –2 penalty to your Leadership score 
  from that point forward. If you wish, you may dismiss your 
  cohort, but doing so incurs a -1 Aloofness penalty to your 
  leadership score. If you dismiss your cohort or cannot or do 
  not raise a cohort from the dead, you must spend 500 GP 
  and 4 TUs searching for a new cohort. 
  Level Loss and Cohorts 
  If your PC’s level ever falls below 6th or less than two above 
  your cohort’s minimum ECL, your cohort abandons you.  
  Item Use 
  Cohorts only loan their items to a PC in the direst of 
  circumstances. A GM is free to override any exchange that 
  treats the cohort as a magic item factory and not the trusted 
  ally they are meant to be. At the end of the adventure, all 
  the cohort's wealth and items revert back to the cohort.  
  Followers 
  Followers are not used in most LG events, although some 
  special events may allow their use. Followers use the same 
  creation rules as cohorts, except they may purchase 
  equipment only from the PH and may not loan or be loaned 
  equipment. 
  Lost on another Plane 
  If, for any reason, your PC is stuck on a plane other than the 
  Prime Material without a means of return, you must spend 
  6 TUs and 1,000 GP to return home. Until this is paid, the 
  PC is removed from play. Alternatively, a special mission 
  may be requested to resolve this situation. 
  Lycanthropy 
  If afflicted with lycanthropy, you must inform your GM at 
  the beginning of each adventure. If the adventure does not 
  specify the phase of the moon, the GM rolls a d10 before 
  play starts; on a ‘1’, there is a full moon during the 
  adventure. 
  After each change, the PC must attempt a DC 15 Wisdom 
  check; if the PC succeeds or is notified by an ally that 
  witnesses the change, the PC is aware of their affliction. 
  Once a PC is aware of their affliction, they must attempt to 
  have it removed. If the affliction is not removed after the 
  PC becomes aware of it, the next change shifts their 
  alignment to that of the were-creature and they 
  immediately and permanently become NPCs. See MM 178 
  for details on curing lycanthropy. 
  Any town of decent size (2,000+ people) has belladonna for 
  sale (5 GP). A Survival check (DC 14) allows PCs to find 
  some. The PC may find a 12th level cleric to cast remove 
  disease or heal by spending 1 TU and 360 or 720gp, 
  respectively. Each attempt to cure lycanthropy by casting 
  remove curse or break enchantment costs 4 TUs and 150 or 450 
  GP, respectively. If the accompanying DC 20 Will save fails, 
  the process must be repeated, costing another 4 TUs and 
  150 or 450 GP. Other PCs at the table may contribute to the 
  GP costs. If you run out of GP, you perform menial tasks in 
  place of the GP cost, but must still pay the TU cost. If you 
  run out of TUs for the year, you continue the process, 
  spending TUs from your next year’s total. 
  Magic Items 
  Creating Magic Items 
  You can craft any item for which you meet the crafting 
  prerequisites and which either appears in Appendix 4: Open 
  Items or you have ever had access to purchase in the Items 
  Found section of any AR. In addition to standard XP and GP 
  costs, you must also spend TUs. Every five days of crafting 
  costs your PC 1 TU. You may only spend 1 TU crafting per 
  adventure, unless you are crafting a single item that 
  requires more than five days; you may spend as many TUs 
  as are required to craft such a single item. When crafting a 
  single item that requires multiple TUs, any unused days 
  that remain after completion of the item are wasted. Item 
  creation occurs before the adventure starts. You must 
  complete a magic item creation (MIC) logsheet prior to 
  play. A blank logsheet is available at www.wizards.com/lg. 
  Staple this logsheet to your adventure record once signed 
  by the GM; add the items to your MIL. If your MIC 
  logsheet is not completed before the adventure, your GM is 
  free to not allow you to craft any items before that 
  adventure. 
  • You cannot create any item that bestows a negative level 
  upon its bearer if they are good. 
  • Charged items are always created with full charges. 
  • Costly components, such as a masterwork suit of armor 
  for magical armor, are not included in the time 
  requirements or the normal MIC XP and GP cost 
  calculations. Component costs are added on top of the 
  MIC calculations. 
  • You can scribe scrolls, craft wands, and brew potions for 
  spells you can cast. 
  • For enchantments with options, such as bane weapons, 
  you gain access to only the specific options you find in an 
  adventure. 
  • You can craft weapon and armor enchantments if you 
  have had access to purchase any item that has those 
  enchantments from the Items Found section of any AR. 
  • Alter self, permanency, and polymorph may be learned or cast 
  only for use with Craft Wondrous Item.  This is the only 
  use for which these spells are not Closed. 
  You may use MIC to upgrade an item if you meet the 
  prerequisites to craft the upgraded item and you have ever 
  had access to purchase the upgraded item in the Items 
  Found section of any AR. Upgrade costs when using MIC 
  are calculated just like creation of new magic items, using 
  the difference in market price of the starting item and the 
  upgraded item. See Upgrading Magic Items, below. 
  
   
  16 
  Repairing Magic Items 
  Magical armor, weapons, rings, and wondrous items may be 
  repaired, assuming all pieces are recovered. Repairs may be 
  made only after the adventure in which the item was 
  destroyed or the next three adventures. Follow the rules for 
  MIC, but pay half the normal costs. PCs may repair another 
  PC’s item; the repairer pays the XP and TU cost; any PC at 
  the table may contribute to the GP cost. If the adventure 
  contains a town with a caster of sufficient level to repair the 
  item, an NPC may be used to repair the item. The PC pays 
  the half the item’s market value for the repair. 
  Upgrading Magic Items 
  Any PC may upgrade the abilities of some magic items, by 
  hiring an NPC or by using the MIC rules, if they own the 
  lesser item and have access to purchase the greater item. If 
  the difference between two magic items is merely an 
  improvement in the basic abilities of the item, it is 
  considered an upgrade. Upgrades cost the difference in 
  market value between the starting item and the upgraded 
  item. Examples of upgrades include: increases in the 
  enhancement bonuses of weapons and armor, acid resistance 
  to improved acid resistance, +1 longsword to +1 frost longsword, 
  flaming to flaming burst, spell resistance 13 to 15, light to 
  moderate fortification, ring of energy resistance (minor to major), 
  bracers of armor +2 to +4, vest of resistance +1 to +2, and gloves of 
  dexterity +2 to +4. 
  Only standard items may be upgraded. Standard items 
  include: weapons and armor made of any material and using 
  only enchantments from published sources; and rings, rods, 
  and wondrous items with multiple strengths from 
  published sources. If there is any ambiguity about how to 
  calculate the upgrade cost, the item is likely nonstandard. 
  Named and unique items are typically nonstandard. 
  Examples of standard items include: +3 slick light fortification 
  mithral chain shirt, +1 flaming sacred adamantine great falchion, 
  ring of swimming, metamagic rod of extend, and bracers of armor 
  +1. Examples of nonstandard items include: rhino hide, nine 
  lives stealer, ring of jumping and swimming, rod of wonder, and 
  bracers of lesser archery and armor +1. 
  Spells 
  Coldfire  
  Ounces of coldfire must be found in an adventure and listed 
  on the AR in order for a PC to purchase this component.  
  Experience Costs for Spells  
  During any adventure, a player may spend a total of 50 x 
  APL XP per round of the adventure on spells. This may be 
  divided however the player wishes between characters he 
  controls, but the total cannot exceed this number. 
  Alternatively, the player may choose to cast one spell that 
  exceeds this number, but no others with an XP cost. 
  Geometers 
  Spellglyphs 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. 
  Learning New Arcane Spells 
  At the end of any adventure, wizards may attempt to add to 
  their spellbooks as many new arcane spells as they have 
  wizard caster levels, as long as they have a source for those 
  new spells, such as a spellbook from another PC in the 
  session. Adding these spells does not cost additional TUs. 
  New spells must be Open access for your PC. The two spells 
  a wizard receives for level advancement do not count 
  toward this limit. 
  If a spellbook is listed in an adventure and recovered, but 
  not on the AR, spells can be copied only immediately after 
  that adventure. If a spellbook is on the AR and you purchase 
  it, spells can be copied at a later date. Scrolls that are found 
  in an adventure are copyable during the course of the 
  adventure (removing their GP value from the party 
  treasure), but cannot be copied after the adventure unless 
  they are purchased from the AR. 
  Mastering Spellbooks 
  At the end of any adventure, you may attempt to master a 
  spellbook, per the rules in CAr. The GM witnesses the skill 
  check and notes the result in the Play Notes section of your 
  AR. Only one skill check of this kind may be attempted per 
  adventure played. You must spend 2 TUs mastering the 
  spellbook, regardless of size. 
  NPC-Performed Spellcasting 
  You may find NPCs to cast spells for you, depending on the 
  size of the town(s) in the adventure. If a higher-level 
  spellcaster is listed in the adventure, she may be used, at the 
  GM’s discretion. Regional rules may exist for regionals and 
  override the rules presented here. Without campaign 
  documentation, only the following spells are available. 
  Town Size (people) 
  Spellcaster Level 
  Village (900 and fewer) 
  3rd 
  Small Town (901-2000) 
  5th 
  Large Town (2001-5000) 
  9th 
  Small City (5001-12,000) 
  11th 
  Large City (12,001 and up) 
  13th 
   
  Spell Name 
  Caster Level 
  Cost (GP) 
  Cure minor wounds 
  1st 
  5 
  Detect magic 
  1st 
  5 
  Detect poison 
  1st 
  5 
  Purify food & drink 
  1st 
  5 
  Cure light wounds 
  1st 
  10 
  Cure moderate wounds 
  3rd 
  60 
  Delay poison 
  3rd 
  60 
  Lesser restoration 
  3rd 
  60 
  Cure serious wounds 
  5th 
  150 
  Dispel magic 
  5th 
  150 
  Gentle repose (5 days) 
  5th 
  100 
  Remove blindness/deafness 
  5th 
  150 
  Remove curse 
  5th 
  150 
  Remove disease 
  5th 
  150 
  Speak with dead 
  5th 
  150 
  Cure critical wounds 
  7th 
  280 
  Neutralize poison 
  7th 
  280 
  Restoration 
  7th 
  380 
  Atonement 
  9th 
  450 1 
  Break enchantment 
  9th 
  450 
  Raise dead 
  9th 
  5,450 2 
  Greater dispelling 
  11th 
  660 
  Heal 
  11th 
  660 
  Stone to flesh 
  11th 
  660 
  Regenerate 
  13th 
  910 
  Resurrection 
  13th 
  10,910 2 
  1 Without campaign documentation, NPCs will only cast this spell 
  without an XP cost. 
  2 See the section on Death, in this chapter, for details. 
  
   
  17 
  Spell Clarifications 
  If a spell increases your size and another spell tries to 
  increase your size again, that portion of the spell fails; the 
  rest of the spell functions normally. 
  The rules for the spells below are retroactive. 
  Beget Bogun: This spell costs 1 TU and 25 XP. If 
  mistreated, the bogun will vanish and the druid may suffer a 
  loss of class abilities, at the GM’s discretion. 
  Clone: You may only clone yourself and must spend 12 
  TUs and 1,000 GP to do so. Note your clone on your MIL. 
  At the beginning of each campaign year, you must spend 6 
  TUs preserving your clones, or they are lost. You must 
  inform your GM, at the start of each adventure, of the 
  existence and location of your clone. If, upon death, you are 
  unable to rejoin the party, the adventure is over for you and 
  you gain XP and GP up to the point of your death. If your 
  gear is not recovered, you must invoke the Charity of 
  Friends Clause earlier in this chapter. When a clone is used, 
  your GM notes it in the Play Notes section of your AR. 
  Drawmij’s instant summons: You may only summon one 
  of your own items. Your GM notes in the Play Notes section 
  of the AR which item has an arcane mark. 
  Fabricate: Your GM consults the chart listed under the 
  Craft skill in the PH and determines the Craft DC needed, if 
  any. The created item remains only for the duration of the 
  adventure. The created item may not be sold to increase the 
  amount of GP earned during the adventure. 
  Gate: You must specify at the time of casting which option 
  you are using: planar travel or calling creatures. For planar 
  travel, the GM may veto any planar choice that is outside the 
  scope of the adventure. For calling creatures, without 
  campaign documentation, a unique creature may be 
  summoned only if it is a PC at the table or an NPC in the 
  adventure, either of which must currently be on another 
  plane. If calling a type of creature, the caster may choose 
  any outsider from the MM. The called creature must be 
  given an immediate task; it will not perform contractual 
  service without campaign documentation. 
  Leomund’s secret chest: You must inform your GM at the 
  beginning of each adventure that you have an active 
  Leomund’s secret chest and show her a list of what is stored in 
  the chest. The foci for this spell must be recorded on your 
  MIL before the spell is cast. The spell lasts for 8 TUs after 
  the adventure in which it is cast. 
  Limited wish: You must have access to a spell in order to 
  duplicate its effects.  
  Miracle: Of the listed options, miracle can: duplicate spells 
  (you must have access to the spell being duplicated), undo 
  harmful effects, or move you and your allies. Miracle may 
  also remove injuries and afflictions or undo misfortune, as 
  described under wish. A request that is out of line with the 
  caster’s deity’s nature is refused.  
  Planar ally (lesser, normal, and greater): The ally must 
  have the same alignment as your god (elementals 
  automatically have the same alignment) and be listed in the 
  MM (no appendices 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). You must choose the task during the bargaining and 
  determine how long it will take. The GM is free to increase 
  or decrease this time at her discretion. The GM then 
  determines if the task is non-hazardous, normal, hazardous, 
  suicidal, or strongly aligned with the deity’s ethos. After the 
  price is determined by the GM, the caster must either 
  accept the agreement and pay the gift or refuse and end the 
  spell. The XP is lost regardless of the outcome of the spell. 
  Players at the table may help cover the cost of this spell. 
  Plane shift: You are assumed to have a planar fork for the 
  Prime Material Plane. You must obtain access before 
  purchasing any other planar forks. 
  Polymorph: LG uses the errata to polymorphing spells and 
  effects. Because of this, the spells alter self, polymorph, 
  polymorph any object, and shapechange and the prestige class 
  Master of Many Forms are Closed. 
  Reincarnate: No modifiers to the roll or rerolls are 
  allowed. The GM and at least one player other than the 
  deceased must witness the roll. If the result is a creature 
  other than a dwarf, human, halfling, gnome, half-elf, half-
  orc, or elf, the PC becomes an NPC and can never again be 
  played as a PC in LG. Sex may be determined randomly, as 
  the player’s discretion. Reincarnate may only be cast on 
  humanoid PCs or cohorts. 
  If you no longer qualify for a racial feat because of a change 
  in race, select another feat that is Open to your PC and for 
  which you meet the prerequisites. If you no longer qualify 
  for a racial prestige class, 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. If you are a divine 
  caster, you may continue to worship your deity and receive 
  divine spells and other abilities associated with the worship 
  of that deity.  
  • If the roll is a “100”, the PC retains its current race. 
  • If the result is a dwarf, roll again to determine subrace: 
  01-70: Hill dwarf 
  71-100: Mountain dwarf 
  • If the result is an elf, roll again to determine subrace: 
  01-70: High elf 
  71-90: Wood elf 
  91-100: Grey elf 
  • If the result is a halfling, roll again to determine subrace: 
  01-60: Lightfoot halfling 
  61-85: Stout halfling 
  86-100: Tallfellow halfling 
  • If the result is a human, roll again 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 
  Wish: Of the listed options, wish can: duplicate spells (you 
  must have access to the spell being duplicated), remove 
  injuries and afflictions, revive the dead, transport travelers, 
  or undo misfortune. 
  
   
  18 
  Item Clarifications 
  Equipment does not automatically resize unless specifically 
  stated otherwise by the effect. If you change size and the 
  effect does not state what happens to your items, 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. 
  Caster’s shield: When purchased, this item does not have a 
  scroll scribed upon it. Use the MIC rules for scribing a 
  scroll onto the shield. Note the scroll on your MIL and 
  cross it off when used. 
  Spell Storing: All such items start each adventure empty. 
  Benefits from 
  Nonadventuring Activity 
  After any adventure, you may attempt to make money over 
  the cap by immediately spending 1 TU and making a check 
  using one of the following skills: Craft, Perform, Profession, 
  Sleight of Hand, or Tumble. You may only spend 1 TU per 
  adventure this way. You do not have to pay lifestyle costs for 
  a TU spent in this way. You must declare what DC you are 
  trying to meet or exceed before making the skill roll. If you 
  succeed at the check, you gain the listed coin. You may not 
  take 20. 
  When using Sleight of Hand, if you fail the check by 5 or 
  more, you must succeed at a Bluff check of equal DC or be 
  imprisoned for 4 additional TUs. 
  DC 15: 2d6 GP 
  DC 35: 1d10 PP 
  DC 20: 2d10 GP 
  DC 40: 2d6 PP 
  DC 25: 1d6 PP 
  DC 45: 2d8 PP 
  DC 30: 1d8 PP 
  DC 50: 2d10 PP 
  Out-of-Game Benefit Rules 
  Each player may use one of the benefits listed below for 
  every four levels (round up) that their PC possesses (cohorts 
  have no bearing on this calculation). For example, the 
  player of a 3rd-level PC may use one benefit, while the 
  player of a 9th-level PC may use three. 
  No button or card may be used more than once in any 
  adventure, regardless of the number of rounds. You must 
  select your benefits to be used and show them to the GM 
  before the start of the adventure. Benefits may be loaned to 
  other players at the table at the beginning of the session. 
  Benefits are not destroyed when used and can be used again 
  in future sessions. No more than one benefit can be used to 
  affect a single roll, except where the benefit specifically 
  allows for such use. 
  Currently Sanctioned Benefits 
  The following benefits are approved for use in LG play. All 
  uses must be declared before the roll is made, unless stated 
  otherwise. Benefits may not be used to affect an ally’s 
  action, unless stated otherwise. 
  • Ember, Krusk, Lidda, and Tordek Buttons: The 
  bonuses from these buttons must be declared before the 
  roll is made. They can affect an ally’s roll. 
  • Arcane Influx 
  • Arcane Transmogrification 
  • Back to the Wall 
  • Bane of My Enemies 
  • Blessed Relief 
  • Call of the Wild 
  • Careful Retreat 
  • Desperate Maneuver 
  • Divine Salvation 
  • Dol Arrah’s Sacrifice 
  • Extra Deflection: Any action point option is invalid. 
  • Fast Talker: Any action point option is invalid. 
  • Feign Surprise 
  • Force of Personality 
  • Hero’s Strike 
  • Holy Flood 
  • Kaapow 
  • I Have That: The item must be paid for at the end of the 
  event. This card cannot be used to gain a vial of alchemical 
  sleep gas, a vial of disappearing ink, or a scent breaker bag. 
  • I’ve Got Just the Potion: The potion gained may be 
  worth no more than 50 GP and must be listed on Table 7-
  17 of the DMG. If you do not use the potion before the 
  adventure ends, it disappears. 
  • Let’s Try That Again 
  • Missed Me: Any action point option is invalid. 
  • Natural Survivor 
  • Not Done Yet 
  • Not this Time 
  • Power of the Hero 
  • Right Scroll for the Job: You must use this scroll 
  immediately after playing this card or it reverts back to its 
  original spell. You may only exchange for a scroll that has 
  an equal or lower cost than the original scroll. 
  • Rooftop Elite 
  • Second Wind 
  • Spry Approach 
  • Surprise Set 
  • Swift Response 
  • Triumph of Hoof and Fletching 
  • Twist the Blade: Any action point option is invalid. 
  • Wink and a Smile 
  
   
  19 
  Chapter Six: Running a LIVING GREYHAWK Event 
  Before the Game 
  GMing a LIVING GREYHAWK event requires a familiarity 
  with the D&D core rules, LGCS, Dispel Confusion articles, 
  RPGA General Rules, and RPGA Penalty Guidelines. All LG 
  GMs must pass the Herald-Level GM Test on the RPGA 
  website. It is important to note that as a GM in a LIVING 
  campaign, you have less flexibility with plot and rules than 
  in a home campaign, as LIVING campaigns strive to provide 
  consistent play environments. As a LIVING campaign  GM, 
  you must follow the plot and campaign rules as closely as 
  possible. 
  Once you decide to GM, 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. 
  It is imperative that you thoroughly and carefully read the 
  adventure before running it. Failure to examine it before 
  the game usually ensures you will have problems. When 
  you receive the adventure, read the adventure twice, 
  making notes about potential problems, such as unfamiliar 
  rules, tricky roleplaying encounters, or unclear sections. If 
  maps are not provided for tactical areas, draw these ahead of 
  time. It may also help you to run mock battles, rehearse 
  roleplay encounters, or develop a flow chart for the 
  adventure. 
  When you are at the table, ensure that you have the 
  adventure, any handouts, maps, appendices, your notes, 
  ARs, and the RPGA tracking sheet. Calculate APL according 
  to the instructions on page 3 of this document. Find out if 
  the PCs have any special rules options or effects to declare 
  before starting the adventure and what lifestyle each PC is 
  buying. Make sure you are familiar with all rules options 
  that may come up during the game. 
  During the Game 
  As the GM, you have many duties. You must play the part of 
  all the NPCs, rule on all the PCs’ actions, describe 
  everything the PCs see, maintain control of the table, follow 
  the details of the adventure whenever possible, and invent 
  details when they are not given. Most importantly, follow 
  the spirit and letter of the rules and adventure at all times. 
  It may help you to ask the players to use “table tents” 
  displaying important PC information. As the GM, try to 
  avoid extraneous commentary and never complain about the 
  adventure to the players, as that decreases the likelihood of 
  the players enjoying the adventure. Try to tailor the 
  adventure for the specific PCs at the table, when possible, 
  taking care to modify encounter descriptions for younger or 
  more sensitive audiences. 
  Remember that the PCs are the stars of the story and should 
  be the driving force in the adventure. Give them flexibility 
  to choose their path, when possible, while at the same time 
  keeping them within the scope of the adventure. This is a 
  game and players are supposed to have fun. Always keep 
  that in mind. Do not go out of your way to punish or kill 
  PCs, particularly in regards to permanent death. PC death 
  will occur at times, even permanent death, but it should not 
  be your goal. At the same time, do not try to make it easy for 
  the players. Part of the game is in the challenge, and 
  knowing that you will always win is not challenging. 
  The Circle expects and depends on GMs to make 
  adjudications when necessary. Not all situations are covered 
  by the rules or the adventure, and you will be required to 
  make calls many times. Just remember to apply the spirit 
  and letter of the rules to the best of your ability. Some 
  players will want to argue with your decisions. Be amenable 
  to concise, polite questioning, but do not tolerate 
  belligerent or incessant arguments, as these slow down the 
  game and make things less fun for everyone. In a home 
  game, you are the final say on all decisions. At a game day or 
  convention, if absolutely necessary, you or a player may 
  appeal to the Senior GM or the Appeals GM. They will 
  attempt to resolve the situation fairly and quickly. Appeals 
  should be the exception, not to be used in all disagreements. 
  After the Game 
  When the game ends, players complete the RPGA table 
  tracking form while the GM calculates XP and GP rewards 
  from the charts at the end of the adventure. On each AR, fill 
  in the rewards the PC earned. Cross out anything that the 
  PC did not earn. Hand the ARs to the players. While they 
  complete their ARs, collect the RPGA table tracking form 
  and return it to the coordinator. When you have verified 
  that an AR has been completed properly, sign it and return 
  it to the player. If you have time, review players’ complete 
  paperwork (past ARs, MILs, etc.) after a game. 
  Troubleshooting 
  If a player’s documentation is incorrect or invalid, sit down 
  with the player and audit the PC. Key elements to check are 
  magic items on the MIL, GP and XP totals, and the 
  acquisition of non-Open rules options. If you find a minor 
  problem, help the player correct it. If a player’s MIL is 
  incomprehensible, you may ask the player to fill out a new 
  one. If you find items on the MIL lacking correct 
  documentation, remove those items from the MIL. 
  If suspect cheating or significant discrepancies are 
  discovered, notify the Senior GM or Triad immediately. 
  This PC is out of play until the issue is resolved. If a player is 
  removed from the game, he receives an AR with the 
  rewards earned up until that point. You may deny the PC 
  rewards if they were gained through cheating. 
  Report any RPGA violations to the Triad. 
  Guidelines for Ethical GMing  
  In LG, we expect you to conduct yourself in a manner 
  suitable to group cooperation and enjoyment. Specifically: 
  • You are not playing against the players. Presenting a fun 
  D&D experience is your top priority. 
  • All players should be treated equally, by you and by other 
  players. 
  • Act professionally; you represent the RPGA and the 
  campaign to your players. 
  • Abide by the expectations that apply to the players. 
  
   
  20 
  Appendix 1: LIVING GREYHAWK FAQ 
  Q: How much do strand of prayer beads and scroll of 
  reincarnate cost? 
  A: A strand of prayer beads [standard] costs 45,800 GP. A scroll 
  of reincarnate costs 1,700 GP. If you have paid the incorrect 
  price, you must pay the additional GP or sell the item back 
  for full purchase price on your next AR.  
  Q: What happens if I lose my ARs? 
  If it is a small number of ARs, try to have them replaced by 
  the event coordinator as soon as possible. For a larger loss, 
  contact your Triad immediately. They will determine your 
  XP and GP totals. You are encouraged to keep copies of all 
  your ARs in case of such a loss. 
  Q: How are playtests of an adventure handled? 
  A: All results of a playtest are considered effective as of the 
  date of release of the adventure. You receive rewards based 
  on the APL played and your PC’s level when the playtest 
  occurred. TUs must be paid during the year the adventure is 
  released. The GM should write “Playtest” and the date of the 
  playtest in the Play Notes section of the AR. Any positive or 
  negative effects occur when the adventure is released. You 
  may not rearrange ARs to improve the results. 
  Q: Can I spend TUs from my next year’s total?  
  A: You may not spend TUs from next year unless you are 
  forced to spend a specific number of TUs by an adventure 
  beyond what the adventure would normally cost or have 
  campaign documentation allowing you to do so. 
  Q: When I lose a level how do I determine what class I 
  lose a level in? 
  A: You lose the last class level gained. 
  Q: Can centaurs carry someone on their back? 
  A: Centaurs are vehemently opposed to being ridden in the 
  traditional sense, but they will carry an unconscious, dead, 
  or incapacitated PC on their back. Under no other 
  circumstances will a centaur carry a creature on its back. 
  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 me? 
  A: No. Regional (or metaregional) adventures must be run 
  by a GM from that region (or metaregion). The only 
  exceptions to this ruling are conventions that may use GMs 
  from other regions in their judge pool. 
  Q: Do I have to have a specific spell component or 
  focus listed on my sheet to use the spell?  
  A: No. As long as the component is not listed in this 
  document 
  as 
  requiring 
  notation 
  or 
  campaign 
  documentation, you merely need to pay the cost in GP. 
  Q: When using metamagic rods, how do I determine if 
  the rod works on a modified spell? 
  A: Use the modified spell level to determine if a metamagic 
  rod can be used with the modified spell. An empowered 
  fireball could not be modified by a lesser metamagic rod. 
  Q: 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 are not 
  normally accessible to that PC, they receive access to those 
  spells as domain spells only. 
  Q: Can I use the rules for “weaponlike spells” as 
  presented in Complete Arcane? 
  A: Yes. 
  Q: Can I use the new uses for skills as presented in the 
  Complete and Races series of books? 
  A: Yes, subject to GM approval. You must provide the book 
  to show the rule to your GM. 
  Q: Does a wizard begin play with cantrips from all 
  rulebooks in his spellbook? 
  A: No. A wizard starts with only the cantrips from the PH. 
  Q: How do the rules from CAd for bardic music with 
  masterwork instruments work in LG? 
  A: You must obtain access to these special uses for certain 
  instruments from campaign documentation. 
  Q: Is warhorse a valid animal companion? 
  A: Not without campaign documentation. “Horse (light or 
  heavy)” does not include warhorse. 
  Q: How does harm work with Massive Damage? 
  A: The D&D FAQ  lists two possible answers to the harm 
  question. LG uses “No Instant Death from harm”. 
  Q: I made a mistake on my last adventure record. How 
  do I fix it?  
  A: For small mistakes, inform your next GM 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. 
  Q: When I spend TUs when do I have to pay lifestyle? 
  A: You must pay lifestyle on all TUs unless specifically 
  stated otherwise. 
  Q: How do I resolve centaur rules questions not 
  specific to the Living Greyhawk campaign? 
  A: In all cases except those mentioned here and in the Blight 
  on Bright Sands Sourcebook, centaurs conform to the rules 
  given in RW. Chapters 4 to 7 of the MM may give you 
  additional clarifications to your questions. 
  Q: What happens to a centaur’s equipment when their 
  size increases from Medium to Large at 6th level? 
  A: Their equipment resizes to fit the new size category. You 
  must immediately pay the difference in cost between the 
  old size and new size items or sell the items. 
  Q: One of my feats, spells, classes, or items was 
  changed, clarified, or Closed. Can I replace it? 
  A: If a rules option is Closed, you will be allowed to change 
  it immediately for free, using the rules for Retraining or 
  Rebuilding in the PH2. If a rules option is changed or 
  clarified, you may be given the same option, at the Circle’s 
  discretion. You may also be given the option to replace 
  related rules options, such as prerequisites, at the Circle’s 
  discretion. Items are handled similarly; if restricted, you 
  
   
  21 
  will be allowed to sell it for the full value you paid for it (e.g. 
  half market value for crafted items). If an item is clarified or 
  changed, you may be allowed the same option, at the 
  Circle’s discretion. 
  Q: If my deity’s favored weapon is exotic and I have the 
  War domain, do I gain that exotic weapon proficiency?  
  A: No. If a deity's favored weapon has both a martial and 
  exotic version you do gain the martial version, such as with 
  the bastard sword or the dwarven waraxe. 
  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. You only gain access to what is specifically listed on 
  the table. 
  Q: Can I purchase scrolls and potions from the DMG 
  at a higher caster level than the minimum? 
  A: Without campaign documentation, you may only 
  purchase items that are specifically listed. You may not 
  purchase items at different caster levels. 
  Q: If we did not finish an encounter or an item was 
  lost, consumed, or not found, do we still get access to it 
  on the AR? 
  A: You must find and recover an item to get access on the 
  AR. 
  Q: How do I determine the value of an item that grows 
  in power? 
  A: 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, then its value is the original value. 
  Q: What can we do with GP that we find above the 
  maximum reward?  
  A: You can use this GP during and at the end of the 
  adventure to pay for various services, such as a room in the 
  inn, NPC spellcasting, or bribing a local guard. You cannot 
  use the GP to gain an item or pay for anything outside of the 
  adventure. 
  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. 
  Q: If I gain access to an item, what size is it? Is it 
  normal or masterwork quality? 
  A: All items in the Items Found box of an AR are of an 
  appropriate size for your PC, unless explicitly stated 
  otherwise (small for halflings, medium for dwarves, large 
  for centaurs). Their quality is what is specifically listed in 
  the Items Found section of the AR. 
  Items gained through metaorgs or favors may be of any size 
  from Tiny to Large, unless specifically stated otherwise. 
  Their quality may be either normal or masterwork. 
  
   
  22 
  Appendix 2: Contacts 
  Official LIVING GREYHAWK campaign website: 
  www.wizards.com/lg  
  Official LIVING GREYHAWK discussion forum: 
  http://boards1.wizards.com/forumdisplay.php?f=464 
  Unofficial LIVING GREYHAWK campaign discussion board: http://groups.yahoo.com/group/Living_Greyhawk  
  Unofficial LIVING GREYHAWK DMs’ support: 
  http://groups.yahoo.com/group/LGDMs 
  Unofficial LIVING GREYHAWK writers' discussion: 
  http://groups.yahoo.com/group/lgwriters  
  Unofficial RPGA gamemaster help board: 
  http://groups.yahoo.com/group/rpga_gamemasters  
   
  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. 
   
  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? 
  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.gyruff.org 
  http://groups.yahoo.com/group/living-geoff  
  Sean Hillman 
  smh.lvg@gmail.com  
  Gran March 
  http://granmarch.sheldomar-valley.org 
  http://groups.yahoo.com/group/GranMarch  
  John Freeman 
  pjf@cetlink.net 
  Keoland 
  http://keoland.sheldomar-valley.org 
  http://groups.yahoo.com/group/keoland  
  David Guerrieri 
  keoland-poc@comcast.net 
  Principality of 
  Ulek 
  http://pou.sheldomar-valley.org 
  http://groups.yahoo.com/group/pou-discussion/  
  Paul Braman 
  poutriad@gmail.com  
  Yeomanry 
  http://www.yeomanry.net 
  http://groups.yahoo.com/group/yeomanry  
  Beverly Eldred 
  poc@yeomanry.net 
   
   
  
   
  23 
  Metaregion Two – Tuflik, Fals, and Velverdyva Trade Route 
  Circle Representative: 
  Tim Sech (timsech@hotmail.com) 
  Metaregion Representative: 
  Steve Baker (aramoftheblack@yahoo.ca) 
  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 its 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? 
  Region 
  Website Address 
  Discussion Group 
  Point of Contact 
  Dyvers 
  http://www.living-dyvers.net 
  http://groups.yahoo.com/group/dyvers  
  Michael Mockus
  rchangel_michael@yahoo.com 
  Ekbir 
  http://www.ekbir.org  
  http://fr.groups.yahoo.com/group/lg-ekbir  
  Gael Richard
  Triadeekb@numericable.fr 
  Ket 
  http://www.lg-ket.net 
  http://groups.yahoo.com/group/ket  
  Chris Wachal
  ket_poc@yahoogroups.com  
  Tusmit 
  http://tusmit.org 
  http://groups.yahoo.com/group/lg-tusmit  
  Daniel Mayrand
  poc@tusmit.org 
  Veluna 
  http://www.veluna.net 
  http://groups.yahoo.com/group/Veluna-lw  
  Lynn Register
  poc@veluna.net  
  Verbobonc 
  http://www.verbobonc.net  
  http://groups.yahoo.com/group/Verbobonc  
  Rob Silva
  verboboncwebmaster@gmail.com 
  Zeif 
  http://www.zeif.ca 
  http://groups.yahoo.com/group/zeif 
  Andreas Zimmerman
  moonlance@shaw.ca 
   
  Metaregion Three – Iuz’s Border States 
  Circle Representative: 
  Britt Frey (iuzcircle@gmail.com) 
  Metaregion Representative: 
  Jeffery A. Dobberpuhl (attorney@electricattorney.com) 
  Connecting the Bandit Kingdoms, Furyondy, Highfolk, Perrenland and the Shield Lands is a web of evil. At the center of the 
  web, spinning plans and plots, obvious and subtle, is the bloated demon-god, Iuz. Only seven years ago, his reach was deep 
  into nearly all of the regions; but now, with his attentions focused on extraplanar goals, many of these border states have 
  managed to reclaim some of what they had lost to the Old One. Mere mortals are not the only ones taking advantage of his 
  otherworldly distractions; another insidious creature has risen in the area, awakening ancient evils and cults long thought 
  destroyed. One group, the Oathsworn Slayers, has focused their attention on this new evil. Others, such as the Drinkers of 
  the Cup of Midnight, still worry about the machinations of Old Wicked, for if his foray into the Abyss succeeds, he will one 
  day return to Oerth far more powerful than before. 
  Iuz’s Border States contain some of the last vestiges of the ancient Flan culture that once dominated the North. In many 
  areas, the Flan culture still holds sway, modern Flan intermingling with vestiges of the ancient Ur-Flan empire. Iuz’s Border 
  States are home to the majority of the Old Faith Druids, an insular group dedicated to balance and the worship of the old 
  Flan gods. 
   
  Region 
  Website Address 
  Discussion Group 
  Point of Contact 
  Bandit 
  Kingdoms 
  http://www.bandit-kingdoms.net  
  http://groups.yahoo.com/group/bandit_kingdoms  
  Susan Threadgill
  bdkpoc@gmail.com 
  Furyondy 
  http://www.furyondy.com  
  http://groups.yahoo.com/group/furyondy-discussion  
  Chris Hoffman
  poc@furyondy.com 
  Highfolk 
  http://highfolk.info 
  http://groups.yahoo.com/group/nl1Triad  
  Todd Ammerman
  calentir@gmail.com  
  Perrenland 
  http://perrenland.rpga-apac.com  
  http:// groups.yahoo.com/group/perrenland/  
  Bruce Paris
  baparis@ozemail.com.au 
  Shield Lands 
  http://www.shieldlands.net  
  http://groups.yahoo.com/group/shield-lands-lg  
  T.B.D.
  poc@shieldlands.net  
   
  
   
  24 
  Metaregion Four – Nyrond and Her Environs 
  Circle Representative: 
  Colleen Simpson (simpson.colleen@gmail.com) 
  Metaregion Representative:  
  Mark Somers (mark.somers@netspeed.com.au) 
  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! 
  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.org  
  http://groups.yahoo.com/group/duchyofurnst  
  Robert Altomare
  comixguru@yahoo.com 
  Nyrond 
  http://www.nyrond.org  
  http://groups.yahoo.com/group/Nyrond-lw  
  Rene Ayala
  triad@nyrond.org 
  Ratik 
  http://ratik.rpga-apac.com  
  http://groups.yahoo.com/group/ratik  
  James Dempsey
  ratik-triad@rpga-apac.com 
  Theocracy of 
  the Pale 
  http://www.theocracyofthepale.com  
  http://groups.yahoo.com/group/ThePale  
  Shelton Yee
  poc@theocracyofthepale.com  
   
  Metaregion Five – Splintered Suns and Scarlet Signs 
  Circle Representative: 
  Pieter Sleijpen (madfox@planet.nl) 
  Metaregion Representative: 
  Pierre van Rooden (gomez@gryphonhill.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. 
  Region 
  Website Address 
  Discussion Group 
  Point of Contact 
  Ahlissa (Adri) 
  http://www.livinggreyhawk.de 
  http://de.groups.yahoo.com/group/Living_Adri  
  Dr. Rainer Nagel
  GH_Adri@web.de  
  Ahlissa (Naerie) 
  http://www.thesplinteredsun.info/naerie/ 
  http://groups.yahoo.com/group/naerieLG  
  Paul Bendall
  paul.bendall@telia.com  
  Bone March 
  None 
  http:/groups.yahoo.com/group/bonemarchlg 
  None 
  Lordship of the Isles 
  http://www.thesplinteredsun.info/lordship/  
  http://groups.yahoo.com/group/lordshipLG  
  None  
  Onnwal 
  http://www.onnwal.org.uk  
  http://groups.yahoo.com/group/living-onnwal  
  T.B.D.
  poc@onnwal.org.uk 
  Sea Barons 
  http://www.seabarons.it/Inglese/maining.html 
  http://it.groups.yahoo.com/group/seabarons  
  None  
  Sunndi 
  http://www.sunndi.org  
  http://groups.yahoo.com/group/sunndi  
  Bas Vermeulen
  poc@sunndi.org 
  Dullstrand 
  http://dullstrand.hors-la-loi.ch 
  http://groups.yahoo.com/group/living_dullstrand  
  Martin Jennings
  poc@hors-la-loi.ch  
  
   
  25 
  Appendix 3: Glossary 
  Adapted Adventures: Adapted adventures are adventures 
  published by Wizards of the Coast that have been adapted to 
  LG. Adapted adventures can be played anywhere in the real 
  world. 
  Adventure Record (AR): After each adventure, you receive 
  an AR, on which you are awarded XP and GP, representing 
  your share of the loot, and other special rewards and access. 
  The AR also tracks TUs, GP, and XP spent during the 
  adventure. It is recommended that you copy or scan your 
  ARs in case something happens to the originals. 
  Average Party Level (APL): LG adventures are written for 
  ranges of average party levels (APLs). APLs determine the 
  level of challenges you face and rewards you receive. If you 
  are more than two levels away from the APL at which the 
  adventure is being played, you suffer a 50% penalty to GP 
  and XP gained in the adventure. If you are more than three 
  levels higher than the APL at which the adventure is being 
  played, you cannot participate.  
  Base Class: Also known as a standard class, this is any 20-
  level character class. Examples include the fighter from the 
  PH and the favored soul from CD. 
  Campaign 
  Documentation: 
  This 
  is 
  official 
  documentation issued by the campaign staff. This is usually 
  in the form of an AR or metaorg certificate, but may also be 
  a special certificate of some other form. A GM’s signature 
  must appear on any AR or certificate for it to be valid. 
  Campaign Year: A campaign year in LIVING GREYHAWK 
  runs from January 1st to December 31st. Each campaign year 
  has a GREYHAWK year assigned to it as well. For example, 
  the year 2003 corresponds to 593 CY in LG. 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, along 
  with the Core Circle member, are collectively known as the 
  Circle. The Circle is the top of the hierarchy in the 
  campaign and all Triad members report to one of these 
  members. The Circle is responsible for managing the rules 
  for the campaign, creating all official campaign documents, 
  overseeing plotlines, managing Triad members, sanctioning 
  all LG adventures, resolving conflicts, and many other tasks. 
  The Circle represents the campaign on a global scale and 
  reports to RPGA Content Manager at Wizards of the Coast.  
  Core Adventures: Cores take place in the nonregional 
  areas of the game world: the City of Greyhawk, the Nyr 
  Dyv, the Duchy of Tenh, the Underdark, etc. Cores can be 
  played by any PC, anywhere in the world. Cores advance 
  campaign-wide plots. 
  Core Rulebook: These are the Player’s Handbook (PH), 
  Dungeon Master’s Guide (DMG), and Monster Manual (MM). 
  They are the primary books for Dungeons & Dragons v3.5. 
  Core Special Adventures: These adventures can take place 
  in almost any location on Oerth. They often run at only the 
  larger, national conventions. Core specials give greater 
  detail to and address pivotal points of a larger core plotline 
  and are usually combat intensive, delve-style adventures. 
  Master Item Logsheet (MIL): This records all pertinent 
  data regarding your non-PH items. You can download a 
  blank MIL from the LG website at www.wizards.com/lg. 
  Metaregional Representative (metarep): Each Circle 
  member is assisted by a metarep that helps direct the 
  metaregional 
  adventure 
  plotline, 
  reviews 
  submitted 
  metaregional adventures, and assists the Circle member 
  with any other duties as needed. The metarep is the acting 
  Circle member in an emergency situation. 
  Metaregional Adventures: Metaregionals advance larger 
  plots and introduce NPCs important to the entire 
  metaregion. Metaregionals can only be played in the real-
  world regions that make up the metaregion.  
  Region: The campaign world of LG is divided into several 
  nations and political states. These nations are mapped onto 
  sections of the real world. Each region possesses a regional 
  flavor that sets it apart from other regions. Your PC must 
  have a home region. Regions are grouped into one of five 
  metaregions based upon shared themes.  
  Regional Adventures: Regionals advance plots and 
  introduce NPCs important to that region. Regionals are 
  only available for play in their corresponding real-world 
  region.  
  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 GM’s point of view. 
  Time Units (TUs): Time Units (TUs) represent the how 
  much your PC can do in a year. At the beginning of each 
  calendar year, your PC receives 52 TUs to spend, unless 
  something from the previous year has reduced this starting 
  total. The most common way to spend TUs is by 
  adventuring, but you might also spend them joining 
  organizations or creating magical items for yourself. When 
  you are out of TUs, you cannot play that PC again until the 
  next year. 
  Touv: The Touv are detailed in The Scarlet Brotherhood. They 
  typically have dark brown or black skin; blue or brown eyes, 
  with black eyes being rare; straight or wavy hair; rounded 
  facial features; and a maximum height of 5'10". While most 
  Touv males do not have facial hair, certain subgroups can 
  grow narrow beards on their chins. Women's figures are 
  often rounded and lush. The Touv 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. 
  Triad: Each region is managed by a trio of volunteers called 
  the Triad. They are responsible for almost everything that 
  happens in their region. The Triad oversees the regional 
  plotlines, writes or edits the region's adventures, designs in-
  character organizations called metaorgs that your PC can 
  join, supports regional gamedays and conventions, and 
  answers questions from the players. Most Triads also 
  maintain a regional website and Yahoo! group for the 
  players in their region to organize games and distribute 
  important regional information.  
  
   
  26 
  Appendix 4: Access 
  The rules options in this document are divided into two types of access. If a rules option is not included in this document, you 
  must have campaign documentation Opening it for your PC. 
  • Open: A PC may take advantage of Open rules items if it meets all the prerequisites. If you gain campaign documentation 
  granting you access to a new rules option, that effectively Opens that rules option for that PC. 
  • Closed: A PC may not take advantage of any rules item listed as Closed, ever.  
  All base classes, prestige classes, feats, spells, and domains from the core rulebooks (PH, DMG, MM) are considered Open unless 
  specifically noted otherwise in this appendix. In addition to the core rulebooks, rules options from many other books are 
  available to players, as listed in this appendix. These additional rules options come from the following sources: 
  • Complete Adventurer (CAd) 
  • Complete Arcane (CAr) 
  • Complete Divine (CD) 
  • Complete Mage (CM)  
  • Complete Scoundrel  (CS) 
  • Complete Warrior (CW) 
  • Dragon 
  Magazine 
  #315/#319 
  Greyhawk feat articles (D315 and 
  D319) 
  • Frostburn (Fr) 
  • Miniatures Handbook (MH)  
  • Player’s Handbook 2 (PH2) 
  • Races of Destiny (RD) 
  • Races of the Dragon (RDr) 
  • Races of Stone (RS) 
  • Races of the Wild (RW) 
  • Sandstorm (Sa) 
  • Spell Compendium (SpC) 
  • Stormwrack (Sto) 
   
  Open Items 
  All items may be of any size from Tiny to Large and of either 
  normal or masterwork quality. 
  Anything in the PH from the following tables: 
  o Table 7-3: Trade Goods 
  o Table 7-5: Weapons 
  o Table 7-6: Armor and Shields, including small, medium, 
  and large nonhumanoid armor and barding. 
  o Table 7-8: Goods and Services; see Chapter Five for 
  details on NPC spellcasting. 
  The following items and materials: 
  o Any DMG item of an Open spell with a market price of 
  750 GP or less from Tables 7-17, 7-23, 7-24, and 7-26. 
  o +1 to +5 enhancement bonuses for weapons, armor, and shields 
  o Amulet of health +2 to +6 (DMG) 
  o Amulet of mighty fists +1 to +5 (DMG) 
  o Amulet of natural armor +1 to +5 (DMG) 
  o Belt of giant strength +4 to +6 (DMG) 
  o Boccob’s blessed book (DMG) 
  o Bracers of armor +1 to +8 (DMG) 
  o Cloak of charisma +2 to +6 (DMG) 
  o Cloak of resistance +1 to +5 (DMG) 
  o Gauntlets of ogre power (DMG) 
  o Gloves of dexterity +2 to +6 (DMG) 
  o Headband of intellect +2 to +6 (DMG) 
  o Heward’s handy haversack (DMG) 
  o Periapt of wisdom +2 to +6 (DMG) 
  o Ring of protection +1 to +5 (DMG) 
  o Vest of resistance +1 to +5 (CAr) 
  o Alchemical silver (DMG) 
  o Cold iron (DMG) 
  Items from the following sources: 
  o Complete Adventurer Table 4-1 
  o Complete Warrior Table 4-6 
  o Frostburn Table 4-1 
  o Races of the Dragon Colored Metal (no cost) 
  o Races of Stone Tables 7-1 and 7-2 
  o Races of the Wild Table 7-1 
  o Sandstorm Tables 4-1 and 4-2 
  o Stormwrack Tables 5-4 and 5-5 
   
  Closed Items 
  Potion of shield 
  Ring of shield 
  Nightstick 
   
  Open Base Classes 
  Beguiler (PH2) 
  Favored Soul (CD) 
  Healer (MH) 
  Hexblade (CW) 
  Knight (PH2) 
  Marshal (MH) 
  Scout (CAd) 
  Swashbuckler (CW) 
  Warmage (CAr) 
   
  Closed Base Classes 
  † These classes are available for author use. 
  Archivist (HH) † 
  Dread Necromancer (HH) † 
  Ninja (CAd) 
  Samurai (CW) 
  Shugenja (CD) 
  Spellthief (CAd) † 
  Spirit Shaman (CD) † 
  Warlock (CAr) † 
  Wu Jen (CAr) 
  
   
  27 
  Expanded Feat Options 
  These feats are from the Greyhawk Feats articles appearing in Dragon #315 and #319. Paizo Publishing has copies available for 
  download at www.paizo.com. Human PCs with mixed heritage (such as a Suel/Oeridian) must choose one race from which to 
  draw these feats. 
  Race  or Region 
  Feats Available 
  Dwarf (hill) 
  Dwarflore, Mercenary Background 
  Dwarf (mountain) 
  Deepseer, Dwarflore 
  Elf (grey) 
  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 
  Ratik 
  Border Watch, Exercises of Arnd, Mountain Fighter, Vatun’s Touch 
  Sea Barons 
  None 
  Shield Lands 
  Blooded, Defensive Expert, Landless Nobility, 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 
  Zeif, Sultanate of  
  Badge of Bondage, Elemental Focus, Orc Blooded 
  
   
  28 
  Open Feats 
  Ability Focus (MM) 
  Able Sniper (RW) 
  Acidic Splatter (CM) 
  Acrobatic Strike (PH2) 
  Active Shield Defense (PH2) 
  Adaptable Flanker (PH2) 
  Advantageous Avoidance (CS) 
  Aerial Reflexes (RW) 
  Aerial Superiority (RW) 
  Agile Athlete (RW) 
  Agile Shield Fighter (PH2) 
  Alacritous Cogitation (CM) 
  Ancestral Knowledge (RS) 
  Anvil of Thunder (CW) 
  Appraise Magic Value (CAd) 
  Aquatic Breath (CM) 
  Arcane Accompaniment (PH2) 
  Arcane Consumption (PH2) 
  Arcane Defense (CAr) 
  Arcane Disciple (CD) 
  Arcane Flourish (PH2) 
  Arcane Mastery (CAr) 
  Arcane Preparation (CAr) 
  Arcane Strike (CW) 
  Arcane Toughness (PH2) 
  Armor Specialization (PH2) 
  Arterial Strike (CW) 
  Ascetic Hunter (CAd) 
  Ascetic Knight (CAd) 
  Ascetic Mage (CAd) 
  Ascetic Rogue (CAd) 
  Augment Healing 
  Awesome Blow (MM) 
  Axespike (RS) 
  Axiomatic Strike (CW) 
  Battle Caster (CAr) 
  Battle Casting (RW) 
  Battle Dancer (PH2) 
  Battle Hardened (RS) 
  Battlecaster Defense (CM) 
  Battlecaster Offense (CM) 
  Bear Fang (CW) 
  Better Lucky than Good (CS) 
  Blade of Force (CM) 
  Blistering Spell (PH2) 
  Blood-Spiked Charger (PH2) 
  Boar's Ferocity (CD) 
  Bonded Familiar (PH2) 
  Born Flyer (RW) 
  Born of the Three Thunders (CAr) 
  Borne Aloft (CM) 
  Bounding Assault (PH2) 
  Brachiation (CAd) 
  Brutal Strike (PH2) 
  Brutal Throw (CAd) 
  Burrow Friend (RS) 
  Captivating Melody (CM) 
  Cavalry Charger (CW) 
  Celestial Sorcerer Aura (PH2) 
  Celestial Sorcerer Heritage (PH2) 
  Celestial Sorcerer Lance (PH2) 
  Celestial Sorcerer Lore (PH2) 
  Celestial Sorcerer Wings (PH2) 
  Centaur Trample (RW) 
  Chain Spell (CAr) 
  Channeled Rage (RD) 
  Chant of Fortitude (CAd) 
  Chant of the Long Road (CS) 
  Cheetah's Speed (CD) 
  Chord of Distraction (CS) 
  City Slicker (RD) 
  Clap of Thunder (CM) 
  Clever Wrestling (CW) 
  Climb Like an Ape (CAd) 
  Close-Quarters Fighting (CW) 
  Cloudy Conjuration (CM) 
  Clutch of Earth (CM) 
  Combat Acrobat (PH2) 
  Combat Awareness (PH2) 
  Combat Brute (CW) 
  Combat Cloak Expert (PH2) 
  Combat Defense (PH2) 
  Combat Familiar (PH2) 
  Combat Focus (PH2) 
  Combat Intuition (CAd) 
  Combat Panache (PH2) 
  Combat Stability (PH2) 
  Combat Strike (PH2) 
  Combat Tactician (PH2) 
  Combat Vigor (PH2) 
  Cometary Collision (PH2) 
  Communicator (CAr) 
  Complementary Insight (RD) 
  Concussion Attack (CS) 
  Confound the Big Folk (RW) 
  Consecrate Spell (CD) 
  Cooperative Spell (CAr) 
  Coordinated Strike (RW) 
  Cougar’s Vision (CAd) 
  Crescent Moon (CW) 
  Crossbow Sniper (PH2) 
  Crowd Tactics (RD) 
  Crushing Strike (PH2) 
  Cunning Evasion (PH2) 
  Dampen Spell (PH2) 
  Danger Sense (CAd) 
  Daredevil Athlete (CS) 
  Daring Outlaw (CS) 
  Daring Warrior (CS) 
  Dash (CW) 
  Deadeye Shot (PH2) 
  Deadly Defense (CS) 
  Deafening Strike (CS) 
  Death Blow (CAd) 
  Defensive Archery (RW) 
  Defensive Strike (CW) 
  Defensive Sweep (PH2) 
  Defensive Throw (CW) 
  Deft Opportunist (CAd) 
  Deft Strike (CAd) 
  Delay Potion (CM) 
  Delay Spell (CAr) 
  Destructive Rage (CW) 
  Devoted Inquisitor (CAd) 
  Devoted Performer (CAd) 
  Devoted Tracker (CAd) 
  Dimensional Reach (CM) 
  Disciple of the Sun (CD) 
  Disemboweling Strike (CS) 
  Disguise Spell (CAd) 
  Dive for Cover (CAd) 
  Diverse Background (RD) 
  Divine Armor (PH2) 
  Divine Cleansing (CW) 
  Divine Damage Reduction (RS) 
  Divine Fortune (PH2) 
  Divine Justice (PH2) 
  Divine Might (CW) 
  Divine Resistance (CW) 
  Divine Shield (CW) 
  Divine Spellshield (RS) 
  Divine Vigor (CW) 
  Divine Ward (PH2) 
  Diving Charge (RW) 
  Domain Focus (CD) 
  Domain Spontaneity (CD) 
  Double Wand Wielder (CAr) 
  Draconic Breath (RDr) 
  Draconic Claw (RDr)  
  Draconic Flight (RDr)  
  Draconic Heritage (RDr) [MM Dragons 
  Only] 
  Draconic Legacy (RDr) 
  Draconic Power (RDr) 
  Draconic Presence (RDr) 
  Draconic Resistance (RDr) 
  Draconic Skin (RDr) 
  Driving Attack (PH2) 
  Drowning Glance (CM) 
  Dual Strike (CAd) 
  Dumb Luck (CS) 
  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 Warding (RS) 
  Earthbound Spell (PH2) 
  Earth's Embrace (CW) 
  Einhander (PH2) 
  Eldritch Erosion (CS) 
  Elemental Healing (CD) 
  Elemental Smiting (CD) 
  Elephant's Hide (CD) 
  Elf Dilettante (RW) 
  Elusive Target (CW) 
  Elven Spell Lore (PH2) 
  Empower Turning (CD) 
  Empower Spell-like Ability (MM) 
  Enchanting Song (RS) 
  Energy Abjuration (CM) 
  Energy Admixture (CAr) 
  Energy Gestalt (CM) 
  Energy Substitution (CAr) 
  Epic of the Lost King (CS) 
  Exotic Armor Proficiency (RS) 
  Exotic Shield Proficiency (RS) 
  Expeditious Dodge (RW) 
  Expert Tactician (CAd) 
  Explosive Spell (CAr) 
  Extend Rage (CW) 
  Extra Edge (CAr) 
  Extra Music (CAd) 
  Extra Rage (CW) 
  Extra Slot (CAr) 
  Extra Smiting (CW) 
  Extra Spell (CAr) 
  Extra Stunning (CW)  
  Extra Wild Shape (CD) 
  Extraordinary Concentration (CAd) 
  Extraordinary Spell Aim (CAd) 
  
   
  29 
  Eyes in the Back of Your Head (CW) 
  Face Changer (CM) 
  Fast Wild Shape (CD) 
  Faster Healing (CW) 
  Favored Magic Foe (CM) 
  Favored Power Attack (CW) 
  Fearsome Necromancy (CM) 
  Fey Heritage (CM) 
  Fey Power (CM) 
  Fey Presence (CM) 
  Fey Skin (CM) 
  Fiendish Heritage (CM) 
  Fiendish Presence (CM) 
  Fiendish Resistance (CM) 
  Fiery Burst (CM) 
  Fiery Fist (PH2) 
  Fiery Ki Defense (PH2) 
  Fists of Iron (CW) 
  Flash Frost Spell 
  Flay (PH2) 
  Fleet of Foot (CW) 
  Flick of the Wrist (RW) 
  Fling Ally (RS) 
  Fling Enemy (RS) 
  Flyby Attack (MM) 
  Flying Kick (CW) 
  Focused Mind (RW) 
  Force of Personality (CAd) 
  Formation Expert (CW) 
  Fortify Spell (CAr) 
  Fortuitous Strike (CS) 
  Freezing the Lifeblood (CW) 
  Giantbane (CW) 
  Glorious Weapons (CD) 
  Gnome Foe Killer (RS) 
  Goad (CAd) 
  Good Karma (CS) 
  Greater Heavy Armor Optimization (RS) 
  Greater Kiai Shout (CW) 
  Greater Resiliency (CW) 
  Greater Two-Weapon Defense (CW) 
  Green Ear (CAd) 
  Grenadier (PH2) 
  Grizzly's Claws (CD) 
  Hammer's Edge (CW) 
  Hamstring (CW) 
  Hawk’s Vision (CAd) 
  Head Shot (CS) 
  Healer’s Luck (CS) 
  Hear the Unseen (CAd) 
  Heavy Armor Optimization (RS) 
  Heighten Spell-Like Ability (CAr) 
  High Sword Low Axe (CW) 
  Hindering Opportunist (PH2) 
  Hold the Line (CW) 
  Hover (MM) 
  Hurricane Breath (CM) 
  Imbued Summoning (PH2) 
  Impeding Attack (CS) 
  Improved Buckler Defense (CW) 
  Improved Combat Expertise (CW) 
  Improved Diversion (CAd) 
  Improved Familiar (CS, CW, DMG) 
  Improved Favored Enemy (CW) 
  Improved Flight (CAd) 
  Improved Mounted Archery (CW) 
  Improved Multiattack 
  Improved Natural Armor (MM) 
  Improved Natural Attack (MM) 
  Improved Rapid Shot (CW) 
  Improved Rock Hurling (RS) 
  Improved Skirmish (CS) 
  Improved Smiting (CD) 
  Improved Swimming (CAd) 
  Improved Toughness (CW)  
  Improved Two-Weapon Defense (CW) 
  Improved Weapon Familiarity (CW & 
  RS) 
  Indomitable Soul (PH2) 
  Infernal Sorcerer Eyes (PH2) 
  Infernal Sorcerer Heritage (PH2) 
  Infernal Sorcerer Howl (PH2) 
  Infernal Sorcerer Resistance (PH2) 
  Innate Spell (CAr) 
  Insightful (CAr) 
  Inspire Spellpower (RS) 
  Instantaneous Rage (CW) 
  Intimidating Rage (CW) 
  Intimidating Strike (PH2) 
  Invisible Needle (CM) 
  Ironskin Chant (CAd) 
  Jack of All Trades (CAd) 
  Karmic Strike (CW) 
  Keen-Eared Scout (PH2) 
  Ki Blast (PH2) 
  Kiai Shout (CW) 
  Knockback (RS) 
  Leap of the Heavens (PH2) 
  Lightfeet (RW) 
  Lightning Mace (CW) 
  Lingering Song (CAd) 
  Lion's Pounce (CD) 
  Lucky Break (CS) 
  Lucky Catch (CS) 
  Lucky Fingers (CS) 
  Lucky Start (CS) 
  Lunging Strike (PH2) 
  Lurking Familiar (PH2) 
  Lyric Spell (CAd) 
  Mad Alchemist (PH2) 
  Mad Foam Rager (PH2) 
  Magic Device Attunement (CM) 
  Magic Disruption (CM) 
  Magic Sensitive (CM) 
  Magic of the Land (RW) 
  Magical Fortune (CS) 
  Make Your Own Luck (CS) 
  Master Manipulator (PH2) 
  Maximize Spell-Like Ability (CAr) 
  Melee Evasion (PH2) 
  Melee Weapon Mastery (PH2) 
  Melodic Casting (CM) 
  Menacing Demeanor (RD) 
  Merciful Strike (CS) 
  Metamagic School Focus (CM) 
  Metamagic Song (RS) 
  Miser’s Fortune (CS) 
  Misleading Song (RS) 
  Metamagic Spell Trigger (CM) 
  Mobile Spellcasting (CAd) 
  Metamagic Vigor (CM) 
  Minor Shapeshift (CM) 
  Monkey Grip (CW) 
  Moradin’s Smile (RS) 
  Mountain Warrior (RS) 
  Multiattack (MM) 
  Multiweapon Fighting (MM) 
  Mystic Backlash (CM) 
  Natural Trickster (RS) 
  Necropolis Born (CAr) 
  Net and Trident (CW) 
  Night Haunt (CAr) 
  Nonlethal Substitution (CAr)  
  Oaken Resilience (CD) 
  Obscure Lore (CAd) 
  Obtain Familiar (CAr) 
  Open Minded (CAd) 
  Oversized Two-Weapon Fighting (CAd) 
  Overwhelming Assault (PH2) 
  Pain Touch (CW) 
  Penetrating Shot (PH2) 
  Persistent Attacker (CS) 
  Phalanx Fighting (CW) 
  Pierce the Darkness (RS) 
  Piercing Evocation (CM) 
  Piercing Sight (RS) 
  Pin Shield (CW) 
  Plunging Shot (RW) 
  Power Critical (CW) 
  Power Throw (CAd) 
  Practiced Spellcaster (CAr & CD) 
  Profane Boost (CD) 
  Prone Attack (CW) 
  Quick Reconnoiter (CAd) 
  Quick Staff (CW) 
  Quicken Spell-like Ability (MM) 
  Quicken Turning (CD) 
  Rampaging Bull Rush (RS) 
  Ranged Disarm (CW) 
  Ranged Pin (CW) 
  Ranged Recall (CM) 
  Ranged Spell Specialization (CAr)  
  Ranged Sunder (CW) 
  Ranged Weapon Mastery (PH2) 
  Rapid Blitz (PH2) 
  Rapid Metamagic (CM) 
  Rapid Spell (CD) 
  Rapid Stunning (CW) 
  Raptor School (CW) 
  Razing Strike (CAd) 
  Reach Spell (CD) 
  Reckless Rage (RS) 
  Reckless Wand Wielder (CAr) 
  Repeat Spell (CAr) 
  Retributive Spell (CM) 
  Ritual Blessing (PH2) 
  Ritual Blood Bonds (PH2) 
  Rock Hurling (RS) 
  Roofwalker (RD) 
  Roots of the Mountain (RS) 
  Roundabout Kick (CW) 
  Sacred Boost (CD) 
  Sacred Healing (CD) 
  Sacred Radiance (PH2) 
  Sacred Vengeance (CW) 
  Sanctum Spell (CAr) 
  Savage Grapple (CAd) 
  Savvy Rogue (CS) 
  Sculpt Spell (CAr) 
  Serpent's Venom (CD) 
  Shadow Striker (PH2) 
  Shadow Veil (CM) 
  Shared Fury (RW) 
  Sharp-Shooting (CW) 
  Shield Charge (CW) 
  Shield Slam (CW) 
  Shield Sling (PH2) 
  Shield Specialization (PH2) 
  Shield Ward (PH2) 
  Shielded Axe (RS) 
  
   
  30 
  Shielded Casting (RS) 
  Shock Trooper (CW) 
  Short Haft (PH2) 
  Sickening Grasp (CM) 
  Slashing Flurry (PH2) 
  Sly Fortune (CS) 
  Smatterings (RD) 
  Smiting Spell (PH2) 
  Snatch (MM) 
  Sociable Personality (RD) 
  Somatic Weaponry (CM) 
  Soul of the North (Car) 
  Sound of Silence (CS) 
  Spectral Skirmisher (PH2) 
  Spell Focus (chaos, evil, good, law) (CD) 
  Spell Hand (CAr) 
  Spell-Linked Familiar (PH2) 
  Spellrazor (RS) 
  Spinning Halberd (CW) 
  Split Ray (CAr) 
  Spontaneous Healer (CD) 
  Spontaneous Summoner (CD) 
  Spontaneous Wounder (CD) 
  Staggering Strike (CAd) 
  Stalwart Defense (PH2) 
  Steady Concentration (RS) 
  Steady Mountaineer (RS) 
  Stone Form (RS) 
  Stone Rage (RS) 
  Stoneback (RS) 
  Storm Bolt (CM) 
  Subsonics (CAd) 
  Sun School (CW) 
  Sunlight Eyes (CM) 
  Survivor’s Luck (CS) 
  Swarmfighting (CW) 
  Swift Ambusher (CS) 
  Swift Hunter (CS) 
  Swim like a Fish (CD) 
  Tactile Trapsmith (CAd) 
  Telling Blow (PH2) 
  Tempting Fate (CS) 
  Third Time’s the Charm (CS) 
  Throat Punch (CS) 
  Three Mountains (CW) 
  Throw Anything (CW) 
  Titan Fighting (RS) 
  Touch of Distraction (CM) 
  Touch Spell Specialization (CAr) 
  Toughening Transmutation (CM) 
  Transdimensional Spell (CAr & CD) 
  Trivial Knowledge (RS) 
  True Believer (CD) 
  Tumbling Feint (PH2) 
  Tunnel Fighting (RS) 
  Tunnel Riding (RS) 
  Turtle Dart (RS) 
  Twin Spell (CAr) 
  Two-Weapon Pounce (PH2) 
  Two-Weapon Rend (PH2) 
  Unbelievable Luck (CS) 
  Underfoot Combat (RW) 
  Unsettling Enchantment (CM) 
  Urban Stealth (RD) 
  Urban Tracking (RD) 
  Vatic Gaze (PH2) 
  Versatile Performer (CAd) 
  Versatile Unarmed Strike (PH2) 
  Vexing Flanker (PH2) 
  Victor’s Luck (CS) 
  Wanderer's Diplomacy (PH2) 
  Wandstrike (CAr) 
  Warning Shout (CS) 
  Water Splitting Stone (PH2) 
  Weakening Touch (CW) 
  Weapon Supremacy (PH2) 
  Wind-guided Arrows (CM) 
  Winged Warrior (RW) 
  Wingover (MM) 
  Winter’s Blast (CM) 
  Wolfpack (RW) 
  Wolverine's Rage (CD) 
  Woodland Archer (RW) 
  Yondalla’s Sense (RW) 
  Zen Archery (CW) 
   
  Closed Feats 
  † These feats are available for author use. 
  Able Learner (RD) 
  Arcane Thesis (PH2) 
  Archivist of Nature (HH) † 
  Atlan’s Mark (D315) † 
  Blessed by Tem-Et-Nu (Sa) 
  Blood Calls to Blood (HH) † 
  Breathing Link (Sto) † 
  Celestial Scion (D315) [House Naelax 
  only] † 
  Chosen of Iborighu (Fr) 
  Collegiate Wizard (CAr) 
  Companion Spellbond (PH2) 
  Control Shape (MM) 
  Corrupt Arcana (HH) 
  Corrupt Spell (CD) † 
  Corrupt Spell Focus (HH) 
  Courageous Rally (HB) † 
  Craft Construct (MM) † 
  Craft Contingent Spell (CAr) † 
  Craft Skull Talisman (Fr) † 
  Dalla Thaun’s Luck (RW) 
  Debilitating Spell (HH) 
  Debilitating Strike (HH) 
  Deep Vision (RS) 
  Deflective Armor (RS) 
  Deformity (Skin) (HH) † 
  Deformity (Tall) (HH) † 
  Deformity (Teeth) (HH) † 
  Deformity (Tongue) (HH) † 
  Dimensional Jaunt (CM) 
  Divine Metamagic (CD) 
  Divine Spell Power (CD) 
  Draconic Archivist (HH) 
  Dread Tyranny (RD) † 
  Earth Power (RS) 
  Eldritch Corruption (HH) 
  Energize Armor (RS) 
  Extra Invocation (CAr) † 
  Extra Spell Secret (CAr) 
  Fade Into Violence (PH2) † 
  Fey Legacy (CM) 
  Fiendish Legacy (CM) 
  Fiendish Power (CM) † 
  Fiendsign (D315) † 
  Focused Shield (RS) 
  Forbidden Lore (HH) 
  Frozen Wild Shape (Fr) 
  Guardian Spirit (CAr) 
  Human Heritage (RD) 
  Improved Cohort (HB) 
  Improved Frosty Touch (Fr) 
  Insightful Divination (CM) 
  Inspirational Leadership (HB) † 
  Invest Armor (RS) 
  Judged by Aurifar (Sa) 
  Landwalker (Sto) † 
  Leap Attack (CAd) 
  Lore of the Ur-Flan (D315) † 
  Lunatic Insight (HH) 
  Mad Faith (HH) 
  Mage Slayer (CAr) 
  Mark of Hleid (Fr) 
  Natural Leader (HB) † 
  Persistent Spell (CAr) 
  Pierce Magical Concealment (CAr) 
  Pierce Magical Protection (CAr) 
  Pious Defense (CD) 
  Pious Soul (CD) 
  Pious Spellsurge (CD) 
  Precocious Apprentice (CAr) 
  Primitive Caster (Fr) † 
  Profane Aura (PH2) 
  Pure Soul (HH) 
  Rapid Swimming (Sto) † 
  Residual Magic (CM) 
  Resourceful Buyer (RD) 
  Robilar's Gambit (PH2) 
  Sacred Purification (PH2) 
  Shielded Manifesting (RS) 
  Steadfast Determination (PH2) 
  Summon Elemental (CM) 
  Surge of Malevolence (HH) 
  Tainted Fury (HH) 
  Touch of Taint (HH) 
  Touchstone (Sa) † 
  Troll Blooded (D319) 
  Trophy Collector (PH2) † 
  Veteran Knowledge (HB) † 
  Wastri’s Blessing (D315) † 
  Water Adaptation (Sto) † 
  Whispered Secrets (RD) † 
  Willing Deformity (HH) † 
   
  
   
  31 
  Open Domains 
  Blackwater (Sto) 
  Celerity (SpC) 
  City (RD) 
  Cold (SpC) 
  Community (SpC) 
  Competition (SpC) 
  Courage (SpC) 
  Creation (SpC) 
  Destiny (RD) 
  Domination (SpC) 
  Dragon (SpC) 
  Dream (SpC) 
  Force (SpC) 
  Glory (SpC) 
  Greed (SpC) 
  Hunger (SpC) 
  Inquisition (SpC) 
  Liberation (SpC) 
  Madness (SpC) 
  Mind (SpC) 
  Mysticism (SpC) 
  Nobility (SpC) 
  Ocean (SpC) 
  Oracle (SpC) 
  Pact (SpC) 
  Pestilence (SpC) 
  Purification (SpC) 
  Repose (Sa) [Replace 7th-level spell with 
  finger of death] 
  Rune (SpC) [Replace 5th-level spell with 
  symbol of sleep] 
  Sand (Sa) [Replace 6th-level spell with 
  sandstorm] 
  Seafolk (Sto) 
  Sky (RW) 
  Storm (SpC) 
  Summer (Sa) 
  Summoner (SpC) 
  Thirst (Sa) 
  Tyranny (SpC) 
  Windstorm (SpC) 
  Winter (Fr) 
  Closed Domains 
  † These domains are available for author use. 
  Abyss (SpC) † 
  Arborea (SpC) † 
  Baator (SpC) † 
  Balance (SpC) 
  Cavern (SpC) 
  Celestia (SpC) † 
  Charm (SpC) 
  Craft (SpC) 
  Darkness (SpC) 
  Deathbound (SpC) 
  Drow (SpC) 
  Dwarf (SpC) 
  Elf (SpC) 
  Elysium (SpC) † 
  Envy (SpC) 
  Family (SpC) 
  Fate (SpC) 
  Gluttony (SpC) 
  Gnome (SpC) 
  Hades (SpC) † 
  Halfling (SpC) 
  Hatred (SpC) 
  Illusion (SpC) 
  Limbo (SpC) † 
  Lust (SpC) 
  Mechanus (SpC) † 
  Mentalism (SpC) 
  Metal (SpC) 
  Moon (SpC) 
  Orc (SpC) 
  Planning (SpC) 
  Portal (SpC) 
  Pride (SpC) 
  Renewal (SpC) 
  Retribution (SpC) 
  Scalykind (SpC) 
  Slime (SpC) 
  Sloth (SpC) 
  Spell (SpC) 
  Spider (SpC) 
  Suffering (SpC) 
  Time (SpC) 
  Trade (SpC) 
  Undeath (SpC) 
  Wealth (SpC) 
  Wrath (SpC) 
  Open Spells 
  Absorption (SpC) 
  Accelerated Movement (SpC) 
  Accuracy (CAr) 
  Aerial Alacrity (RW) 
  Aiming at the Target (SpC) 
  Allegro (SpC) 
  Anger of the Noonday Sun (SpC) 
  Animate City (RD) 
  Animate Fire (SpC) 
  Animate Water (SpC) 
  Animate Wood (SpC) 
  Anticipate Teleportation (SpC) 
  Anticipate Teleportation, Greater (SpC) 
  Arc of Lightning (SpC) 
  Arrow Mind (SpC) 
  Arrow of Bone (SpC) 
  Arrow Storm (SpC) 
  Aspect of the Icy Hunter (CM) 
  Augment Familiar (SpC) 
  Backbiter (SpC) 
  Balancing Lorecall (SpC) 
  Bands of Steel (SpC) 
  Beast Claws (SpC) 
  Beget Bogun (SpC) 
  Bestow Curse, Greater (SpC) 
  Binding Winds (SpC) 
  Blackfire (SpC) 
  Blade Storm (SpC) 
  Blades of Fire (SpC) 
  Bladeweave (SpC) [Replaces bladesong] 
  Blast of Flame (SpC) 
  Blast of Force (SpC) 
  Blessed Aim (SpC) 
  Blessing of Bahamut (SpC) 
  Blink, Greater (SpC) 
  Blistering Radiance (SpC) 
  Bloodhound (SpC) 
  Body of the Sun (SpC) 
  Bolt of Glory (SpC) 
  Bolts of Bedevilment (SpC) 
  Bottle of Smoke (SpC) 
  Brain Spider (SpC) 
  Brambles (SpC) 
  Branch to Branch (SpC) 
  Briar Web (SpC) 
  Brilliant Aura (SpC) 
  Brilliant Blade (SpC) 
  Burning Blood (SpC) 
  Cacophonic Shield (SpC) 
  Camouflage (SpC) 
  Camouflage, Mass (SpC) 
  Castigate (SpC) 
  Chain of Eyes (SpC) 
  Charm Person, Mass (RD) 
  Choose Destiny (RD) 
  City Lights (RD) 
  City Stride (RD) 
  City’s Might (RD) 
  Cloak of Bravery (SpC) 
  Cloak of Bravery, Greater (SpC) 
  Cloak of the Sea (SpC) 
  Cloudburst (SpC) 
  Cloud-Walkers (SpC) 
  Cometfall (SpC) 
  Commune with City (RD) 
  Contagious Touch (SpC) 
  Corpse Candle (SpC) 
  Creeping Cold (SpC) 
  Creeping Cold, Greater (SpC) 
  Crown of Glory (SpC) 
  Crumble (SpC) 
  Curse of Ill Fortune (SpC) 
  Curse of Ill Fortune, Mass (SpC) 
  Cursed Blade (SpC) 
  Dance of the Unicorn (SpC) 
  Darkvision, Mass (SpC)  
  Death Pact (SpC) 
  Decomposition (SpC) 
  Defenestrating Sphere (SpC) 
  Deific Vengeance (SpC) 
  Delay Death (SpC) 
  
   
  32 
  Detect Favored Enemy (SpC) 
  Dirge of Discord (SpC) 
  Discern Bloodline (RD) 
  Discern Shapechanger (SpC) 
  Dispelling Screen (SpC) 
  Dispelling Screen, Greater (SpC) 
  Dissonant Chord (SpC) 
  Distort Speech (SpC) 
  Distracting Assailant (SpC) 
  Divine Agility (SpC) 
  Divine Sacrifice (SpC) 
  Doomtide (SpC) 
  Dragon Breath (SpC) 
  Dreaded Form of the Eye Tyrant (CM) 
  Dream Sight (SpC) 
  Duelward (SpC) 
  Dust to Dust (RW) 
  Earth Hammer (RS) 
  Earth Glide (RS) 
  Earthen Grasp (SpC) 
  Easy Climb (SpC) 
  Easy Trail (SpC) 
  Embrace the Wild (SpC) 
  Emerald Flame Fist (SpC) 
  Enduring Flight (RW) 
  Energy Immunity (SpC) 
  Energy Vortex (SpC) 
  Enhance Familiar (SpC) 
  Entangling Staff (SpC) 
  Enveloping Cocoon (SpC) 
  Exacting Shot (SpC) 
  Expeditious Retreat, Swift (SpC) 
  Eye of Stone (RS) 
  Familiar Pocket (SpC) 
  Fireburst (SpC) 
  Fireburst, Greater (SpC) 
  Fires of Purity (SpC) 
  Fist of Stone (SpC) 
  Flame of Faith (SpC) 
  Flensing (SpC) 
  Fly, Mass (SpC)  
  Fly, Swift (SpC) 
  Focusing Chant (SpC) 
  Foebane (SpC) 
  Forestfold (SpC) 
  Form of the Threefold Beast (CM) 
  Fortify Familiar (SpC) 
  Freezing Fog (SpC) 
  Friendly Face (RD) 
  Ghostform (SpC)  
  Golden Barding (SpC) 
  Golem Strike (SpC) 
  Grave Strike (SpC) 
  Guided Shot (SpC)  
  Hail of Stone (SpC) 
  Harmonic Chorus (SpC) 
  Harmonize (RS) 
  Harmonize, Greater (RS) 
  Haste, Swift (SpC) 
  Hawkeye (SpC) 
  Healing Lorecall (SpC) 
  Healthful Rest (SpC)  
  Heart of Stone (SpC) 
  Herald’s Call (SpC) 
  Hidden Lodge (SpC) 
  Hindsight (SpC) 
  Hound of Doom (CW) 
  Hymn of Praise (SpC) 
  Ice Knife (SpC) 
  Implacable Pursuer (SpC) 
  Improvisation (SpC) 
  Infernal Threnody (SpC) 
  Infestation of Maggots (SpC) 
  Insidious Rhythm (SpC) 
  Insightful Feint (SpC) 
  Insignia of Alarm (RD) 
  Insignia of Blessing (RD) 
  Insignia of Healing (RD) 
  Insignia of Warding (RD) 
  Inspirational Boost (SpC) 
  Instant Locksmith (SpC) 
  Instant Search (SpC) 
  Invisibility, Superior (SpC) 
  Invisibility, Swift (SpC) 
  Iron Silence (SpC) 
  Joyful Noise (SpC) 
  Languor (SpC) 
  Lion's Roar (SpC) 
  Listening Coin (SpC) 
  Listening Lorecall (SpC) 
  Locate City (RD) 
  Low-Light Vision (SpC) 
  Maddening Scream (SpC) 
  Maelstrom (SpC) 
  Mage Armor, Greater (SpC) 
  Mark of the Hunter (SpC) 
  Master’s Touch (PH2) 
  Mastery of the Sky (RW) 
  Miasma (SpC)  
  Mindless Rage (SpC) 
  Monstrous Thrall (SpC) 
  Murderous Mist (SpC) 
  Nature's Avatar (SpC) 
  Nature's Favor (SpC) 
  Naturewatch (SpC) 
  Nightstalker’s Transformation (SpC) 
  Nimbus of Light (SpC) 
  Obedient Avalanche (SpC) 
  Omen of Peril (SpC) 
  Orb of Acid (SpC)  
  Orb of Acid, Lesser (SpC)  
  Orb of Cold (SpC)  
  Orb of Cold, Lesser (SpC)  
  Orb of Electricity (SpC)  
  Orb of Electricity, Lesser (SpC)  
  Orb of Fire (SpC)  
  Orb of Fire, Lesser (SpC)  
  Orb of Force (SpC) 
  Orb of Sound (SpC)  
  Orb of Sound, Lesser (SpC)  
  Pavilion of Grandeur (SpC) 
  Phantasmal Assailants (SpC) 
  Phantasmal Decoy (SpC) 
  Phantasmal Disorientation (SpC) 
  Phantom Bear (SpC) 
  Phantom Guardians (RD) 
  Phantom Stag (SpC) 
  Phantom Threat (SpC) 
  Phantom Wolf (SpC) 
  Plague of Rats (SpC) 
  Poison Thorns (SpC) 
  Poison Vines (SpC) 
  Prismatic Ray (SpC) 
  Probe Thoughts (SpC) 
  Programmed Amnesia (SpC) 
  Protégé (SpC) 
  Proud Arrogance (RD) 
  Quill Blast (SpC) 
  Raptor’s Sight (RW) 
  Reaving Dispel (SpC) 
  Reciprocal Gyre (SpC) 
  Recitation (SpC) 
  Refusal (SpC)  
  Rejuvenation Cocoon (SpC) 
  Repair Critical Damage (SpC) 
  Repair Light Damage (SpC) 
  Repair Minor Damage (SpC) 
  Repair Moderate Damage (SpC) 
  Repair Serious Damage (SpC) 
  Renewal Pact (SpC) 
  Resonating Bolt (SpC) 
  Resurgence (SpC) 
  Resurgence, Mass (SpC) 
  Returning Weapon (RW) 
  Revenance (SpC) 
  Righteous Wrath of the Faithful (SpC) 
  Ring of Blades (SpC) 
  Rooftop Strider (RD) 
  Sacred Haven (SpC) 
  Sandblast (SpC) 
  Scent (SpC) 
  Scholar’s Touch (RD) 
  Scourge (SpC) 
  Servant Horde (SpC) 
  Shadow Binding (SpC) 
  Shadow Form (SpC) 
  Shadow Guardians (RD) 
  Shadow Landscape (SpC) 
  Shape of the Hellspawned Stalker (CM) 
  Sign of Sealing (SpC) 
  Sign of Sealing, Greater (SpC) 
  Skyline Runner (RD) 
  Sniper’s Shot (SpC) 
  Sonic Weapon (SpC) 
  Sonic Whip (SpC) 
  Spectral Weapon (SpC)  
  Speechlink (SpC) 
  Spell Resistance, Mass (SpC) 
  Spikes (SpC) 
  Spiritual Chariot (SpC) 
  Spiritwall (SpC) 
  Stalwart Pact (SpC) 
  Standing Wave (SpC) 
  Stone Fist (RS) 
  Stony Grasp (SpC) 
  Storm of Elemental Fury (SpC) 
  Storm Tower (SpC) 
  Stormrage (SpC) 
  Subvert Planar Essence (SpC) 
  Summon Devoted Roc (RW) 
  Summon Dire Hawk (RW) 
  Summon Elemental Monolith (SpC) 
  
   
  33 
  Swim (SpC) 
  Sword of Darkness (SpC) 
  Sword of Deception (SpC) 
  Tactical Precision (SpC) 
  Telepathic Bond, Lesser (SpC) 
  Thornskin (SpC)  
  Tidal Surge (SpC) 
  Tortoise Shell (SpC) 
  Touch of Madness (SpC) 
  Train Animal (SpC) 
  Transfix (SpC) 
  Transmute Rock to Lava (SpC) 
  Traveler's Mount (SpC) 
  Trollshape (PH2) 
  True Creation (SpC) 
  True Domination (SpC) 
  Unbinding (SpC) 
  Unluck (SpC) 
  Unseen Servant, Mass (RD) 
  Unyielding Form of Inevitable Death 
  (CM) 
  Unyielding Roots (SpC) 
  Urban Shield (RD) 
  Valiant Fury (SpC) 
  Vigor (SpC)  
  Vigor, Greater (SpC)  
  Vigor, Lesser (SpC)  
  Vigor, Mass Lesser (SpC)  
  Vigorous Circle (SpC)  
  Vine Strike (SpC) 
  Visage of the Deity (SpC)  
  Visage of the Deity, Greater (SpC)  
  Visage of the Deity, Lesser (SpC)  
  Vitriolic Sphere (SpC) 
  Wail of Doom (SpC) 
  Walk the Mountain’s Path (RS) 
  Wall of Gloom (SpC) 
  War Cry (SpC) 
  Warp Destiny (RD) 
  Waterspout (SpC) 
  Wave of Grief (SpC) 
  Weapon of the Deity (SpC) 
  Weather Eye (SpC) 
  Whirling Blade (SpC) 
  Whirlwind, Greater (SpC) 
  Winding Alleys (RD) 
  Winged Mount (SpC) 
  Withering Palm (SpC) 
  Wood Rot (SpC) 
  Wood Wose (SpC) 
  Woodland Veil (RW) 
  Wrack (SpC) 
  Wracking Touch (SpC) 
  Zeal (SpC) 
  Zealot Pact (SpC) 
  Closed Spells 
  † These spells are available for author use. 
  Absorb Weapon (SpC) † 
  Alter Self (PH) 
  Apparition (CAr) 
  Arcane Turmoil (CM) 
  Awaken (PH) 
  Awaken Sand (Sa) [If from a domain, 
  replace it with sandstorm] 
  Awaken, Mass (SpC) 
  Bite of the Werebear (SpC) 
  Bite of the Wereboar (SpC) 
  Bite of the Wererat (SpC) 
  Bite of the Weretiger (SpC) 
  Bite of the Werewolf (SpC) 
  Black Sand (Sa) [If from a domain, 
  replace it with scimitar of sand.] † 
  Body of War (SpC) 
  Body Outside Body (CAr) 
  Call Forth the Beast (HH) 
  Chain of Sorrow (HH) 
  Cloud Chariot (CAr) 
  Cobra’s Breath (CAr) 
  Commune with Greater Spirit (CAr) 
  Commune with Lesser Spirit (CAr) 
  Consumptive Field (SpC) 
  Consumptive Field, Greater (SpC) 
  Corporeal Instability (SpC) 
  Creeping Darkness (CAr) 
  Crisis of Confidence (HB) 
  Critical Strike (CM) † 
  Crystalline Memories (CM) 
  Curse of Lycanthropy (SpC) † 
  Cutting Hand (SpC) 
  Dancing Blade (CAr) 
  Decapitating Scarf (CAr) 
  Demonhide (SpC) † 
  Destruction (PH) [If from a domain, 
  replace it with finger of death] 
  Detect Taint (HH) 
  Divine Insight (SpC) † 
  Earthbolt (CAr) 
  Effulgent Epuration (SpC) 
  Elemental Burst (CAr) 
  Elemental Ward (CAr) 
  Entangling Scarf (CAr) 
  Favor of the Martyr (SpC) 
  Fiendform (SpC) † 
  Fiery Eyes (CAr) 
  Finding the Center (CAr) 
  Fire Breath (CAr) 
  Fire Shuriken (SpC) † 
  Fire Wings (CAr) 
  Ghost Light (CAr) 
  Giant Size (CAr) 
  Grace (SpC) 
  Hand of the Faithful (SpC) 
  Heart Ripper (SpC) † 
  Ice Assassin (Fr) † 
  Ice Blast (CAr)  
  Imbue Familiar with Spell Ability (SpC) 
  Instant Refuge (SpC) 
  Internal Fire (CAr) 
  Iron Scarf (CAr) 
  Kiss of the Toad (CAr) 
  Last Breath (SpC) 
  Life’s Grace (SpC) 
  Lightning Blade (CAr) 
  Magic Miasma (SpC) 
  Magnetism (CAr) 
  Mantle of the Fiery Spirit (Sa) 
  Mantle of the Icy Soul (Fr) 
  Master’s Lament (HH) 
  Melt (CAr) 
  Metal Skin (CAr) 
  Minute Form (CAr) 
  Mordenkainen’s Disjunction (PH) [If 
  from a domain, replace it with miracle] 
  Nightshield (SpC) 
  Otyugh Swarm (SpC) † 
  Pain (CAr) 
  Permanency (PH) 
  Planar Binding (PH) [If from a domain, 
  replace it with symbol of sleep] 
  Planar Binding, Greater (PH) 
  Planar Binding, Lesser (PH) 
  Poison Needles (CAr) 
  Polymorph (PH) 
  Polymorph Any Object (PH) [If from a 
  domain, replace it with mindblank] 
  Protection from Charm (CAr) 
  Rain of Needles (CAr) 
  Ray of Stupidity (SpC) 
  Reanimation (CAr) 
  Reaving Aura (CM) 
  Resist Energy, Mass (SpC)  
  Resist Taint (HH) 
  Revivify (SpC) 
  Scales of the Lizard (CAr) 
  Secret Signs (CAr) 
  Shapechange (PH) 
  Shivering Touch (Fr) 
  Shivering Touch, Lesser (Fr) 
  Simulacrum (PH) † 
  Slime Wave (SpC) † 
  Slipsand (Sa) † 
  Smoke Ladder (CAr) 
  Snake Darts (CAr) 
  Sniper’s Eye (SpC) † 
  Spell Matrix (SpC) 
  Spell Matrix, Greater (SpC) 
  Spell Matrix, Lesser (SpC) 
  Sphere of Ultimate Destruction (SpC) † 
  Spirit Binding (CAr) 
  Spirit Binding, Greater (CAr) 
  Spirit Binding, Lesser (CAr) 
  Spirit Needle (CAr) 
  Spirit Self (CAr) 
  Steam Breath (CAr) 
  Summoning Wind (CAr) 
  Suspended Silence (SpC) 
  Synostodweomer (SpC) 
  Terra Cotta Lion (CAr) 
  Terra Cotta Warrior (CAr) 
  Triadspell (SpC) 
  Vile Death (HH) †  
  Water to Poison (CAr) 
  Wraithstrike (SpC) 
  
   
  34 
  Open Prestige Classes 
  Animal Lord (CAd) 
  Arcane Hierophant (RW) 
  Argent Savant (CAr) 
  Battlesmith (RS) 
  Bear Warrior (CW) 
  Beastmaster (CAd)  
  Blade Bravo (RS) 
  Bladesinger (CW) 
  Bloodhound (CAd) 
  Cavalier (CW) 
  Champion of Corellon Larethian (RW) 
  Church Inquisitor (CD) 
  Cloaked Dancer (CS) 
  Combat Trapsmith (CS) 
  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) 
  Dungeon Delver (CAd) 
  Earth Dreamer (RS) 
  Elemental Savant (CAr) 
  Enlightened Fist (CAr) 
  Exemplar (CAd) 
  Exotic Weapon Master (CW) 
  Fatespinner (CAr) 
  Fochlucan Lyrist (CAd) 
  Fortune’s Friend (CS) 
  Geomancer (CD) 
  Geometer (CAr) 
  Gnome Giant-Slayer (CW) 
  Gray Guard (CS) 
  Halfling Outrider (CW) 
  Highland Stalker (CAd) 
  Holy Liberator (CD) 
  Holy Scourge (CM) 
  Hospitaler (CD) 
  Hunter of the Dead (CW) 
  Initiate of the Sevenfold Veil (CAr) 
  Invisible Blade (CW) 
  Justiciar (CW) 
  Knight of the Chalice (CW) 
  Knight Protector (CW)  
  Lyric Thaumaturge (CM) 
  Master of the Unseen Hand (CW) 
  Master Thrower (CW) 
  Menacing Brute (RD) 
  Mindspy (CW) 
  Mountebank (CS) 
  Nature's Warrior (CW) 
  Nightmare Spinner (CM) 
  Occult Slayer (CW) 
  Ollam (CAd) 
  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 (CAr) 
  Shadowcraft Mage (RS) 
  Shining Blade of Heironeous (CD) 
  Streetfighter (CAd) 
  Spellsword (CW) 
  Spellwarp Sniper (CS) 
  Stonelord (CW) 
  Stormlord (CD) 
  Sublime Chord (CAr) 
  Tattooed Monk (CW) 
  Tempest (CAd) 
  Temple Raider of Olidammara (CD) 
  Thief-Acrobat (CAd) 
  Unseen Seer (CM) 
  Vigilante (CAd) 
  Virtuoso (CAd) 
  War Chanter (CW) 
  Warpriest (CD) 
  Warshaper (CW) 
  Whisperknife (RW) 
  Wild Plains Outrider (CAd) 
  Wild Soul (CM) 
  Wildrunner (RW) 
   
  Closed Prestige Classes 
  † These classes are available for author use. 
  Abjurant Champion (CM) 
  Acolyte of the Skin (CAr) † 
  Black Flame Zealot (CD) † 
  Blighter (CD) † 
  Blood Magus (CAr) † 
  Corrupt Avenger (HH) 
  Cryokineticist (Fr) 
  Dawncaller (RS) † 
  Disciple of Thrym (Fr) † 
  Effigy Master (CAr) † 
  Entropomancer (CD) † 
  Evangelist (CD) † 
  Eye of Gruumsh (CW) † 
  Fiend-Blooded (HH) † 
  Frenzied Berserker (CW) 
  Ghost-Faced Killer (CAd) 
  Goliath Liberator (RS) † 
  Hulking Hurler (CW) 
  Iron Mind (RS) 
  Kensai (CW) 
  Knight of the Iron Glacier (Fr) 
  Knight of the Pearl (Sto) 
  Legendary Leader (HB) † 
  Loredelver (RD) † 
  Luckstealer (RW) 
  Maester (CAd) † 
  Magical Trickster (CS) 
  Malconvoker (CS) 
  Master of Many Forms (CAd)  
  Master Specialist (CM) 
  Master Transmogrifist (CAr) 
  Peregrine Runner (RS) † 
  Primeval (Fr) † 
  Purifier of the Hallowed Doctrine (HH) 
  Purple Dragon Knight (CW) 
  Ravager (CW) † 
  Red Wizard (DMG) 
  Rimefire Witch (Fr) 
  Ronin (CW) 
  Runesmith (RS) 
  Sand Shaper (Sa) 
  Scar Enforcer (RD) † 
  Scion of Tem-Et-Nu (Sa) 
  Shadow Sentinel (RD) † 
  Shadowmind (CAd) 
  Skypledged (RW) † 
  Stonedeath Assassin (RS) † 
  Stonespeaker Guardian (RS) † 
  Stormtalon (RW) † 
  Tainted Scholar (HH) 
  Thaumaturgist (DMG) † 
  Thayan Knight (CW) 
  Ultimate Magus (CM) 
  Urban Soul (RD) 
  Ur-Priest (CD) † 
  Void Disciple (CD) 
  War Hulk (MH) † 
  Warchief (MH) † 
  Winterhaunt of Iborighu (Fr) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/LGCS/LGCS 597 v7.0.pdf