TEXT: LIVING GREYHAWK
  Campaign Sourcebook
  Version 4.2
  March 1, 2005
  595 CY
  Design: Creighton Broadhurst, Jason Bulmahn, David Christ, Steve Conforti, Craig Hier, Paul Looby, Stephen Radney-
  MacFarland, Tim Sech & Chris Tulach
  Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  This Wizards of the Coast game product contains no Open Game Content. This work my be reproduced for personal use or in its entirety for use at 
  RPGA-sanctioned events. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.
  This is an ofﬁ cial RPGA® play document. To ﬁ nd out more about the RPGA and to learn more on how you can sanction and run Dungeons & Dragons 
  game events of all sizes, visit our website at www.wizards.com/rpga.
  Dungeons & Dragons, D&D, Dungeon Master, Greyhawk, RPGA, the d20 System logo, Wizards of the Coast, and the Wizards of the Coast logo 
  are registered trademarks owned by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. d20, Winter Fantasy, Living Greyhawk, Legacy of the Green 
  Regent, Dungeons & Dragons Campaigns, D&D Player Rewards, Living, Living Force, Living Death, World of Greyhawk are trademarks of Wizards of 
  the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of ﬁ ction. Any 
  similarity to actual people organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  2
  Table of Contents
  Introduction .........................................................................................Page    3
  Chapter 1: What is a “LIVING” Campaign? ...........................................Page    4
  Chapter 2: LIVING GREYHAWK Primer .....................................................Page    5
  Chapter 3: Character Creation Guidelines ........................................Page    8
  Chapter 4: Adventure Record & Master Item Logsheet ...................Page 14
  Chapter 5: Class Guidebook and Metagame Policy ..........................Page 22
  Chapter 6: Beyond the Core Rules  ....................................................Page 33
  Chapter 7: Magic Item Creation .........................................................Page 46
  Chapter 8: Running a LIVING GREYHAWK Event .....................................Page 51
  Chapter 9: LIVING GREYHAWK FAQ, Errata & Rules Variations ............Page 54
  Chapter 10: Contacts, Websites, & Message Boards ........................Page 58
  Glossary ................................................................................................Page 63
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  3
  Introduction
  Welcome to the LIVING GREYHAWK Campaign Sourcebook. 
  This document contains everything that you, as a player 
  or Dungeon Master®, need to participate in the largest 
  Living campaign in the history of the RPGA. Whether 
  you are new to the concept of a Living game or a seasoned 
  veteran, you will ﬁ nd answers to all of your questions 
  here. The Living Greyhawk campaign is a D&D core 
  rules campaign and uses the most current printing of the 
  rulebooks. The current release consists of the three D&D 
  core rulebooks v.3.5. Reference to the Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual in this document 
  refer to the D&D v.3.5 version of these books.
  The  LIVING GREYHAWK Campaign Sourcebook is divided 
  into ten sections, each one detailing certain aspects of the 
  game. These sections are brieﬂ y described below to provide 
  you with a quick reference guide.
  Chapter 1: What is a LIVING Campaign?
  This section is an introduction for the player who is 
  totally new to the RPGA and Living campaigns. It gives 
  a brief overview of game play and mechanics in Living 
  campaigns. It also suggests related sites allowing you to 
  learn more about the subject.
  Chapter 2: LIVING GREYHAWK Primer
  This section explores the Living Greyhawk campaign 
  brieﬂ y explaining traits that distinguish it from other 
  Living campaigns. It explains the regional system, 
  different adventure types, and the various events available 
  to players.
  Chapter 3: Character Generation 
  Guidelines
   Learn how to make a starting character for the Living 
  Greyhawk campaign. These rules include which books 
  are necessary for play and core rules variants used in 
  Living Greyhawk.
  Chapter 4: Adventure Record & Master 
  Item Logsheet
  This chapter discusses the full page certiﬁ cate used to record 
  results from adventures you play in Living Greyhawk. It 
  examines the certiﬁ cate in detail, including how it works, 
  and how to complete one. Various play opportunities 
  available at the end of an adventure such as purchasing new 
  equipment, creating magic items, or scribing new spells 
  into your spellbook are also discussed.
  Chapter 5: Class Guidebook and 
  Metagame Policy.
  Though the Living Greyhawk campaign is a core 
  campaign, it uses material from various other Wizards of 
  the Coast products. This chapter details what material 
  is allowed from other books, and how to use it correctly. 
  Variant rules necessary to convert these supplemental 
  sources to D&D v.3.5 for use in the campaign are also 
  covered in this chapter. 
  Chapter 6: Beyond the Core Rules
  This section details additional rules and rules clariﬁ cations 
  necessary for select spells and magical items to function 
  consistently in the Living Greyhawk campaign. These 
  rules help provide fair and consistent play worldwide.
  Chapter 7: Magic Item Creation
  As the title says, this section describes the creation of 
  magical items within the campaign.
  Chapter 8: Running a LIVING GREYHAWK 
  Event.
  So you want to run a Living Greyhawk event? This 
  is your section. Learn everything you need to know to 
  DM sessions and run events. Discover how to handle the 
  paperwork, where to turn if you need a ruling or have 
  problems, and even some event do’s and don’ts.
  Chapter 9: LIVING GREYHAWK FAQ & 
  Errata
  These collected clariﬁ cations provide you with quick, easy 
  answers to some of the most commonly asked questions. 
  Check this section ﬁ rst before sending off that email, your 
  question may already be answered.
  Chapter 10: Contacts, Websites, & 
  Message Boards
  This Who’s Who list of Living Greyhawk, includes a 
  contact list for the circle, regional points of contact, and 
  other campaign administration. It also includes the current 
  website address for regions that have websites, various 
  regional message boards, metaregion links, and general 
  campaign discussion boards.
  Glossary
  A quick reference to some terms unique to Living 
  campaigns in general, and Living Greyhawk in 
  particular.
   
  UPDATE POLICY
  Like the campaign it describes, this sourcebook is a living 
  document. It is updated to remain current with changes 
  in the Living Greyhawk campaign. These updates 
  usually happen approximately twice a year, near the dates 
  for Winter Fantasy and Origins/Gen Con Indy. Each 
  update has a version number and release date on the front 
  page. Once updated, a notice is posted on the Living 
  Greyhawk website at: www.wizards.com/lg.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  4
  Chapter 1:  What is a 
  LIVING Campaign?
  ‘The RPGA oversees a number of games that are called 
  “Living.”  Some examples include Living Force™, Living 
  Arcanis, Living Death, Living Kingdoms of Kalamar and 
  the most popular Living game of all, Living Greyhawk. 
  These Living games spring from the fundamental idea that 
  a home-style roleplaying campaign can be expanded into a 
  worldwide campaign and enjoyed by thousands of people. 
  Your character in a home game is one of four or so player 
  characters, but in a Living game, you can interact with 
  hundreds and hundreds of other PCs, all of them living 
  and adventuring in the same game world as your character. 
  Many people new to Living games confuse them with live-
  action roleplaying, but Living games don’t require you to 
  dress up in costume, play-act like your character, or behave 
  any differently than you would at any tabletop roleplaying 
  game that you would enjoy with your friends. If you have 
  roleplayed before, then you’re ready to enjoy a worldwide 
  Living game.
  The way Living games work is this:  a number of 
  adventures are published (on a secure website), and these 
  adventures can be ordered and run during a session with 
  one certiﬁ ed gamemaster (DM) and four to six players. 
  (Sessions are sometimes called tables). Each player has a 
  character, and this character is played in adventure after 
  adventure, even at other sessions with different GMs and 
  players. After each adventure, your character gets more 
  powerful and can handle more dangerous adventures. 
  You continue to grow and develop your character in many 
  different adventures with many different people (you can 
  play the same character all over the world!), just as you 
  would in a home campaign. That’s why these campaigns 
  are called Living; your character grows and advances in 
  games stretching from your living room to the other side 
  of the country.
  Getting involved with a Living game is easy. The ﬁ rst 
  thing you need to learn is which Living games are available. 
  Each campaign has a website and the best place to start 
  looking is the RPGA website at www.wizards.com/rpga. 
  Second, you need to join the RPGA which is free. Attend an 
  RPGA event in your area and tell someone you want to join. 
  The RPGA events calendar lists sanctioned events running 
  all over the world. You can also join on the RPGA website 
  by passing the Herald-Level GM Test. Once you join, you 
  need to create your own character. The different Living 
  games each have character creation documents (available 
  from their website) to walk you through this process. You 
  don’t normally need to have your character checked off by 
  anyone, as long as you followed the character creation rules. 
  Next, attend one of the many gaming events (held all over 
  the world) that support the Living campaigns you want to 
  play. When you pass the Herald-Level GM Test online, you 
  can order Living games and run them yourself. Play these 
  adventure like you would play any other commercially-
  available adventure, with a few restrictions mentioned 
  below. At the end of each adventure, your character gains 
  experience allowing you to play in progressively tougher 
  adventures. 
  There are some restrictions that all Living games have 
  in common. Since one DM can’t run a campaign with 
  thousands of players, ground rules have been established 
  to ensure all the characters are played and judged fairly. 
  First, you can’t play a character from one Living campaign 
  in a different Living campaign (a sci-ﬁ  Living Force 
  character, for example, would be ill-suited in the Victorian 
  horror of the Living Death™ game!). Each Living 
  game also requires that you keep track of your character’s 
  advancing wealth and experience, usually in the form of 
  log sheets or adventure records that are signed by your DM 
  at the end of every adventure you play. Usually, Living 
  games require that you play a heroic character; players 
  aren’t allowed villainous characters in Living campaigns. 
  GMs must pass the Herald-Level GM Test on the RPGA 
  website to demonstrate they are qualiﬁ ed to run Living 
  games. This online test is free, and you can use your rule 
  books while testing. Additionally, in home campaigns, 
  GMs tend to freely bend or even disregard adventure plots, 
  but Living campaign adventure plots must be followed 
  more closely to maintain consistency for worldwide play. 
  Every Living game has some sort of administrative group 
  that oversee the entire campaign and occasionally issue 
  rules changes, provide campaign updates, and arbitrate 
  serious disagreements. In LIVING GREYHAWK, this group is a 
  handful of people called the circle. Finally, you may end up 
  playing with a diverse mix of players, many of whom you’re 
  meeting for the ﬁ rst time at the game session, when you 
  play Living campaigns at game days and conventions. It’s 
  best to be friendly and polite.
  Some players don’t like the restrictions discussed above 
  and prefer to roleplay exclusively with a home group. 
  However, many of us feel these restrictions are a fair tradeoff 
  for the ability to play a character—the same character—at 
  different venues while meeting new people.
  The next chapter discusses rule variants and restrictions 
  used in the LIVING GREYHAWK campaign. 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  5
  Chapter 2: LIVING 
  GREYHAWK Primer
  As the campaign name implies, Living Greyhawk is set 
  in the World of Greyhawk™ fantasy setting. Originally 
  conceived and created by Gary Gygax in the early 1970s, it 
  has since evolved from a world he used for his home game 
  into a campaign setting used by hundreds of thousands of 
  players. The newest incarnation of this setting can be found 
  in the Living Greyhawk Gazetteer. You can ﬁ nd this book at 
  your local hobby shop or through several online bookstores. 
  It is the one book that can bring you up to speed on the 
  World of Greyhawk and give you a solid base to work 
  from. It is not required that you have this book to play in 
  the Living Greyhawk campaign, but knowing a bit more 
  about the world you are playing in makes it a lot more fun.
  The ofﬁ cial campaign website may be found at www.
  wizards.com/lg. All current documents, rulings, and 
  errata are found there, and it is your ofﬁ cial source of 
  updates to the campaign. We also have a published source 
  of information in DUNGEON™ Magazine called the Living 
  Greyhawk Journal. Within its pages, you ﬁ nd new prestige 
  classes, spells, and monsters. There are also several message 
  boards to ﬁ nd additional information on the campaign. 
  See Chapter 10: Contacts, Websites, & Message Boards for 
  more information.
  The Living Greyhawk campaign is currently the 
  largest Living campaign in the history of the RPGA. In 
  2003 and 2004 the campaign enjoyed record numbers of 
  players, and our numbers continue to grow each month. 
  So, now you are probably wondering what sets Living 
  Greyhawk apart; well, we are glad you asked. The Living 
  Greyhawk campaign has a few exciting twists.  
   
  REGIONS
  The campaign world of the Living Greyhawk game, the 
  continent of the Flanaess on the planet Oerth, is divided 
  into several nations and political states. These nations are 
  mapped onto sections of the real world, and your physical 
  location determines where your character is located as well. 
  For example, if you live in Los Angeles, then your character 
  is from the wide, fertile plains of the Kingdom of Nyrond. 
  If you live in Kentucky, your character is from the Free 
  League of the Yeomanry. Your character must have a home 
  region – there are no regionless characters. See Chapter 
  3: Character Generation Guidelines for more information 
  about home regions. Your real-world home is the default 
  home region of your Living Greyhawk character, as the 
  following chart indicates:
  If you travel, so does your character – a unique aspect 
  of the Living Greyhawk game. Each region possesses a 
  regional ﬂ avor that sets i0tt apart from the other regions. If 
  you play at a convention in Milwaukee, WI, your character 
  travels to the forested region of Highfolk. If you then 
  attend a game in Cleveland, OH, your character travels to 
  the Archclericy of Veluna. Regions are loosely grouped 
  into metaregions based on their geographic relationships 
  on Oerth. Metaregions are explained under Adventure 
  Types section below.
  Some areas of Oerth are not available as home regions 
  for any character. These areas include the Free City of 
  Greyhawk, and dangerous areas like the Bright Desert 
  and the Amedio Jungles. This isn’t to say that your character 
  won’t adventure in any of these places, but your hero won’t 
  call any of these places home.
  Each region is overseen by a trio of volunteers called the 
  regional triad. The triad is responsible for almost everything 
  that happens in their region. They oversee the regional 
  plotlines, write or edit the region’s adventures, design in-
  character organizations called meta-organizations that 
  your character can join, and organize conventions in the 
  region. Most triads also maintain a regional website and 
  Yahoo! group for the players in their region to organize 
  games and distribute important regional information. 
  More information on how to contact your local triad and 
  their websites is located in Chapter 10.
  Table 2-1: LIVING GREYHAWK Play Regions
  Real-World Location
  GREYHAWK Region
  OK, TX
  Bandit Kingdoms
  CT, MA, ME, NH, RI, VT
  Bissel
  IA, KS, MO, NE
  Dyvers
  MI
  Furyondy
  DC, DE, MD, VA, WV
  Geoff
  GA, NC, SC
  Gran March
  WI
  Highfolk
  NJ, NY, PA
  Keoland
  New Brunswick, Nova Scotia, Ontario, 
  Manitoba, Prince Edward Island
  Ket
  AZ, Southern CA, HI, UT
  Nyrond Imperium
  Northern CA, NV
  Theocracy of the Pale
  MN, ND, SD
  Shield Lands
  Quebec
  Tusmit
  FL, Puerto Rico
  Principality of Ulek
  CO, MT, NM, WY
  County of Urnst
  AK, ID, OR, WA, Alberta, British 
  Columbia, Saskatchewan
  Duchy of Urnst
  OH
  Veluna
  IL, IN
  Verbobonc
  AL, AR, KY, LA, MS, TN
  Yeomanry
  Switzerland
  Dullstrand
  France
  Ekbir
  Germany, Austria
  Princiality of Innspa & 
  Marchland of the Adri
  Greece
  Knurl (Bone March)
  Spain
  Lordship of the Isles
  Sweden, Norway, Finland, Denmark
  Principality of Naerie
  UK & Ireland
  Onnwal
  Australia, New Zealand
  Perrenland
  Italy
  Sea Barons
  Belgium, Netherlands, Luxembourg
  Sunndi
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  6
  Which region your character calls home is up to you. 
  You actually don’t have to assign your character to your 
  default home region; you could live in Florida, but give your 
  character a home region of Onnwal (or United Kingdom in 
  the real world). However, you’ll ﬁ nd it much easier for your 
  character if your character’s home region is the real world 
  region in which you play the most (probably the one you 
  live in.) Furthermore, whenever you move your home in 
  the real world to a new real-world region, you can petition 
  the triad of your new region to allow your character to 
  change regions.
  Some nations of the world do not have a region assigned 
  to them at this time.  Players from those nations must still 
  select a region for their characters.  However, they will 
  not be able to play regional or metaregional adventures 
  within the borders of their nation; only core adventures 
  are available in a nation without a region assigned to it.  
  The circle evaluates gameplay numbers, as reported to the 
  RPGA, for Living Greyhawk each year, and will only 
  consider adding a nation without a region to one of the 
  currently existing regions based on those numbers.
   
  TIME UNITS
  Your Living Greyhawk hero can’t be everywhere at once. 
  The amount of time your character has to adventure, craft 
  magical items, and perform other tasks is limited. This is 
  represented in the Living Greyhawk game by time units 
  (TUs).
  At the beginning of each calendar year, your character 
  receives 52 time units to spend. The most common way 
  to spend time units is by adventuring, but you might 
  also spend them joining organizations (like knighthoods 
  or adventuring companies), or creating magical items 
  for yourself. The cost in TUs of these non-adventuring 
  activities can vary. The TU cost for playing an adventure is 
  found on the adventure record (AR). Usually, adventures 
  costs 1 or 2 TUs but can be higher. When you are out of 
  time units, you cannot play that character again until next 
  year when your TUs reset to ﬁ fty-two. However, you are 
  allowed multiple characters in the campaign, so if you run 
  out, make another character and keep playing. 
   
  ADVENTURE TYPES
  Regions deﬁ ne more than your character’s home; they 
  determine which adventures are available for you to play. 
  There are four types of Living Greyhawk adventure: 
  regional, metaregional, core and core special. Chapter 
  10 provides more information on which regions fall into 
  which metaregion. You may only play one PC in each 
  Living Greyhawk adventure, and may only play a Living 
  Greyhawk adventure once.
  Regional Adventures: Each region publishes several 
  adventures each year, and these regional adventures are 
  only available for play in the corresponding real-world 
  region. Regional adventures for Highfolk, for example, can 
  only be played in the state of Wisconsin and nowhere else. 
  If you visit Wisconsin from somewhere else, your character 
  can play Highfolk regional adventures but cannot play 
  adventures from its home region while in Wisconsin. 
  Regional adventures advance plots and introduce nonplayer 
  characters important within that region. Regional 
  adventures usually cost characters 1 TU for home region, 
  or 2 TUs for non-home regions. Each region is allowed to 
  produce eight rounds of regional adventures each year.
  Regionals may not run outside their region for any 
  reason. This includes playtests and slot 0’s. The only 
  exceptions to this rule are circle approved, cross-regional 
  events (and then, only at the show site on the days of the 
  show), and the RPGA Open Gaming Fiesta.
  Metaregional Adventures: All of the regions are 
  grouped into one of ﬁ ve meta-regions. Metaregions unite 
  regions that share a similar theme. For example, the Bandit 
  Kingdoms, Perrenland, Highfolk, Furyondy, and the 
  Shield Lands all border the realm of the evil Iuz, and are 
  therefore connected as the Iuz’s Border States metaregion. 
  Like regional adventures, metaregional adventures can 
  only be played in the real-world regions that make up the 
  metaregion. Metaregional adventures advance larger plots 
  and introduce nonplayer characters important to the entire 
  metaregion. Metaregional adventures for your character’s 
  home region usually cost 1 TU, or 2 TUs for metaregionals 
  that don’t contain the home region. Each metaregion is 
  allowed to produce eight rounds of adventures a year.
  Metaregionals may not run outside their metaregion 
  for any reason. This includes playtests and slot 0’s. The only 
  exceptions to this rule are circle approved cross-regional 
  events (and then, only at the show site on the days of the 
  show), and the RPGA Open Gaming Fiesta.
  Core Adventures: Cores usually take place in the 
  nonregional areas of the game world: the City of Greyhawk, 
  the Nyr Dyv, the Duchy of Tenh, the Underdark, etc. Core 
  adventures can be played by any character, anywhere in the 
  world. Core adventures advance campaign-wide plots and 
  usually cost your character 2 TUs. On average, there are 
  twenty rounds of core adventures each year, plus several 
  more special adventures run at select shows or venues (see 
  below).
  Core Special Adventures: These adventures can take 
  place in almost any location on Oerth. They often run at 
  the larger national shows and often have limited play. Core 
  special adventures are often one-shot adventures or give 
  greater detail to a larger core plotline. On average, there are 
  three to four rounds of core special adventures each year. 
  A core special is not the same as a core adventure when it 
  comes to options that you might have during a normal core 
  event. Adventure TUs for core specials vary greatly and can 
  range from 2 to 14 TUs – possibly even higher.
  If you don’t travel at all to play, your character can 
  participate in your regional and metaregional adventures 
  for the region you are in and all core adventures. If you 
  travel to play, then you open up your play opportunities 
  even more. With the current system, you can easily spend 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  7
  your 52 TUs each year without ever leaving your home. 
   
  CAMPAIGN DOCUMENTATION
  You need to keep more than your character sheet with you 
  when you play. You also need documentation showing how 
  experienced your character is, and a list of possessions. In 
  the Living Greyhawk game, the documents you’ll need 
  to keep handy are your adventure records (ARs) and your 
  master item logsheets (MIL). 
  After every Living Greyhawk adventure, you receive 
  an adventure record that details your character’s awards 
  for that adventure. Any other changes to your character 
  are also recorded on the adventure’s AR. When you add 
  the awards from an adventure you played to the totals on 
  your last AR, you have your character’s new totals, and 
  you’ve documented the advancement of your character. 
  Although some of the important numbers in your character 
  development (experience points and gold piece total) are 
  always current on your most recent AR, you should keep 
  all your past ARs, so you have a record of all the adventures 
  played.
  The master item logsheet lists the items that your 
  character owns, and is updated as your character buys or 
  sells items in the game. It’s a handy way to track the bits of 
  equipment your character collects.
  Chapter 4 explains the adventure records and the master 
  item logsheet in detail.
   
  METACAMPAIGN
  Anything that happens outside the game session are 
  considered metacampaign or metagame activity. Your local 
  triad should have a copy of their metacampaign activities 
  on their website for you to look through. Some examples of 
  what you can do are described below.
  • Metacampaign Groups:  Join a bard’s guild, become a 
  Knight of the Hart, join the Church of Rao, or become 
  an apprentice in the secret thieves guilds of Dyvers. Each 
  region may have dozens of groups that can add ﬂ avor 
  and background to your character, as well as provide 
  access to feats, spells, and items not normally available 
  to the common adventurer. Each of these groups has 
  requirements to join as determined by your local triad.
  • Introductory Adventures: These are for 1st-level 
  characters and are aimed at those new to the campaign 
  (though any 1st-level character can play them). They 
  are regional in nature and help new players get a better 
  feeling for what makes their region different and what 
  they can expect in future adventures from their region.
  • Interactives: These cover things from the king’s wedding 
  to the defense of a town. Unlike normal adventures, 
  these have no set running time and allow activities not 
  available in a normal adventure. While some interactives 
  run like your typical adventure, in others, players choose 
  to dress up in costume as part of the game. You never 
  know what might happen during one of these, and they 
  can be a lot of fun.
  • Special Mission: These adventures are requested 
  by players. They range from meeting special in-game 
  requirements for prestige classes to going back to that 
  dungeon one last time to ﬁ nish off the evil cleric and 
  her minions. Contact your local triad for that to happen. 
  Special missions are rare and not all are approved, but 
  they can be very satisfying experiences for your character 
  if completed. A player (not character) can only participate 
  in one special mission per year. 
   
  ONLINE PLAY
  As the internet continues to grow and amaze, the play of 
  some Living campaigns has spread to online play. The 
  following rules apply to the Living Greyhawk campaign 
  for online play.
  • Only events designated as core adventures may be 
  played online. Under no circumstances may regional, 
  metaregional, or core special events be played online. 
  Living Greyhawk is a regional based campaign and 
  playing of these types of adventures goes against that 
  goal.
  • The adventures must be ordered and reported just like 
  any other RPGA event. The DM must mail or deliver in 
  some fashion the signed AR’s to those who participated. 
  His signature must appear on the paperwork.
  • Using teleconference/phone systems to conduct play is 
  considered online play for the purposes of the Living 
  Greyhawk campaign. 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  8
  Chapter 3: Character 
  Generation Guidelines
  These guidelines give you the basic information you need 
  to create a starting Living Greyhawk character, and to 
  advance your character above 1st level. Please be aware 
  that these guidelines, like the LIVING GREYHAWK Campaign 
  Sourcebook, will change. As more D&D or Greyhawk 
  material is published, new options are add to the ofﬁ cial 
  Living Greyhawk rules. These changes may mean 
  previously available options become restricted–though 
  this only happens after careful consideration.
  These guidelines have a version number and date 
  on the front cover. All Living Greyhawk characters 
  must comply with the most current version of the Player’s 
  Handbook, currently v.3.5, and these guidelines. When 
  new options become available, you may take advantage of 
  them by adding them to your character at the next normal 
  opportunity (usually level advancement). You may not 
  retroactively change your character to take advantage of 
  new options or changes to the rules. 
  In the Living Greyhawk campaign, each character is 
  from a speciﬁ c region of the Flanaess, the main continent 
  of the Greyhawk campaign setting. As a default, all 
  characters in the campaign are assumed to be from the 
  region assigned to the real-world area in which their players 
  live (each region is maintained by local administrators 
  known as regional triads). There is a list of real world 
  locations and their corresponding Living Greyhawk 
  regions in Chapter 2 and Chapter 10. Also, all new characters 
  start at 1st level with zero experience points. The Living 
  Greyhawk campaign does not use the optional rule of 
  starting as a multiclass character at 1st level.
  To create your Living Greyhawk character, you must 
  ﬁ rst print out a Living Greyhawk character sheet. You 
  can ﬁ nd a PDF version of this sheet on the Downloads 
  page of the Living Greyhawk campaign website (www.
  wizards.com/lg). To help GMs facilitate play, all players 
  must use this character sheet. It makes it easier for the DM 
  to ﬁ nd what he is looking for when needed. With your 
  character sheet printed and your Player’s Handbook v.3.5 
  ready, continue to step one.
   
  STEP 1: ABILITY SCORES
  To put all players on an even footing, the Living 
  Greyhawk campaign uses the nonstandard point buy 
  method for ability scores (page 169 of the Dungeon Master’s 
  Guide v.3.5.) The Living Greyhawk setting is considered 
  a Tougher Campaign; hence, each character uses 28 points 
  to buy ability scores. For example, a character’s attributes 
  might be purchased as follows:
  Str 15: 8 points
  Dex 13: 5 points
  Con 14: 6 points
  Int 10: 2 points
  Wis 11: 3 points
  Cha 12: 4 points
  Apply 
  racial 
  adjustments to abilities 
  adjustments 
  after 
  the base scores are 
  determined. 
  Thus, 
  ability scores range from 
  8–18 for humans, and 
  6–20 for nonhumans. 
  The point cost chart is 
  included here for your 
  convenience (Table 3-1: 
  Ability Costs).
   
  Do not use 
  this chart for ability 
  scores gained as part 
  of a character’s level 
  advancement. 
  Those 
  points count as one, 
  full ability point as 
  explained in the Player’s 
  Handbook v.3.5.
   
  STEP 2: RACE AND CLASS
  You may choose any race and class option described in the 
  Player’s Handbook v.3.5. You may also choose a class listed 
  in the Expanded Creation Options section, listed below. 
  The Living Greyhawk campaign also uses the following 
  special rules for character creation. These override or limit 
  the character options in the PHB.
  Human characters should choose one of the subraces 
  of humanity explained in Chapter 2 of the Living Greyhawk 
  Gazetteer as their primary racial background These subraces 
  include Baklunish, Flan, Oeridian, Olman, Rhennee, 
  Suloise, and Touv. While very few humans are purebred, 
  most do have a dominant ancestry that shows. Elf characters 
  must be of the gray, high, or wood subraces. Dwarves may be 
  hill or mountain dwarves. Gnomes must be rock gnomes. 
  Halﬂ ings may be lightfoot, tallfellow or deep halﬂ ings. 
  All half-orcs are human/orc crossbreeds. When choosing 
  a subrace that is not in the PHB, please see Table 3-2 on 
  the following page for information on the races above not 
  listed in the PHB.
  The Touv are detailed in the out-of-print Greyhawk 
  accessory, The Scarlet Brotherhood.  For those without 
  access to that accessory, a brief description follows 
  (reprinted from that accessory): The Touv people have dark 
  brown or black skin; blue or brown eyes, with black eyes 
  being rare; and straight or wavy hair.  They have rounded 
  facial features and are typically shorter than most people 
  of the Flanaess, with the tallest Touv reaching about 5’10” 
  in height.  While most Touv males do not have facial hair, 
  certain subgroups can grow narrow beards on their chins.  
  Women’s ﬁ gures are often round and lush.  The Touv reside 
  almost exclusively in Hepmonaland.  They speak Touv, 
  Table 3-1: Ability Costs
  Cost
  Score
  Modiﬁ er
   —
  6
       –2
   —
  7
       –2
    0
  8
       –1
    1
  9
       –1
    2
  10
       +0
    3
  11
       +0
    4
  12
       +1
    5
  13
       +1
    6
  14
       +2
    8
  15
       +2
    10
  16
       +3
    13
  17
       +3
    16
  18
       +4
   —
  19
       +4
   —
  20
       +5
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  9
  a complex language that is a polyglot of tribal tongues 
  containing many words that mean the same thing.
  When picking bonus languages, new characters are 
  free to choose from the languages and dialects listed on 
  pages 11-12 of the Living Greyhawk Gazetteer, except for 
  Druidic, Ferral, and Lendorian Elven. The most prominent 
  of these languages are the human racial languages: Ancient 
  Baklunish, Flan, Old Oeridian and Ancient Suloise. New 
  PCs may also select Touv (see previous paragraph) as a 
  starting language. See the campaign website for a complete 
  list of languages.
  You must choose a non-evil alignment that meets all 
  requirements for your character’s class
  A cleric must serve a speciﬁ c non-evil deity from the 
  LIVING GREYHAWK Deities document (found on the campaign 
  website). PC clerics may not serve Wastri. For your 
  convenience, we have included a short list of deities (Table 
  3-4: Allowed Deities in Living Greyhawk - this is only 
  a partial list) allowed in the campaign that appear in the 
  PHB; the complete list of all allowable deities appears on 
  the Living Greyhawk website. The list contains only the 
  deity’s name, alignment, domains, and favored weapon. If 
  two weapons are listed, either may be used as the favored 
  weapon. If two alignments are listed the ﬁ rst is that of the 
  god. The second one is the most common variant of her 
  worshipers. For more information, see one of the sources 
  listed previously or go to the Living Greyhawk website 
  at www.wizards.com/lg. A paladin need not (but may) serve 
  a patron deity. Non-clerical or paladin characters are not 
  required to worship a deity, but if they do, they must pick 
  from the same chart as clerics.
  Check the campaign website for the most recent version 
  of the Living Greyhawk deity document. This will also 
  include updates to domains as new books come into the 
  campaign.
  A character may begin play at any age from adulthood 
  to old age, as deﬁ ned in the age section of Chapter 6: 
  Description, in the PHB. Age adjustments to ability scores 
  are not used in the Living Greyhawk campaign. The 
  character may be of any height and weight allowed by the 
  height and weight tables for the character’s race.
  Prestige Classes: Whenever your character meets 
  the requirements, you may choose to take one of many 
  prestige classes found in the Dungeon Master’s Guide v.3.5, 
  the Complete series of player guides, the new Races 
  series of player guides or those found in Living Greyhawk 
  Journal. Chapter 5 of this document goes details some of 
  the requirements needed to take the more exotic prestige 
  classes. Consult that chapter before selecting a prestige 
  class. 
   
  STEP 3: HIT POINTS
  At creation assign your starting character the maximum 
  hit points possible for the chosen class. For each additional 
  character level, assign hit points according to the new 
  class by taking half the maximum value for the class, add 1 
  point, and then your Con bonus (or penalty). For example, 
  a character with a 10 Con adds 3 hit points upon gaining a 
  new level in the Sorcerer class.
   
  STEP 4: SKILLS AND FEATS
  Characters spend their starting skill points on skills listed 
  in the Player’s Handbook v.3.5 taking into account the change 
  to Knowledge (local) described below.
  You can choose any feat from the Player’s Handbook 
  v.3.5 that your character meets the requirements for. A 
  character may not select feats from outside the PHB until 
  they have reached 3rd level. For more information on taking 
  a feat not found in the PHB, please refer to Chapter 5: Class 
  Guidebook and Metagame Policy. 
  A few skills need additional rulings: 
  Craft, Perform, Profession, and Sleight of Hand: All 
  these skills allow your character to earn extra coin if time 
  units are spent directly after regional adventures. 
  Knowledge Skill: You may only choose Knowledge 
  skills speciﬁ cally listed in the PHB. 
  Knowledge (local): Because of Living Greyhawk’s 
  regional nature, you must specialize when selecting this 
  skill. When you take ranks in Knowledge (local) you must 
  pick a subset. The subsets choices are: Core; Sheldomar 
  Valley MR; Velverdyva MR; Iuz Border States MR; Nyrond 
  & Environ MR; and Splintered Suns MR. While in 
  Keoland, use Knowledge: (local [Sheldomar Valley MR]) 
  for any checks required during the event. All regional and 
  metaregional events use the metaregion knowledge for the 
  metaregion they belong to. All core events use Knowledge 
  (local [Core]) regardless of where they are set. If you do not 
  have ranks in the needed subset, you cannot make a trained 
  Knowledge (local) check.
   
  STEP 5: EQUIPMENT
  Characters receive maximum gold pieces for their starting 
  class from the PHB  Table 7-1. 
  Table 3-2: Subraces
  Subrace
  Ability Adjustments
  Favored Class
  Trait Change
  Gray Elf
  -2 Str, +2 Dex, -2 Con, +2 Int
  Wizard
  None – As standard elf
  Wood Elf
  +2 Str, +2 Dex, -2 Con, -2 Int
  Ranger
  None – As standard elf
  Mountain Dwarf
  as standard dwarf
  Fighter
  None – As standard dwarf
  Tallfellow Halﬂ ing
  as standard halﬂ ing
  Rogue
  Yes – See MM v.3.5 page 149
  Deep (Stout) Halﬂ ing
  as standard halﬂ ing
  Rogue
  Yes – See MM v.3.5 page 150
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  10
  Table 3-3: Expanded Feat Options
  Class, Race, or Region
  Feats Available
  Sorcerer
  Draconic Heritage (Complete Arcane)
  Dwarf, hill
  Dwarﬂ ore, Mercenary Background
  Dwarf, mountain
  Deepseer, Dwarﬂ ore
  Elf, gray
  Elﬂ ore, Well Read
  Elf, high
  Ehlonna’s Way, Elﬂ ore
  Elf, wood
  Driftwalker, Ehlonna’s Way
  Gnome, rock
  Gnomelore, Rustic Charm
  Half-elf
  Elﬂ ore, Well Traveled
  Half-orc
  Badge of Bondage, Raider’s Spirit
  Halﬂ ing, lightfoot
  Halﬂ ing Lore, Well Traveled
  Halﬂ ing, deep (stout)
  Deepseer, Halﬂ ing Lore
  Halﬂ ing, tallfellow
  Elﬂ ore, Halﬂ ing 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, Novble 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, Elﬂ ore, Mercantile Background
  Keoland
  Giantkiller, Rustic Charm, Well Read
  Ket
  Blooded, Border Watch, Mercantile Background, Tongue of Mouqol
  Lordship of the Isles
  None
  Nyrond Imperium
  Blooded, Border Watch, Exercises of Arnd, Rustic Charm, Sagacious Method, Well Read
  Onnwal
  Badge of Bondage, Blooded, Mercantile Background, World Weary
  Pale, Theocracy of the
  Born Follower, Noble Soul
  Perrenland
  Driftwalker, Mercenary Background, Mountain Fighter
  Sea Barons
  None
  Shield Lands
  Blooded, Defensive Expert, Noble Soul, World Weary
  Sunndi
  Border Watch, Defensive Expert, Elﬂ ore, 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
  Elﬂ ore, Mercantile Background, Well Read
  Yeomanry
  Badge of Bondage, Blooded, Defensive Expert, Mountain Fighter, Noble Soul
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  11
  During character creation you purchase character 
  equipment from the trade goods, weapons (Small and 
  Medium), armor, and goods and services sections of 
  Chapter 7: Equipment in the PHB. The Living Greyhawk 
  campaign does not use the spellcasting and services section 
  of Table 7-8: Goods and Services. See Chapter 6: Beyond the 
  Cores Rules for more on NPC spellcasting costs. Chapter 4 
  of this document details purchasing expanded gear as you 
  adventure and gain more money.
  The carrying capacity rule is used in the Living 
  Greyhawk campaign, so track what your character is 
  carrying and how much it weighs.
   
  STEP 6: HOME REGION
  All Living Greyhawk characters are based in one of the 
  nations of the Flanaess, as detailed in the Living Greyhawk 
  Gazetteer. There is no such thing as a regionless character. 
  The default home region where your characters operate 
  is determined by where you actually live. You may choose 
  a different home region for a character, but the character 
  suffers out-of-region penalties when you use it in the game 
  region assigned to where you live. Remember your home 
  region represents where your character is currently living. 
  Characters may have been born elsewhere and traveled to 
  your current home. 
  Each year on January 1, you may change your character’s 
  home region. This becomes the character’s home region for 
  the rest of that year. If you move to a different region in 
  the real world, you may petition the point-of-contact triad 
  (POC) for your new region asking permission to change 
  your Greyhawk home region as well. You are not required 
  to change your home region when you move, but you will 
  suffer out-of-region penalties when playing regionals 
  where you live.
   EXPANDED CREATION OPTIONS
  In addition to the creation options normally available to 
  all Living Greyhawk characters, some special options 
  exist for new characters created or existing characters 
  active in the campaign. Some of these options are new feat 
  choices from “Greyhawk: Regional Feats of Oerth” and 
  “Greyhawk Feats: More Regional Feats of Oerth”, articles 
  appearing in Dragon #315 and #319, respectively. See Chapter 
  5 for speciﬁ c source information. In the near future, Paizo 
  Publishing will make these two articles available on their 
  website, www.paizo.com. Until the download is available, 
  you must bring the Dragon Magazine containing the article 
  or articles relevant to the table with you, as with all non-
  core rules items.
  See the table below for a listing of feats available to 
  your character at any level in your region (provided you 
  meet the prerequisites – some cannot be taken at 1st level). 
  Any feat available to your character from the chart below 
  is available to you from 1st level onward (unless an in-
  game circumstance otherwise dictates a change). Human 
  characters with mixed heritage (such as a human with both 
  Suel and Oeridian blood) must choose one race from which 
  to draw these feats.
  Also, in addition to feat options, you may create a 1st-
  level character of any of the following new base classes. 
  Starting gold is listed after each class. You must have the 
  appropriate rulebook with you at all times to reference your 
  character’s class (or classes). Consult Chapter 5 for speciﬁ cs 
  on the new classes. Note that these classes are open to all 
  characters, regardless of level, provided the character meets 
  the class requirements.
  • Marshal (Miniatures Handbook) – 200 gp
  • Hexblade (Complete Warrior) – 240 gp
  • Swashbuckler (Complete Warrior) – 240 gp
  • Favored Soul (Complete Divine) – 200 gp
  • Warmage (Complete Arcane) – 120 gp
  • Scout (Complete Adventurer) – 200 gp
   LEARNING NEW ARCANE SPELLS
  At the end of any adventure, wizard characters may attempt 
  to learn as many new arcane spells as they have caster 
  levels, as long as they have a source for those new spells 
  (a spellbook from another character playing in the session, 
  a spellbook plundered from an enemy wizard, campaign 
  documentation allowing a spell, or a scroll). However, the 
  Table 3-4: Allowed Player’s Handbook Deities in LIVING GREYHAWK (other choices in the LG Deities Document)
  Name
  Align
  Domains
  Weapon
  Greater Gods
  Boccob
  N
  Knowledge, Magic, Trickery
  Quarterstaff
  Corellon Larethian
  CG
  Chaos, Good, Magic, Protection, War
  Longsword
  Garl Glittergold
  NG
  Good, Protection, Trickery
  Small greataxe
  Moradin
  LG
  Earth, Good, Law, Protection
  Warhammer
  Pelor
  NG
  Good, Healing, Strength, Sun
  Heavy mace
  Yondalla
  LG
  Good, Law, Protection
  Small longsword
  Intermediate Gods
  Ehlonna
  NG
  Animal, Good, Plant, Sun
  Longbow or longsword
  Fharlanghn
  N (NG)
  Luck, Protection, Travel
  Quarterstaff
  Heironeous
  LG
  Good, Law, War
  Battleaxe or longsword
  Kord
  CG
  Chaos, Good, Luck, Strength
  Greatsword
  Obad-Hai
  N
  Air, Animal, Earth, Fire, Plant, Water
  Quarterstaff
  Olidammara
  CN
  Chaos, Luck, Trickery
  Rapier
  St. Cuthbert
  LG (LN)
  Destruction, Good, Law, Protection, Strength
  Club
  Wee Jas
  LN (LE)
  Death, Law, Magic
  Dagger
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  12
  two spells a wizard receives for level advancement are bonus 
  spells learned, and don’t count toward this after-adventure 
  maximum. Use the standard rules and costs from the PHB 
  for scribing new spells. Learning these spells does not cost 
  additional TUs. A character may take 10 on this roll per the 
  rules in the PHB.
  A character may not select a spell from outside the PHB 
  until they have reached 3rd level. For more information on 
  taking a spell not found in the PHB, please refer to Chapter 
  5: Class Guidebook and Metagame Policy.
   
  LEVEL CAPS
  The following are the level caps (maximum character 
  levels) allowed within the campaign: 
  • Upon reaching 18th level, a character is retired from 
  the campaign and may only play in events speciﬁ cally 
  designated as high-level adventures. In addition to 
  standard adventures (core, regional, and metaregional), 
  unplayable adventures include all interactives, special 
  missions, and other events. Their concerns have grown 
  to encompass dangers and threats beyond what mere 
  mortals must deal with. The ﬁ rst of these higher-level 
  events is scheduled for the end of 2005/early 2006 
  release. As of January 1, 2006, the level for retirement to 
  high-level adventures goes from 18th level to 16th level, 
  and will remain there for the foreseeable future. If a triad 
  member believes that you are avoiding retirement (by 
  death, playing down, creating unneeded MIC items, etc.) 
  then they can report you to their circle representative 
  and your character may be retired into the high-level 
  campaign regardless of level. Respect the spirit of the 
  rules and move on when your time comes.
  • A character that is four or more levels higher than the 
  maximum APL supported by an adventure may not 
  participate in that adventure. If the maximum APL 
  supported by an adventure is APL 12 or higher then 
  this cap does not apply. So for example, if an adventure 
  supports APL 2 through 8, then a 12th-level or higher 
  character cannot participate in it. Make a new character 
  more appropriate for those levels of adventuring.
  • If the table of characters exceeds the maximum APL 
  of the adventure, but the individual characters are all 
  eligible to play that adventure, then that table plays at the 
  maximum APL allowed in the adventure. 
   
  LIFESTYLE AND UPKEEP
  Your character usually has expenses to pay to stay healthy 
  and well supplied. The gold required to support characters 
  during and after adventures is called upkeep. Think of 
  upkeep as a living expense. Usually your character spends 
  12 gp per TU. This expense is the adventurer standard. 
  Spending this gold allows characters to spend time in 
  warm beds, eat hearty meals, travel in relative comfort 
  (for adventurers), replenish rations, mend clothing and 
  equipment, reﬁ ll healing kits, restock up to twenty normal 
  arrows and bolts (found on Table 7-5: Weapons of the PHB), 
  and properly heal between adventures. Characters paying 
  the adventurer standard (or higher) heal all temporary 
  ability damage before the beginning of the next adventure. 
  If your character suffered from a disease during the 
  adventure, paying the adventurer standard still requires 
  saving throws to ﬁ ght infection for each day of the 
  adventure until you ﬁ ght off the infection. If the adventure 
  takes less time than the incubation period for the disease, 
  you must succeed at one saving throw for the disease at the 
  end of the game session. You also heal any ability damage 
  between adventures and ﬁ ght off any further infection in 
  many cases, but the special effects and requirement for 
  diseases including magical healing  for mummy rot, the 
  permanent drain of demon fever, the persistence of devil 
  chills, or the blindness of blinding sickness stay in effect 
  and are reported on the play notes until the requirements 
  rectifying the speciﬁ c damage are met. When playing a 
  multi-round adventure and where you paid adventurer 
  standard (or higher) upkeep, you must ﬁ nish all the 
  adventure rounds to gain this beneﬁ t. 
  You may choose not to pay the adventurer standard. 
  Choosing this option, you retain temporary ability damage 
  into the next adventure, must buy new spell component 
  pouches and healer’s kits, and you may suffer other in-
  game penalties or sometimes even gain in-game beneﬁ ts as 
  detailed by your DM. 
  You can avoid many 
  of these penalties by 
  living off the wild. 
  At the beginning of 
  the adventure, if you 
  possess four or more 
  ranks in Survival and 
  succeed a Survival 
  check (DC 20), you 
  may heal temporary 
  ability 
  damage 
  as 
  if you had paid the 
  adventurer standard, 
  reﬁ ll spell component 
  pouches and healer’s 
  kits, 
  and 
  restock 
  twenty arrows and 
  bolts if your character 
  has at least four ranks in Craft (bowmaking); you may still 
  suffer in-game penalties, or gain wilderness-savvy related 
  beneﬁ ts. You are allowed to take 10 on this roll.
  Temporary ability damage and permanent ability drain 
  transferring to the next adventure are recorded in the play 
  notes section of your adventure record.
  You may also pay more gold to live better than the 
  average adventurer. Beyond the adventurer standard are rich 
  and luxury upkeeps. For a cost of 50 gp for each TU spent, 
  rich upkeep gives you the same beneﬁ ts as the adventurer 
  standard, but you gain a +2 circumstance bonus on Bluff, 
  Diplomacy, Gather Information, Intimidate, Perform, 
  Instant FAQ:
  When I earn enough XP to gain a 
  new level, can I delay taking that 
  level until a later date?
  No. If the XP in the ﬁ nal total 
  XP box on your adventure record 
  is enough to gain a new level, you 
  must take that level before you can 
  play that character again.
  When gaining a level, can I leave 
  a feat slot empty, or not spend 
  skill points until later? 
  No. When you gain a level you 
  must follow the chart under level 
  advancement on pages 58-59 in the 
  PHB in the exact order it shows 
  before you play that character again.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  13
  Profession, and Sense Motive checks applied when your 
  DM determines that the increased social status of your 
  wealth grants you a reasonable beneﬁ t. For a cost of 100 gp 
  for each TU spent, luxury upkeep grants a character a +4 
  circumstance bonus in such cases. You must request to use 
  this modiﬁ er immediately before the check is attempted in 
  order to gain the bonus. 
  Declare your upkeep to your DM before play begins. 
  You must have enough gold to cover the adventure’s TU 
  cost at the beginning of play, but the actual deduction of 
  the gold occurs after play. 
   
  PAPERWORK
  When you create a character, list all of your starting 
  equipment purchased from the PHB on your character 
  sheet. In the future, record purchases on the MIL. Items 
  from the PHB are not tracked on the MIL. Please see 
  Chapter 4 for more details. After each adventure, you 
  receive an adventure record certiﬁ cate. On the bottom left 
  of this certiﬁ cate, your DM awards you experience points. 
  On the bottom right of the sheet, you record the gold piece 
  value of your share of the loot and any purchases or sales 
  you make. This certiﬁ cate also tracks the number of time 
  units spent during game play, gold and experience points 
  you spent during game play, new special items or game 
  effects that your character may enjoy or suffer, and adds the 
  adventure to your play history. The master item logsheet 
  and the adventure record are described in Chapter 4.
   
  TRADE POLICY
  Items appearing on a master item logsheet or character 
  sheet may not be traded to another character. During 
  adventure play you may loan items and coins to other 
  characters for the duration of the adventure, but their loss 
  (by destruction, consumption, or spending) is reﬂ ected in 
  your gold piece totals at the end of the game. Coin, surviving 
  items, and anything purchased with borrowed gold reverts 
  to your character at the end of the game. You may not loan 
  money to a friend to buy an item you cannot normally buy 
  for yourself. Items that the lender is not allowed to keep 
  must be sold and as much gold as possible returned in its 
  place. Any payment for an NPC’s services does not revert 
  to its original owner, even if only one PC beneﬁ ted form 
  the services (e.g. paying an NPC to cast a spell on one 
  character). 
  Adventure records are linked to both the character and 
  player named n the certiﬁ cation ﬁ eld. A character cannot 
  be played by anyone other than the player named. 
  All certiﬁ cates in the Living Greyhawk campaign are 
  the property of Wizards of the Coast and must be returned 
  to the campaign staff or their representatives upon request. 
  They have zero cash value (US $0.00) and cannot be sold for 
  cash or other real-world considerations. Sale of any Living 
  Greyhawk campaign certiﬁ cate, or trade contrary to the 
  certiﬁ cate trading rules, is penalized by sanctions imposed 
  by the campaign staff, up to and including banning all 
  offending parties from future RPGA events. The campaign 
  staff determins the ban’s duration. 
   CHARITY AND BENEFIT AUCTIONS
  Nothing that grants a beneﬁ t in the Living Greyhawk 
  campaign can be created without the campaign staff’s 
  approval. In addition, no beneﬁ t or Living Greyhawk 
  certiﬁ cate of ANY type may be sold or auctioned off for 
  real money in any fashion. This includes, but is not limited 
  to, die bumps, convention only beneﬁ ts, magical items or 
  special certs. An event may still designate an adventure as a 
  beneﬁ t and donate the entry fee to charity. 
   
  GUIDELINES FOR ETHICAL PLAY 
  In the Living Greyhawk campaign, we expect that you 
  conduct yourself in a manner suitable to group cooperation 
  and group enjoyment. Speciﬁ cally,
  Players 
  • Contribute to the fun of the whole group. Don’t play in a 
  style that detracts from the fun of the game.
  • Play fairly and honestly.
  • Be considerate of others, and their right to enjoy the 
  game as much as you do.
  • Follow both the spirit and letter of the rules.
  • Respect the decision of your DM; he or she is the game 
  judge and uses the D&D rules to decide the effects of 
  your character’s actions and NPC’s actions. 
  Gamemasters
  • It is your job to run the game. You are not playing against 
  the players; you are challenging them. Presenting a fun 
  D&D experience is your top priority.
  • All players should be treated equally and equitably, by 
  you and by other players.
  • You represent the RPGA and the campaign to your 
  players. Run games in a professional manner.  
  • Abide by the expectations that apply to the players.
  Administration
  • Communicate in an articulate and timely manner.
  • Uphold the authority of gamemasters, and do not 
  overrule them without careful investigation.
  • Abide by the expectations that apply to the players and 
  the game masters.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  14
  Chapter 4: Adventure 
  Record & Master Item 
  Logsheet
  So, you created a character, and you are ready to play. You just 
  ﬁ nish playing your ﬁ rst Living Greyhawk adventure, and 
  the gamemaster hands you a complicated looking form to 
  ﬁ ll out. You look at it, scratch your head, and then elbow the 
  player next to you asking what it is. You discover it is your 
  adventure record, and you get one with every adventure 
  you play. The player also shows you a master item logsheet 
  with all the cool things that character’s picked up while 
  adventuring. Looks pretty neat, but you need some more 
  information. Well keep reading my friend.
   
  The adventure record documents your progress 
  in the Living Greyhawk campaign showing what you 
  have played, earned and seen in your travels. Without 
  these records anyone could write 10th level on the top of a 
  character sheet without justifying how it got there. Though 
  the adventure record and master item logsheet may seem a 
  bit intimidating, they are actually very easy to use and offer 
  you many options throughout your play.
   
  ADVENTURE RECORD
  “Another Wand !!  I’ll take the gold instead.”
  – Regdar, 592 CY
  The adventure record tracking system has a simple base 
  assumption: when you adventure you get an equal share of 
  the loot. With that share you can equip your character with 
  a reasonable selection of mundane and magical equipment 
  to help you face greater challenges at higher levels. While 
  magic is rarer in Greyhawk than on other worlds of the 
  Material Plane, Oerth also has its share of wizards, clerics 
  and other spellcasters who, for the proper compensation, 
  create and sell magic items. More than gold or steel, 
  magic is a commodity that the powerful personages of the 
  Flanaess desire to possess and control. Your character can 
  ﬁ nd and acquire magic items during the adventure and in 
  down time. How successful you are in gaining these items 
  could determine your fate and the fate of your region in 
  years to come.
  After each adventure you receive an adventure record. 
  It contains all the information needed to advance your 
  character and record what was found and what transpired. 
  As you play more and more, the adventure records track 
  your character’s history. From the ﬁ rst adventure played to 
  the current one, they provide proof of your heroic deeds. 
  Keep them safe. If you lose them you have no way of 
  showing what level you are or what equipment you have. 
  We recommend making copies of your current ARs or 
  scanning them into a computer to give you some security 
  in case something bad happens.
   
  THE ADVENTURE RECORD
   
  INCH-BY-INCH
  You will ﬁ nd a sample adventure record later in this 
  document. We numbered each component for easier 
  reference as we walk through how you complete an AR 
  and discuss the special rules for using them. If you have 
  questions read Chapter 9: Living Greyhawk FAQ, Errata 
  & Rules Variations.  If you still cannot ﬁ nd an answer, 
  contact your local triad’s point of contact.
  1. Player/Character Certification:
  The ﬁ rst blank certiﬁ es the character’s name followed by 
  current classes and class levels. The blank below it certiﬁ es 
  the player’s name and RPGA number. If you don’t have 
  an RPGA number, ask your DM or the Senior DM to 
  sign up. Below these ﬁ elds, the AR states the name and 
  type of adventure (either regional, core, core special, or 
  metaregional) and the region where the adventure took 
  place. Neither players nor characters may participate in the 
  same adventure twice. 
  2. Play Notes and DM Certification:
  The upper left corner 
  of this section contains 
  the heraldic symbol 
  for the region where 
  the 
  adventure 
  takes 
  place. To the right of 
  the symbol is the play 
  notes 
  section. 
  Your 
  DM will note anything 
  carrying over to the 
  next 
  adventure 
  in 
  this section. We have 
  included some of the 
  more common notes 
  as 
  check 
  boxes 
  to 
  make the DM’s job a 
  bit easier. Please ﬁ ll in 
  your character’s home 
  region. The bottom of 
  this section is the DM’s 
  certiﬁ cation 
  of 
  the 
  adventure record. GMs 
  don’t sign and date the 
  AR until it is ﬁ lled out 
  completely 
  and 
  any 
  empty boxes have lines 
  drawn through them 
  (such as a line through gp spent if no items were purchased 
  at the end of the adventure). The event line is for the name 
  of the convention, game day, or home game where you 
  played this adventure. Examples are Gencon 2002, Mialee’s 
  Gameday IV or Basement Home Game III. 
  Instant FAQ:
  What happens if I lose my 
  adventure records?
  If it is a small number of adventure 
  records (for example, from your last 
  convention or gameday), try to have 
  them replaced as soon as possible 
  (contact the event coordinator for 
  replacements). 
  For a larger loss (or loss of all 
  records), report your loss to your 
  triad immediately. Your triad will 
  assign your character a total gp value 
  that can be used to re-equip the 
  character with items that character 
  currently has access. 
  Are photocopies of my adventure 
  records OK?
  Yes. You are encouraged to keep 
  photocopies (or scanned copies) of 
  all your adventure records. These 
  photocopies serve as legitimate 
  representations of your adventure 
  records in the event of their loss. 
  However, if you have the originals, 
  they must be used.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  15
  3. Adventure Record #:
  Number every adventure record receive in sequential 
  order. For your ﬁ rst Living Greyhawk adventure, write a 
  “1” in this box. If you played before, add one to the number 
  on your last AR. 
  4. Level of Play:
  Your DM circles one of these listings to note what level 
  you played this adventure at as determined by your average 
  party level (APL). The maximum experience points and gold 
  piece value available for your character at that play level are 
  also listed. Keep in mind your character is usually awarded 
  experience points and gold pieces below these maximums. 
  Characters are never awarded experience points above 
  these maximums and only awarded gold pieces above these 
  maximums by pursuing other means such as through skills 
  (as detailed in Chapter 6: Beyond the Core Rules) directly 
  after a regional adventure.
  5. Adventure Information
  This section presents information speciﬁ c to the adventure 
  that may inﬂ uence your character during item selection 
  and beyond. Usually, this section includes items that 
  expand your character’s item selection choices and details 
  items that your character may acquire upon fulﬁ lling the 
  necessary requirements. 
  The sample AR shows the Highfolk regional adventure, 
  “Don’t Fear the Old One”. Ashley’s character Mialee 
  discovers a rod of substitution [ﬁ re], an item found in Complete 
  Arcane. The information on the certiﬁ cate gives all the 
  information needed to adjudicate this item in play. In this 
  case the information includes the metamagic feat that 
  the rod’s ability duplicates. After the normal magic item 
  information block is the item’s requirements for magic item 
  creation (see Chapter 7). The adventure information section 
  may also contain special game effects, or the requirements 
  to discard cursed items. 
  Encountering this rod gives Mialee enhanced magic 
  item acquisition abilities. She can buy it after this adventure 
  as part of her treasure split. If Ashley chooses to buy the 
  item, she must show her DM this certiﬁ cate every time she 
  plays in a game where Mialee carries the rod. Currently, 
  Mialee does not have enough cash to buy the rod, but she 
  may have the chance to do so later.
  6. Items Found During the Adventure
  Initially, characters are limited to purchases from the Players 
  Handbook (see Chapter 3 for details). Once your character 
  starts adventuring, a whole new world of possibilities 
  opens up. Items found while adventuring are listed in 
  the adventure section of your ARs and expand the list of 
  equipment you can purchase for your character. Depending 
  on the APL you play, you gain the ability to purchase new 
  items for your character either after an adventure or in the 
  future when you save up enough gold pieces. 
  Once your character has completed one Living 
  Greyhawk adventure, you may purchase equipment 
  based on the following rules. All references to the D&D 
  core rulebook assume v.3.5 unless speciﬁ ed otherwise. 
  • Anything in the PHB from the following tables.
  o Table 7-3:  Trade Goods
  o Table 7-5: Weapons (Small & Medium)
  o Table 7-6: Armor and Shields
  o Table 7-8: Goods and Services, except you can’t have 
  spells cast on you by an NPC.
  • Any potion or oil from the DMG Table 7-17 with a market 
  price of 750 gp or less.
  • Any Scroll from the DMG Tables 7-23 & 7-24 with a 
  market price of 750 gp or less.
  • Any +1 weapon of a type listed on Table 7-5: Weapons 
  (Small & Medium) in the PHB. (Composite bows are 
  limited to a +4 Strength bonus).
  • Any +1 armor or +1 shield of a type listed on Table 7-6: 
  Armor & Shields in the PHB. This includes barding as 
  listed in the PHB at normal costs.
  • You may upgrade any standard masterwork weapon 
  (ammunition in groups of 50), armor, or shield into a 
  +1 version of that item. Purchase these by paying the 
  difference between the masterwork market value and 
  the +1 market value. You may only upgrade an item to 
  +1 if the resulting item is still considered a standard item 
  by the MIC rules. See Chapter 7: Magic Item Creation 
  for more on how to determine if an item is considered 
  standard.
  • You may add alchemical silver to an existing steel weapon 
  per the rules on page 284 in the DMG.
  • You may purchase a normal, masterwork, or +1 weapon 
  of a type listed on Table 7-5: Weapons in the PHB made of 
  cold iron per the costs listed in the DMG, page 284.
  • The following items from the DMG:
  o Ring of protection +1
  o Amulet of natural armor +1
  o Bracers of armor +1
  o Cloak of resistance +1
  o Amulet of health +2
  o Cloak of charisma +2
  o Gauntlets of ogre power
  o Gloves of Dexterity +2
  o Headband of intellect +2
  o Periapt of Wisdom +2
  • Any item listed on an AR as long as the character meets 
  the purchase requirements (see details below).
  • Any upgrade listed on an adventure record as long as 
  the item being upgraded is considered to be standard. 
  See Chapter 7: Magic Item Creation for more on how to 
  determine if an item is considered standard.
  • The character has campaign or regional documentation 
  allowing the purchase of an item not listed above.
  The following items may not be purchased or possessed by 
  a character under any circumstances. If you have one please 
  contact your triad to have it corrected as soon as possible.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  16
  • Potion of Shield (any source)
  • Ring of Animal Friendship
  • Ring of Shield (year 1 Highfolk certiﬁ cate)
  So let’s say our intrepid adventurer, Mialee, played the 
  adventure listed in the sample AR at APL 4. First, the DM 
  crosses off the lists for APL 6 and APL 8 – she doesn’t have 
  access to those items. She has access purchase to following 
  six items.
  • Wand of magic missiles (Adventure; 1st-level caster; DMG)
  • Potion of mage armor (Adventure; 2nd-level caster; DMG)
  • Bracers of armor +2 (Any, DMG)
  And from APL 4
  • Potion of haste (Adventure; 5th-level caster; DMG)
  • +2 longsword (Any; DMG)
  • Helm of comprehend languages and reading magic (Regional; 
  DMG)
  After each of the items you will notice a little block 
  of information. The ﬁ rst part of the block is called the 
  frequency. This lets the player and the DM know when this 
  character is allowed to buy the item. There are ﬁ ve standard 
  frequencies:
  • Adventure: This item may only be bought directly after 
  the play of this adventure or the three adventures that 
  follow it. 
  • Regional: This item may only be bought directly after 
  the play of a regional adventure set in the region(s) that 
  appears on the AR on which the item was found.
  • Metaregional: This item may only be bought directly 
  after the play of a metaregional or regional adventure 
  set in the region’s metaregion that appears on the AR on 
  which the item was found. 
  • Core: This item may only be bought directly after the 
  play of any core adventure, including core specials. 
  • Any: This item may be bought after the play of any 
  adventure. 
  • Cursed: This is a cursed item that has bonded itself to 
  the character; it may only be discarded in ways detailed 
  in the requirements section of the item description. 
  Once it is discarded, the DM who adjudicated its removal 
  records this change in the play notes. Cursed character 
  must have this item on their item list until it is discarded. 
  You must show the DM this adventure cert before the 
  beginning of each game you participate in. Failing to 
  reveal cursed items your DM results in disqualiﬁ cation 
  from that session and carries a penalty of no less 
  than 2 TUs. These TUs represent a state of emotional 
  imprisonment suffered as malign effects of the cursed 
  item: usually paranoia or something worse. Characters 
  that gain possession of cursed items do not have to pay 
  any cost to own that item, nor can they gain any gp from 
  the loss of the item. 
  Meta-organization access beneﬁ ts are considered 
  Frequency: Any with the following exception. Meta-
  organization access beneﬁ ts for magic items, mundane 
  items, special materials, upgrades, and arcane spell 
  acquisition are considered to be both Frequency: Regional 
  (in the region(s) in which the meta-organization exists) 
  and Frequency: Metaregional (in the metaregion(s) in 
  which the region(s) exists). PCs may no longer spend TUs 
  to change the frequency of these items to any.
  Mialee gains access to the wand of magic missiles ﬁ rst. 
  It has a frequency of adventure. If she wants this item she 
  must buy it at the end of this adventure or the three that 
  follow and record the purchase on AR where she makes the 
  purchase. On the other hand, the bracers of armor +2 have 
  a frequency of any. She may purchase that item before or 
  after any Living Greyhawk adventure she plays. She 
  would love to purchase the helm of comprehend languages 
  but does not currently have the gold to do so. Since it has 
  the frequency of regional, she can purchase it after playing 
  future Highfolk regional adventures.
  The second part of the information block is the caster 
  level of the item. Most items found in an adventure have the 
  minimum caster level needed to create them. Occasionally, 
  characters ﬁ nd items with higher caster levels.
  Next comes the gold piece cost for items not listed in 
  the three core rulebooks. Characters must pay this price 
  unless the player has campaign documentation allowing 
  otherwise.
  The last bit of information is the rules source where the 
  item is described in detail. Most items are from the Dungeon 
  Master’s Guide. The reference may direct you to the middle 
  of the AR if the item in the adventure is not found in the 
  DMG.
  The paperwork for buying and selling items is completed 
  at the end of the adventure. Page 17-18  of this document 
  details how to record these transactions on the adventure 
  record. Recording the items on your master item logsheet 
  is covered later under Items Bought.
  7. Starting Time Units
  In this box, write the number of time units remaining for 
  this character before starting an adventure. New Living 
  Greyhawk characters start with 52 TUs. For characters 
  you’ve already played, carry over the TUs remaining from 
  your last adventure record. If this is your ﬁ rst adventure in 
  a new year (new campaign years start on January 1), your 
  time units reset to 52 (unless something from the previous 
  year has reduced this starting total). 
  8. Time Unit Cost
  This value is the cost in time units for this adventure. 
  Core adventures costs 2 TUs per round. Regional and 
  metaregional adventures cost 1 TU per round for in-
  region characters and 2 TUs per round for out-of-region 
  characters. If there are two choices in this box, circle the 
  one that applies to you.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  17
  9. Additional Time Unit Costs
  Some campaign option completed after an adventure cost 
  additional time units. Some examples are: creating magic 
  items, or practicing a craft or profession. If something 
  happens in the adventure that requires additional TUs, 
  they are recorded here.
  10. Time Units Remaining
  Subtract the TU cost and any additional TUs spent from 
  your starting total and record the difference here. This 
  number is your starting total for your next adventure.
  11. Starting XP
  Enter the number of experience points you had before this 
  adventure began. New Living Greyhawk characters start 
  with 0 XP. For characters you’ve already played, use the ﬁ nal 
  XP total from your previous adventure record.
  12. XP Lost or Spent
  Some campaign events cause you to lose experience points. 
  Record that loss in this box. The most common XP drain is 
  magic item creation. A subtotal box is included on the AR 
  to streamline the math.
  13. XP Gained
  Enter the experience gained during the adventure in this 
  red box. This number cannot be greater than the max. XP 
  possible for the APL you played. In the sample adventure 
  record the adventure was played at APL 4; the character 
  could not earn more than 675 XP. 
  14. Final XP Total
  Record your ﬁ nal XP total in this box. To calculate ﬁ nal XP 
  take the starting XP (11), subtract XP lost or spent (12), add 
  XP gained (13). When you gain enough XP to advance a 
  level, you must take that level and make the required choices 
  (skills, feats, spells, etc.) before playing the character again.
  15. Starting GP
  This amount is the gold piece total your character had 
  at the start of the adventure. New Living Greyhawk 
  characters start adventuring with the gold remaining after 
  they purchase their starting equipment. Existing characters 
  use the ﬁ nal gp total from the previous adventure record. 
  The campaign does not track fractions or any coin less than 
  a gold piece. 
  16. Lifestyle Costs and other Coin spent
  Chapter 3 discussed lifestyle cost. To summarize, lifestyle 
  covers all the expenses between adventures – the mundane 
  stuff that we don’t want to micromanage. Use this section 
  of the AR to record those expenses.
  Pay your lifestyle at the beginning of an adventure. 
  Lifestyle beneﬁ ts and attempting to live off the wild are 
  detailed in Chapter 3. After the adventure, check the 
  appropriate lifestyle box on the AR. If you are living off the 
  wild, choose “none” and write, “lived off the wild,” on the 
  sheet. Multiply the lifestyle chosen by the time units spent 
  and record that sum in the lifestyle cost box. A lifestyle cost 
  must be paid on the same adventure record where TUs are 
  spent unless you have regional or campaign documentation 
  stating otherwise. For example, to spend 3 TUs crafting a 
  magic item requires you also spend the appropriate lifestyle 
  cost. If you receive free lifestyle from regional or campaign 
  documentation, please have the DM write a brief note 
  referencing the beneﬁ t in the Play Notes section of the 
  adventure record.
  Sometimes you spend gold during an adventure for 
  things that aren’t recorded on your master item logsheet. 
  Other coin spent tracks these intangibles. Examples 
  include donating money to a church, bribing a villager for 
  information or paying a thug to ransom a captured party 
  member
  The sum of your lifestyle cost and other coin spend is 
  your total coin spent. Follow the arrow on the AR and write 
  this total in the box under your starting gp. 
  Use the subtotal boxes in this part of the AR for your 
  convenience. Depending on what you buy and sell, you 
  may not need them. Put a line through unused boxes.
  17. GP Gained
  This red box is where you put the gold pieces earned during 
  an adventure. The APL played determines the maximum 
  amount that can be gained. Using the example AR, if the 
  character had no special considerations and played at APL 
  8, a maximum of 1,250 gp is possible.
  Gold pieces gained cannot be greater than the max 
  gp possible from the APL played unless one of these two 
  things occurs:
  1. The character has campaign documentation allowing 
  additional income. The documentation speciﬁ es how 
  gold is earned.
  2. The PC uses the rules in Chapter 6to earn additional 
  money after a regional adventure.
  18. Items Sold
  As your character gains levels, old equipment becomes 
  less effective. The trusty longsword your father gave 
  you worked slaying orcs, but doesn’t make the cut with 
  shadows. You sell off the old and buy newer items. Record 
  these transactions under items sold. 
  On the left record which item you sold. Write the FULL 
  value of the item to the right. If you sell more than ﬁ ve items, 
  use the back of the adventure record to record everything, 
  but make a note to, “see the back.” Once ﬁ nished total up 
  everything sold, and write that amount in total value of sold 
  items. Divide that value by 2 and record the difference in 
  the green gp gained box. 
  You need to keep notes on your character sheet and 
  master item logsheet when you sell items. These note 
  requirements are covered later in this chapter when 
  discussing the new master item logsheet.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  18
  19. Items Bought
  Now that you sold off the old stuff, you’re probably 
  champing at the bit to buy that new sword or wand you 
  saw at Adventure Gio’s Trading Post. Like selling items, you 
  keep notes on your master item logsheet when purchasing 
  new equipment. More details on that in a bit.
  Using the space provided, record your purchases along 
  with their FULL value. You must record every item you 
  purchase. If you run out of room, you may use the back 
  of the adventure record but make a note to “see the back.” 
  Total up all the items purchased and write that amount in 
  the total cost of bought items box. Follow the blue arrow 
  to the blue box and record this amount. Remember, you 
  cannot spend more gold than you have. It sounds pretty 
  obvious, but you would be surprised the questions DM’s 
  get asked some days.
  Review 6. Items Found During the Adventure above 
  for exactly what you are allowed to purchase. If you cannot 
  show the DM your documentation allowing the purchase 
  of an item, the DM is within their rights to refuse you.
  20. Final GP Total
  One last step and you are done. Total everything from your 
  starting gp down to gp spent and write that number in the 
  ﬁ nal gp total box. That’s your new starting total for your 
  next adventure. Hand the completed sheet to your DM, 
  along with your last adventure record, for veriﬁ cation of 
  your starting totals. Once signed you get these documents 
  back. You are now ready for your next exciting Greyhawk 
  adventure.
   
  FINAL THOUGHTS ON THE
   
  ADVENTURE RECORD
  The adventure record method of tracking your character is 
  very different from a home game. In home games, when 
  you defeat the bad guys, you add what they had to your own 
  equipment and keep going. Your DM provides a counter-
  balance to ensure the party is adequately equipped and 
  challenged. In a Living campaign, this balancing act is 
  much harder. With more than three hundred adventures in 
  play and well over 13,000 people playing, it is impossible to 
  give each session or player the same loving care as a DM in 
  a home game. The AR system allows the campaign directors 
  to balance the campaign without being overly restrictive or 
  requiring excessive paperwork.
  Consequently, at the end of the adventure, you earn gold 
  pieces instead of receiving a list of items to keep. You are 
  probably thinking to yourself, “But dang it, I wanted that +1 
  chain shirt, not gold.” Well, in a way, you are getting it.
  Let’s say you and your friends have defeated the evil Lord 
  Unguth. You both fought bravely and walked away with 
  1,250 gold pieces–a nice haul. At this point, that total does 
  not represent gold in your pocket. It represents the value 
  of the stuff you are taking away from that adventure. You 
  could spend your 1,250 gp and purchase that +1 chain shirt 
  at the end of the adventure. According to your character he 
  defeated the evil villain and took his chain shirt as spoils. 
  Your wizard friend on the other hand saw nothing of worth 
  and decided to sell his share of the loot for some cold, hard 
  cash. While we have a game mechanic in the middle to 
  workout the math, in game your character is salvaging the 
  item you want. This provides an even footing for everyone 
  playing while maintaining a wide variety of game options 
  and treasure. 
   
  THE MASTER ITEM LOGSHEET
  So, you have all this cool equipment but, how do you record 
  it?  That is where the master item logsheet comes into play. 
  It records everything important that your character carries 
  in a format that is easy for your DM to read. It will also 
  veriﬁ es where you found or purchased each item, and if 
  applicable, where you sold them. Before going into detail, 
  let’s go over some basic rules for the MIL.
  • Keep your MIL up to date and legible. Your DM will 
  appreciate when it is organized and easily read. If the 
  validity of an item on your MIL is questionable, your 
  DM may legitimately deny you from using it in the 
  adventure. So, be proactive and have a neat sheet ready 
  for inspection at the start of the game.
  • When your MIL gets too cluttered and needs to be 
  updated, print out a new one and copy everything over. 
  Don't transfer items you no longer possess. Show both 
  your old and new MILs to your DM. After verifying both 
  copies match, your DM will sign the new sheet. Always 
  keep your old MILs. Sometimes it is necessary to go back 
  and check where items came from. Retaining your old 
  paperwork makes this easier.
  • Items listed on your MIL function as described according 
  to their original source unless speciﬁ ed in a variant rule 
  or errata. For example, if you have a converted sword of the 
  rogue from “A Snake in the Grass,” it still follows all the 
  rules as described on the original certiﬁ cate.
  • Purchases from the Player’s Handbook are not required to 
  be listed on the master item logsheet. List these items 
  legibly on your character sheet.
  • If none of your items are required to be listed on an MIL, 
  you are not required to have one. Show your DM your 
  character sheet, and you are all set. 
   
  THE MASTER ITEM
   
  LOGSHEET, INCH-BY-INCH
  “With a loud ‘whoosh’ the room erupted into fire. When it cleared 
  only charred piles of ash remained of the orcs and the tables they 
  had been hiding behind.” 
  “Nice wand, Mialee. Where did ya get it?”
  –  Jozan, 593 CY
  The master item logsheet shows all non-PHB equipment 
  that your character currently carries. Step 6. Items Found 
  During the Adventure in the AR section above covers what 
  you purchase. Now let’s go over how you record it. Each 
  
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  item listed on the master item logsheet shows where you 
  gained access to it, where you purchased it and where, if 
  applicable, you sold or lost it. Remember, in order for this 
  system to work you must keep all your adventure certs and 
  adventure records numbered and in order. Be proactive 
  and be prepared. 
  The following page shows a sample copy of the master 
  item logsheet. A copy of this document for your own use is 
  available on the Living Greyhawk campaign website at 
  www.wizards.com/lg in the Downloads section. For now, 
  let’s look at the different sections and how they are used. 
  Each item section on the MIL has common elements. 
  We’ll examine the common elements ﬁ rst then look at 
  individual sections in more detail below.
  Item:  The name of the item as it appears in the DMG or 
  source document granting access to item.
  Cost:  The market value of the item listed.
  Found AR #: List the source document granting access 
  to this item. If the item was originally a year one certiﬁ cate, 
  write “Year 2” followed by the number of the AR the 
  original converted cert is stapled to. If a metagame source 
  grants access to the item, write “Meta” on the line and make 
  sure you have your meta-org cert handy for reference. If 
  you created the item, write “MIC #” to notify the DM you 
  created the item yourself. The # sign is the AR to check 
  for the paperwork. If access to the item is granted in this 
  document, the LGCS, then write “LGCS.”
  Bought AR #:  When purchasing items track the money 
  spent here. In most cases the AR where you found an item 
  is the same one where you purchased it. Sometimes you 
  buy things at a later date. If the item was purchased before 
  January 1, 2003 write, “Year 2” in this space.
  Gone AR #:  This ﬁ eld tracks items that have left your 
  possession. If sold, record the AR # where the gold was 
  added back to your gold piece total. Alternatively, you 
  may have drunk a potion, exhausted a wand, or met a rust 
  monster that divested you from the burden of armor. Any 
  time you no longer have use of an item you must mark it 
  gone and note the AR where it was used or disappeared.
  Now, let’s examine the MIL in more detail.
  1. Name and Verification Block
  This section only needs to be completed when you ﬁ rst 
  create an MIL sheet or rewrite an old one. Enter your 
  characters name, your name, the date it was initially 
  ﬁ lled out and your RPGA number. The DM veriﬁ es the 
  information is correct and validates the MIL. Validation 
  requires a GMs signature and RPGA number.
  2. Master Item Logsheet Number
  Like your adventure records, each MIL has a number. The 
  ﬁ rst logsheet is number one and the number increases each 
  time it’s rewritten. This process documents your characters 
  progression. How often you rewrite you MIL is up to you, 
  but never throw away an old one.
  3. Location Based Item Sections
  Certain items have limits on the number that can be used 
  or equipped simultaneously. These sections represent these 
  items. You may only equip one item of a certain type on at 
  any one time. While you may have three cloaks, you can 
  only use one at a time. With rings you may have two active 
  at one time. You can also have one set of armor and one 
  shield active at the same time. If you have more items listed 
  than you can use at one time, you must note which you are 
  currently using. Mark an * next to the active item. Unless 
  you speciﬁ cally tell the DM otherwise, it is assumed you are 
  using your default equipment.
  4. Miscellaneous Magic Items
  Reusable magic items that aren’t location based are listed 
  here. Examples include a bag of holding, horn of blasting or 
  pearl of power. 
  5. Disposable Magic Items: One Shots
  Disposable magic items are listed here. The most common 
  examples are scrolls and potions. With disposable items, if 
  you plan to purchase items to exactly replace those used 
  during the adventure after the session, you do not need to 
  mark them off. This step prevents clutter on your MIL and 
  simpliﬁ es your DMs job. You must keep records deemed 
  satisfactory by the DM tracking items used during the 
  session. DMs may legitimately strike items off your MIL 
  and require you to write down again when you purchase 
  replacements.
  6. Wands, Staffs, & Other Charged Items
  Any disposable item with more than one charge is recorded 
  here. Common examples include wands, arrows or a robe of 
  useful items. The other info section is for things such as caster 
  level and metamagic feats used in a wand for example.
   
  FINAL THOUGHTS ON
   
  THE MASTER ITEM LOGSHEET
  The master item logsheet is pretty easy to ﬁ ll out and easy 
  to keep up to date. For non-casters it may only need to be 
  updated two to three times a year. Casters need to update 
  it more often but that is the price for creating your own 
  magic items. If you do not have enough room on the sheet 
  to record all your items, print another copy on the back of 
  your existing sheet. That gives you twice the space with only 
  one sheet to keep track of. Keep and eye on the website for 
  MILs specialized by class in the near future. 
  Be sure to use the official Living Greyhawk character 
  sheet and MIL. Standardized documents make it easier on 
  the DM. Using custom sheets means DMs must search for 
  information and takes time away from play. 
  
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  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  22
  Chapter 5: Sourcebook 
  and Metagame Policy
  As both Living Greyhawk and the Dungeons & 
  Dragons game expand, new character options are 
  introduced into the campaign. This chapter explains 
  how game and metagame possibilities introduce rules 
  expansions. Chieﬂ y, these expansions are feats, items, 
  spells, and prestige classes from the Living Greyhawk Journal 
  and the new Complete and Races series of player guides 
  (collectively known as core supplements). This chapter also 
  addresses common metagame issues. 
  Material from any of the sources listed below is only 
  allowed if speciﬁ ed in the following rules, contained in the 
  D&D core rulebooks v.3.5, or permitted through campaign 
  documentation. 
  A core rules v.3.5 update to material still legal in 
  the campaign is included at the end of this chapter. As a 
  reminder, the old “builder books” (the 3.0 class guidebooks) 
  have been removed from the campaign.
  A character may not take a feat or spell not found in the 
  PHB until reaching third level. Exceptions to this rule are 
  noted elsewhere in the LGCS.
  The current printing of the following books and 
  their published errata are considered core books for the 
  campaign:
  • Players Handbook v.3.5 (PHB)
  • Dungeon Master’s Guide v.3.5 (DMG)
  • Monster Manual v.3.5 (MM)
  • Living Greyhawk JournalCampaign News (found in 
  Dungeon Magazine) (LGJN)
  The following sources and their published errata are 
  used in the campaign but require campaign documentation 
  for use by players. The book or article must be brought to 
  the session by the person using them. After each book title 
  is an abbreviation used later in this chapter. If something 
  is not speciﬁ cally named as useable from the following 
  sources in this document then it cannot be used by players 
  in the campaign without campaign documentation on an 
  AR. Additional books may be usable by authors only. See 
  the LIVING GREYHAWK Writers Guidelines for more details.
  • Complete Warrior (CW)
  • Complete Divine (CD)
  • Complete Arcane (CA)
  • Complete Adventurer (CV)
  • Races of Stone (RS)
  • Races of Destiny (RD)
  • Races of the Wild (RW)
  • Miniatures Handbook (MH)
  • Frostburn (FB)
  • Living Greyhawk Journal articles (LGJ)
  • Living Greyhawk web articles found on the RPGA 
  Website. (LGWA)
  • Dragon Magazine #315/#319 Greyhawk feat articles 
  (either D315 or D319)
  All feats, spells and prestige classes from any non-core 
  book source are broken down into one of following four 
  categories. 
  • Core: Any character of 3rd level or higher who meets the 
  requirements may take anything listed as core. 
  • Limited: A character must be 3rd level or higher and 
  have some sort of campaign documentation to take 
  anything in this category. Note that the Expanded 
  Creation Options in Chapter 1 are considered campaign 
  documentation.
  • NPC Only:  These are usable by authors only. They may 
  not be possessed by player characters.
  • Restricted: These are not used in the Living Greyhawk 
  campaign.
  If your character takes anything from a non-core 
  book, then you must bring a copy of that book with you 
  to every game where you play that character. Alternatively, 
  you may bring a photocopy of the rules material you’re 
  speciﬁ cally using, so long as you own the original book. You 
  must inform the DM prior to play that your character has 
  something from a non-core source and allow access to the 
  documentation upon request. 
   
  FEATS
  All non-core sourcebook feats fall into one of four categories. 
  After each feat name is list rules source and, possibly, the 
  name of the feat it replaces. If an entry lists more than one 
  source, all are acceptable. You may not use an old source for 
  a feat when a new source is listed.
  Feats from Dragon #315/#319: These are special feats 
  that have been graciously made available to the campaign 
  by Paizo Publishing. As the information in Chapter 3 states, 
  several of these feats can be selected at 1st level dependant 
  upon a character’s race or region. A few points are listed 
  below to clarify the use and acquisition of these feats:
  • The feats from these articles are listed below in the 
  appropriate categories (most are limited). If a feat from 
  one of the Dragon articles does not appear on the list in 
  Chapter 3 for your race/region but appears below, you 
  may consult your triad for ways in which your character 
  may gain access to the feat (typically through adventure 
  play or meta-organization membership).
  • Your character’s race and starting home region determine 
  which feats that character has access. Switching regions 
  does not grant access to a new set of regional feats.
  • For every 2 ranks in Knowledge (local) for a speciﬁ c 
  metaregion you have, you may choose one region within 
  that metaregion to give you the access listed on Table 
  3-3 in Chapter 3 for that region. For example, Dante’s 
  character Ulrin the Quick, an Oeridian human, has a 
  starting home region of Dyvers. He may choose the 
  following feats (looking at Human, Oeridian and Dyvers 
  on Table 3-3): Born Follower, Noble Soul, Mercantile 
  Background, Rapscallion, Rhennlore, and Well Read. 
  In addition, Dante put 2 ranks in Ulrin’s Knowledge 
  (local [VTF metaregion]) skill. He selects Verbobonc (a 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  23
  region within the VTF metaregion) for access, and gains 
  access to Elﬂ ore (he already had access to Mercantile 
  Background and Well Read). At Ulrin’s 3rd character 
  level, Dante’s invested 2 ranks of Knowledge (local 
  [Iuz metaregion]), a different metaregion, and selects 
  the Shield Lands. He gains access to Defensive Expert. 
  Dante could have chosen to give Ulrin 2 more ranks in 
  Knowledge (local [VTF metaregion]) instead, and picked 
  Ekbir, Ket, Tusmit, or Veluna for access.
  • Regional choices should be noted in the play notes 
  section of the AR when the character invests the ranks 
  in Knowledge (local). The DM should include a note 
  like, “Feat Access: Furyondy,” once the player has made 
  a selection. The player must select a new region with 
  every 2 ranks invested in Knowledge (local) at the time 
  of skill rank selection or they receive no access for that 
  particular skill rank investiture.
  • Existing characters, as of the ﬁ rst printing of these feats in 
  the LGCS (January 2005), that have ranks in Knowledge 
  (local) may also select regions per the guidelines given 
  above. If selections are not made by the beginning of a 
  character’s ﬁ rst adventure after March 1, 2005, no access 
  is received for preexisting skill ranks.
  • Once you’ve selected another region, your character 
  is treated as though you’re from that region for feat 
  prerequisites. Your character only gains access to feats on 
  Table 3-3, unless the character has regional or campaign 
  documentation.
  • There is one exception to the above rule: ranks in 
  Knowledge (local [Core]) cannot give you access to feats 
  from a core region. The only way to obtain access to those 
  feats is from adventure play. 
  • At 1st level, characters may only select these feats from 
  their race and starting region. While a character may have 
  access to more regions’ feats through the Knowledge 
  (local) skill, they may not select them until 3rd level.
  Some of the feats from Dragon require special adjudication. 
  They are listed below.
  • Blooded: Add Touv to the list of regions.
  • Elemental Focus: The bonus provided by this feat does 
  not stack with Jinnbond. 
  • Initiate of the Faerie Mysteries: The use of the 
  passions ability of this feat is not usable in the Living 
  Greyhawk campaign.
  • Jinnbond: The bonus provided by this feat does not 
  stack with Elemental Focus.
  • Jungle Fighter: Add Touv to the list of regions.
  • Landless Nobility: The ﬁ rst sentence under the 
  Beneﬁ ts section of this feat should be replaced with the 
  following: “You begin play with more gold than normal 
  for your class. Fighters, hexblades, paladins, rangers, and 
  swashbucklers begin with 100 extra gp; clerics, favored 
  souls, marshals, rogues, and scouts begin with 75 extra 
  gp; barbarians, bards, sorcerers, warmages, and wizards 
  begin with 50 extra gp; druids begin with 25 extra gp. 
  Monks do not gain any extra gold by virtue of this feat.”
  • 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.
  CORE FEATS:
  Able Sniper (RW)
  Aerial Reﬂ exes (RW)
  Aerial Superiority (RW)
  Agile Athlete (RW)
  Ancestral Knowledge (RS)
  Anvil of Thunder (CW)
  Appraise Magic Value (CV)
  Arcane Defense (CA)
  Arcane Disciple (CD)
  Arcane Mastery (CA)
  Arcane Preparation (CA)
  Arcane Strike (CW)
  Arterial Strike (CW)
  Ascetic Hunter (CV)
  Ascetic Knight (CV)
  Ascetic Mage (CV)
  Ascetic Rogue (CV)
  Augment Healing  (CD)
  Axespike (RS)
  Axiomatic Strike (CW)
  Battle Caster (CA)
  Battle Casting (RW)
  Battle Hardened (RS)
  Bear Fang (CW)
  Boar’s Ferocity (CD)
  Born Flyer (RW)
  Born of the Three Thunders (CA)
  Brachiation (CV)
  Brutal Throw (CV)
  Burrow Friend (RS)
  Cavalry Charger (CW)
  Chain Spell (CA)
  Channeled Rage (RD)
  Chant of Fortitude (CV)
  Cheetah’s Speed (CD)
  Clever Wrestling (CW)
  Climb Like an Ape (CV)
  Close-Quarters Fighting (CW)
  Combat Brute (CW)
  Combat Intuition (CV)
  Communicator (CA)
  Complementary Insight (RD)
  Confound the Big Folk (RW)
  Consecrate Spell (CD)
  Cooperative Spell (CA)
  Coordinated Strike (RW)
  Cougar’s Vision (CV)
  Crescent Moon (CW)
  Crowd Tactics (RD)
  Danger Sense (CV)
  Dash (CW)
  Death Blow (CV)
  Defensive Archery (RW)
  Defensive Strike (CW)
  Defensive Throw (CW)
  Deft Opportunist (CV)
  Deft Strike (CV)
  Delay Spell (CA)
  Destructive Rage (CW)
  Devoted Inquisitor (CV)
  Devoted Performer (CV)
  Devoted Tracker (CV)
  Disciple of the Sun (CD)
  Disguise Spell (CV)
  Dive for Cover (CV)
  Diving Charge (RW)
  Divine Cleansing (CW)
  Divine Damage Reduction (RS)
  Divine Metamagic (CD)
  Divine Might (CW)
  Divine Resistance (CW)
  Divine Shield (CW)
  Divine Spell Power (CD)
  Divine Spellshield (RS)
  Divine Vigor (CW)
  Domain Focus (CD)
  Domain Spontaneity (CD)
  Double Wand Wielder (CA)
  Draconic Breath (CA) [Metallic]
  Draconic Claw (CA) 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  24
  Draconic Flight (CA) 
  Draconic Heritage (CA) [Metallic; 
  available at 1st level]
  Draconic Legacy (CA) [Metallic]
  Draconic Power (CA) [Metallic]
  Draconic Presence (CA)
  Draconic Resistance (CA) [Metallic]
  Draconic Skin (CA)
  Dual Strike (CV)
  Dwarven Armor Proﬁ ciency (RS)
  Eagle Claw Attack (CW)
  Eagle’s Wings (CD)
  Earth Adept (RS)
  Earth Fist (RS)
  Earth Master (RS)
  Earth Sense (RS)
  Earth Spell (RS)
  Earth’s Embrace (CW)
  Earth’s Warding (RS)
  Elemental Healing (CD)
  Elemental Smiting (CD)
  Elephant’s Hide (CD)
  Elf Dilettante (RW)
  Elusive Target (CW)
  Empower Turning (CD)
  Enchanting Song (RS)
  Energy Admixture (CA)
  Energy Substitution (CA)
  Exotic Armor Proﬁ ciency (RS)
  Exotic Shield Proﬁ ciency (RS)
  Expeditious Dodge (RW)
  Expert Tactician (CV)
  Explosive Spell (CA)
  Extend Rage (CW)
  Extra Edge (CA)
  Extra Music (CV)
  Extra Rage (CW)
  Extra Slot (CA)
  Extra Smiting (CW)
  Extra Spell (CA)
  Extra Stunning (CW) 
  Extra Wild Shape (CD)
  Extraordinary Concentration (CV)
  Extraordinary Spell Aim (CV)
  Eyes in the Back of Your Head (CW)
  Fast Wild Shape (CD)
  Faster Healing (CW)
  Favored Power Attack (CW)
  Fists of Iron (CW)
  Fleet of Foot (CW)
  Flick of the Wrist (RW)
  Flying Kick (CW)
  Focused Mind (RW)
  Force of Personality (CV)
  Formation Expert (CW)
  Fortify Spell (CA)
  Freezing the Lifeblood (CW)
  Giantbane (CW)
  Glorious Weapons (CD)
  Gnome Foe Killer (RS)
  Goad (CV)
  Greater Heavy Armor Optimization (RS)
  Greater Kiai Shout (CW)
  Greater Resiliency (CW)
  Greater Two-Weapon Defense (CW)
  Green Ear (CV)
  Grizzly’s Claws (CD)
  Hammer’s Edge (CW)
  Hamstring (CW)
  Hawk’s Vision (CV)
  Hear the Unseen (CV)
  Heavy Armor Optimization (RS)
  High Sword Low Axe (CW)
  Hold the Line (CW)
  Improved Buckler Defense (CW)
  Improved Combat Expertise (CW)
  Improved Diversion (CV)
  Improved Familiar (CW & DMG)
  Improved Favored Enemy (CW)
  Improved Flight (CV)
  Improved Mounted Archery (CW)
  Improved Rapid Shot (CW)
  Improved Smiting (CD)
  Improved Swimming (CV)
  Improved Toughness (CW) 
  Improved Two-Weapon Defense (CW)
  Improved Weapon Familiarity 
  (CW & RS)
  Innate Spell (CA)
  Insightful (CA)
  Insightful Reﬂ exes (CV)
  Inspire Spellpower (RS)
  Instantaneous Rage (CW)
  Intimidating Rage (CW)
  Ironskin Chant (CV)
  Jack of All Trades (CV)
  Karmic Strike (CW)
  Kai Shout (CW)
  Leap Attack (CV) 
  Lightfeet (RW)
  Lightning Mace (CW)
  Lingering Song (CV)
  Lion’s Pounce (CD)
  Lyric Spell (CV)
  Magic of the Land (RW)
  Menacing Demeanor (RD)
  Metamagic Song (RS)
  Misleading Song (RS)
  Mobile Spellcasting (CV)
  Monkey Grip (CW)
  Moradin’s Smile (RS)
  Mountain Warrior (RS)
  Natural Trickster (RS)
  Necropolis Born (CA)
  Net and Trident (CW)
  Night Haunt (CA)
  Nonlethal Substitution (CA) 
  Oaken Resilience (CD)
  Obscure Lore (CV)
  Obtain Familiar (CA)
  Open Minded (CV)
  Oversized Two-Weapon Fighting (CV)
  Pain Touch (CW)
  Phalanx Fighting (CW)
  Pierce the Darkness (RS)
  Piercing Sight (RS)
  Pin Shield (CW)
  Plunging Shot (RW)
  Power Critical (CW)
  Power Throw (CV)
  Practiced Spellcaster (CA & CD)
  Prone Attack (CW)
  Profane Boost (CD)
  Quick Reconnoiter (CV)
  Quick Staff (CW)
  Quicken Turning (CD)
  Ranged Disarm (CW)
  Ranged Pin (CW)
  Ranged Spell Specialization (CA) 
  Ranged Sunder (CW)
  Rapid Spell (CD)
  Rapid Stunning (CW)
  Raptor School (CW)
  Razing Strike (CV)
  Reach Spell (CD)
  Reckless Rage (RS)
  Reckless Wand Wielder (CA)
  Repeat Spell (CA)
  Roofwalker (RD)
  Roots of the Mountain (RS)
  Roundabout Kick (CW)
  Sacred Boost (CD)
  Sacred Healing (CD)
  Sacred Vengeance (CW)
  Sanctum Spell (CA)
  Savage Grapple (CV)
  Sculpt Spell (CA)
  Serpent’s Venom (CD)
  Shared Fury (RW)
  Sharp-Shooting (CW)
  Shield Charge (CW)
  Shield Slam (CW)
  Shielded Axe (RS)
  Shielded Casting (RS)
  Shock Trooper (CW)
  Smatterings (RD)
  Sociable Personality (RD)
  Soul of the North (CA)
  Spell Hand (CA)
  Spell Focus (chaos, evil, good, law) (CD)
  Spellrazor (RS)
  Spinning Halberd (CW)
  Split Ray (CA)
  Spontaneous Healer (CD)
  Spontaneous Summoner (CD)
  Spontaneous Wounder (CD)
  Staggering Strike (CV)
  Steady Concentration (RS)
  Steady Mountaineer (RS)
  Stone Rage (RS)
  Stoneback (RS)
  Stone Form (RS)
  Subsonics (CV)
  Sun School (CW)
  Swarmﬁ ghting (CW)
  Swim Like a Fish (CD)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  25
  Tactile Trapsmith (CV)
  Three Mountains (CW)
  Throw Anything (CW)
  Titan Fighting (RS)
  Touch Spell Specialization (CA)
  Transdimensional Spell (CA & CD)
  Trivial Knowledge (RS)
  True Believer (CD)
  Tunnel Fighting (RS)
  Tunnel Riding (RS)
  Turtle Dart (RS)
  Twin Spell (CA)
  Underfoot Combat (RW)
  Urban Stealth (RD)
  Urban Tracking (RD)
  Versatile Performer (CV)
  Wandstrike (CA)
  Weakening Touch (CW)
  Wolfpack (RW)
  Wolverine’s Rage (CD)
  Woodland Archer (RW)
  Yondalla’s Sense (RW)
  Zen Archery (CW)
  LIMITED FEATS:
  Altitude Adaptation (FB)
  Arcane Insight (RD)
  Arctic Priest (FB)
  Battleﬁ eld Inspiration (MH)
  Badge of Bondage (D315)
  Bareback Soul (D315)
  Beckon the Frozen (FB)
  Black Lore of Moil (CA)
  Blackmoorian Rhymes (D315) 
  Blindsense (CV)
  Blood of Kord (D315)
  Blooded (D315)1
  Border Watch (D315)
  Born Follower (D315)
  Celestial Scion (D315) [Any but House 
  Naelax]
  Clan Prestige (RS)
  Cold Endurance (FB)
  Cold Focus (FB)
  Cold Spell Specialization (FB)
  Companion Guard Style (D315)
  Craft Rune Circle (RS)
  Daunting Presence (MH)
  Deepseer (D319)
  Defensive Expert (D315)
  Desert Fighter (D319)
  Distracting Attack (MH)
  Double Hit (MH)
  Draconic Breath (CA) [Chromatic] 
  Draconic Heritage (CA) [Chromatic]
  Draconic Legacy (CA) [Chromatic]
  Draconic Power (CA) [Chromatic]
  Draconic Resistance (CA) [Chromatic]
  Driftwalker (D315)
  Dwarﬂ ore (D315)
  Ehlonna’s Way (D315)
  Elemental Focus (D319)1
  Elﬂ ore (D315)
  Energy Afﬁ nity (MH)
  Eternal Strength (RD)
  Exercises of Arnd (D319)
  Expert Dungeoneer (D315)
  Extra Domain Spell (MH)
  Faith in the Frost (FB)
  Far Horizons (RD)
  Faerie Mysteries Initiate (D319)1
  Fearless Destiny (RD)
  Foe Specialist (MH)
  Frostfell Prodigy (FB)
  Frozen Berserker (FB)
  Frozen Magic (FB)
  Giantkiller (D315)
  Gnomelore (D315)
  Great Fervor (D315)
  Greater Cold Focus (FB)
  Greater Powerful Charge (MH)
  Greyhawk Method (D315)
  Halﬂ ing Lore (D315)
  Heir of Lendore (D319)
  Heroic Destiny (RD)
  Horselore (D315)
  Hurling Charge (MH)
  Ice Harmonics (FB)
  Icy Calling (FB)
  Improved Cold Endurance (FB)
  Improved Flight (RW)
  Improved Shieldmate (MH)
  Inside Connection (RD)
  Jinnbond (D319)1
  Jungle Fighter (D315) 1
  Landless Nobility (D315)1
  Law Inviolate (RD)
  Lay of the Northern Adepts (D315)
  Lord of the Uttercold (CA)
  Martial Throw (MH)
  Mercantile Background (D315)
  Mercenary Background (D315)
  Mountaineer (FB)
  Mountain Fighter (D315)
  Mounted Casting (MH)
  Natural Bond (CV)
  Nexus Method (D319)
  Noble Soul (D315) 1
  Orc Blooded (D315)
  Piercing Cold (FB)
  Powerful Charge (MH) [Replaces Power 
  Lunge (S&F)]
  Primeval Wild Shape (FB)
  Protected Destiny (RD)
  Pureblooded Suel (D319)1
  Pushback (MH)
  Raider’s Spirit (D315)
  Radiant Fire (RD)
  Rapscallion (D315)
  Reckless Charge (MH)
  Rhennlore (D315)
  Rustic Charm (D319)
  Sagacious Method (D319)
  Sanctify Relic (CD)
  Scent (CV)
  Sea Legs (FB)
  Second Sight (D319)
  Second Wind (MH)
  Shadowbound (D319)
  Shieldmate (MH)
  Sidestep (MH)
  Silent Method (D319)
  Smite Fiery Foe (FB)
  Snowcasting (FB)
  Snowﬂ ake Wardance (FB)
  Snowrunner (FB)
  Spirit of the Sea (D319)
  Storm Magic (FB)
  Sudden Empower (CA)
  Sudden Energy Afﬁ nity (MH)
  Sudden Enlarge (CA)
  Sudden Extend (CA)
  Sudden Maximize (CA)
  Sudden Quicken (CA)
  Sudden Silent (CA)
  Sudden Still (CA)
  Sudden Widen (CA)
  Sugliin Mastery (FB)
  Tested (D319)
  Tongue of Mouqol (D315)
  Undying Fate (RD)
  Vathrin Stigmata (D319)
  Vatun’s Touch (D319)
  Well Read (D315)
  Well Traveled (D319)
  Winter’s Champion (FB)
  Winter’s Mount (FB)
  World Weary (D319)
  Zagyg’s Favor (D319)
  NPC ONLY FEATS:
  *The following feats are Core for 
  animal companions, familiars, paladin 
  mounts, and/or special cohorts. They 
  are NPC Only for all others.
  Ability Focus (MM)*
  Atlan’s Mark (D315)
  Auspicious Marking (RS)*
  Awesome Blow (MM)*
  Bright Sigil (RD)*
  Catfolk Pounce (RW)*
  Celestial Scion (D315) [House Naelax]
  Centaur Trample (RW)*
  Corrupt Spell (CD)
  Craft Construct (MM)
  Craft Contingent Spell (CA)
  Craft Skull Talisman (FB)
  Dread Tyranny (RD)
  Empower Spell-Like Ability (MM)*
  Enhanced Power Sigils (RD)*
  Extra Invocation (CA)
  Extra Silence (RS)*
  Fiendsign (D315)
  Fling Ally (RS)*
  Fling Enemy (RS)*
  Flyby Attack (MM)*
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  26
  Gnoll Ferocity (RW)*
  Heavy Lithoderms (RS)*
  Heighten Spell-Like Ability (CA)*
  Hover (MM)*
  Improved Natural Armor (MM)*
  Improved Natural Attack (MM)*
  Improved Rock Hurling (RS)*
  Improved Sigil (all types) (RD)*
  Lore of the Ur-Flan (D315)
  Killoren Ancient (RW)*
  Killoren Destroyer (RW)*
  Killoren Hunter (RW)*
  Knockback (RS)*
  Markings of the Blessed (RS)*
  Markings of the Hunter (RS)*
  Markings of the Magi (RS)*
  Markings of the Maker (RS)*
  Markings of the Warrior (RS)*
  Maximize Spell-Like Ability (CA)*
  Multiattack (MM)*
  Multiweapon Fighting (MM)*
  Powerful Wild Shape (RS)*
  Primitive Caster (FB)
  Quicken Spell-Like Ability (MM)*
  Rampaging Bull Rush (RS)*
  Rock Hurling (RS)*
  Silencing Strike (RS)*
  Snatch (MM)*
  Subtle Sigil (RD)*
  Wastri’s Blessing (D315)
  Whispered Secrets (RD)
  Winged Warrior (RW)*
  Wingover (MM)*
  RESTRICTED FEATS:
  Able Learner (RD)
  Chosen of Iborighu (FB)
  City Slicker (RD)
  Collegiate Wizard (CA)
  Dalla Thaun’s Luck (RW)
  Deep Vision (RS)
  Deﬂ ective Armor (RS)
  Diverse Background (RD)
  Energize Armor (RS)
  Earth Power (RS)
  Extra Spell Secret (CA)
  Focused Shield (RS)
  Frozen Wild Shape (FB)
  Guardian Spirit (CA)
  Human Heritage (RD)
  Improved Frosty Touch (FB)
  Invest Armor (RS)
  Mage Slayer (CA)
  Mark of Hleid (FB)
  Persistent Spell (CA)
  Pierce Magical Concealment (CA)
  Pierce Magical Protection (CA)
  Pious Defense (CD)
  Pious Soul (CD)
  Pious Spellsurge (CD)
  Precocious Apprentice (CA)
  Resourceful Buyer (RD)
  Shielded Manifesting (RS)
  Troll Blooded (D319)
  −−−
  1 See below for additional information.
   
  SPELLS
  Non-core sourcebook spells fall into four categories. After 
  each spell you will ﬁ nd the book it is from and possibly 
  the name of the spell it replaces. If it lists more than one 
  book then either is acceptable. You may not use an old 
  source for a spell when a new source is listed.
   
  ITEMS: MAGIC AND MUNDANE
  The opportunity to gain items, both magic and mundane, 
  from various sources may occur during play. In each case 
  players receive campaign or regional documentation 
  allowing the character access to the item in question once 
  all the requirements listed on that documentation are 
  fulﬁ lled. Without both the appropriate documentation and 
  the ability to fulﬁ ll 
  any 
  requirements, 
  the items may not be 
  taken. These items 
  are not available to 
  characters 
  during 
  character creation.
  Instant FAQ:
  Can my wizard copy a non-core spell out of 
  another PC’s spellbook and have it noted 
  in the play notes section on my adventure 
  record? 
  No. You must have campaign or regional 
  documentation for  spell appearing on the limited 
  list. Play Notes section of your AR do not qualify.
  I have a cleric domain from a core supplement, 
  like Complete Divine, do I have to wait until 3rd 
  level to cast domain spells not in the PHB?
  No. in this case, you may access the domain’s 
  granted power(s), and cast domain’s spells, 
  provided the spell is allowed in the campaign.
  CORE SPELLS:
  Absorption (CA)
  Accelerated movement (CV)
  Accuracy (CA)
  Aerial alacrity (RW)
  Aiming at the target (CA)
  Allegro (CV)
  Anger of the noonday sun (CD)
  Animate city (RD)
  Animate cire (CA)
  Animate water (CA)
  Animate wood (CA)
  Anticipate teleportation (CA)
  Anticipate teleportation, greater (CA)
  Arc of lightning (CA)
  Arrow mind (CV)
  Arrow of bone (CA)
  Arrow storm (CV)
  Augment ramiliar (CW)
  Backbiter (CA)
  Balancing lorecall (CV)
  Bands of steel (CA)
  Bane bow (CD)
  Beast claws (CD)
  Beget bogun (CD)
  Bestow curse, greater (CD or RD)
  Binding winds (CD)
  Blackﬁ re (CA)
  Blade storm (CV)
  Blades of ﬁ re (CA)
  Bladeweave (CV) [Replaces Bladesong]
  Blast of ﬂ ame (CA)
  Blast of force (CD)
  Blessed aim (CD)
  Blessing of bahamut (CD)
  Blink, greater (CA)
  Blistering radiance (CA)
  Bloodhound (CV)
  Body of the sun (CD)
  Bolt of glory (CD)
  Bolts of bedevilment (CD)
  Bottle of smoke (CD)
  Brain spider (CD)
  Brambles (CD)
  Branch to branch (CV)
  Briar web (CD)
  Brilliant aura (CD)
  Brilliant blade (CA)
  Burning blood (CA)
  Cacophonic shield (CV)
  Camouﬂ age (CD)
  Camouﬂ age, mass (CD)
  Castigate (CD)
  Chain of eyes (CD)
  Chameleon (CA)
  Charm person, mass (RD)
  Choose destiny (RD)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  27
  City lights (RD)
  City stride (RD)
  City’s might (RD)
  Commune with city (RD)
  Cloak of bravery (CW)
  Cloak of bravery, greater (CW)
  Cloak of the sea (CV)
  Cloudburst (CD)
  Cloudwalkers (CD)
  Cometfall (CD)
  Contagious touch (CD)
  Corpse candle (CA)
  Creeping cold (CD)
  Creeping cold, greater (CD)
  Critical strike (CV)
  Crown of glory (CD)
  Crumble  (CD)
  Curse of ill fortune (CD)
  Cursed blade (CW)
  Dance of the unicorn (CD)
  Darkvision, mass (CA) 
  Death pact (CD)
  Decomposition (CD)
  Defenestrating sphere (CA)
  Delay death (RD)
  Deiﬁ c vengeance (CD)
  Detect favored enemy (CD)
  Dirge of discord (CV)
  Discern bloodline (RD)
  Discern shapechanger (CA)
  Dissonant chord (CV)
  Distort speech (CV)
  Distracting assailant (CV)
  Divine agility (CD)
  Divine insight (CV)
  Divine sacriﬁ ce (CD)
  Doomtide (CD)
  Dragon breath (CD)
  Dream sight (CD)
  Duelward (CA)
  Dust to dust (RW)
  Earth hammer (RS)
  Earth glide (RS)
  Earthen grasp (CA)
  Easy climb (CV)
  Easy trail (CV)
  Embrace the Wwild (CV)
  Emerald ﬂ ame ﬁ st (CA)
  Enduring ﬂ ight (RW)
  Energy immunity (CA)
  Energy vortex (CD)
  Enhance familiar (CA)
  Entangling staff (CV)
  Enveloping cocoon (CD)
  Exacting shot (CV)
  Expeditious retreat, swift (CV)
  Eye of stone (RS)
  Familiar pocket (CA)
  Fireburst (CA)
  Fireburst, greater (CA)
  Fires of purity (CD)
  Fist of stone (CA)
  Flame of faith (CD)
  Flensing (CA)
  Fly, mass (CA) 
  Fly, swift (CV)
  Focusing chant (CV)
  Foebane (CV)
  Force whip (CA)
  Forestfold (CD or CV)
  Fortify familiar (CA)
  Freezing fog (CA)
  Friendly face (RD)
  Golden barding (CD)
  Golem strike (CV)
  Ghostform (CA) 
  Grave strike (CV)
  Guided shot (CV) 
  Hail of stone (CA)
  Harmonic chorus (CV)
  Harmonize (RS)
  Harmonize, greater (RS)
  Haste, swift (CV)
  Hawkeye (CD or CV)
  Healing lorecall (CV)
  Healthful rest (CV) 
  Heart of stone (CA)
  Herald’s call (CV)
  Hindsight (CV)
  Hound of doom (CW)
  Hymn of praise (CV)
  Ice knife (CA)
  Implacable pursuer (CD)
  Improved blink (CD)
  Improvisation (CV)
  Infestation of maggots (CD)
  Infernal threnody (CV)
  Insidious rhythm (CV)
  Insightful feint (CV)
  Insignia of alarm (RD)
  Insignia of blessing (RD)
  Insignia of healing (RD)
  Insignia of warding (RD)
  Inspirational boost (CV)
  Instant locksmith (CV)
  Instant search (CV)
  Iron silence (CV)
  Invisibility, swift (CV)
  Joyful noise (CV) 
  Languor (CD)
  Last breath (CD)
  Leomund’s hidden lodge (CA)
  Listening coin (CV)
  Listening lorecall (CV)
  Lion’s roar (CW)
  Locate city (RD)
  Low-light vision (CA)
  Maddening scream (CD)
  Mastery of the sky (RW)
  Maelstrom (CD)
  Mage armor, greater (CA)
  Master’s touch (CV)
  Mark of the hunter (CD)
  Miasma (CD) [See Complete Divine errata]
  Mindless rage (CV)
  Monstrous thrall (CD)
  Murderous mist (CD)
  Nature’s avatar (CD)
  Nature’s favor (CD or CV)
  Naturewatch (CD)
  Nightstalker’s transformation (CV)
  Nimbus of light (CD)
  Obedient avalanche (CD andFB)
  Omen of peril (RD)
  Orb of acid (CA) 
  Orb of acid, lesser (CA) [Replaces acid orb, 
  lesser (MH)] 
  Orb of cold (CA) 
  Orb of cold, lesser (CA) [Replaces cold orb, 
  Lesser (MH)]
  Orb of electricity (CA) 
  Orb of electricity, lesser (CA) [Replaces 
  electricity orb, lesser (MH)]
  Orb of ﬁ re (CA) 
  Orb of ﬁ re, lesser (CA) [Replaces ﬁ re orb, 
  lesser (MH)]
  Orb of force (CA)
  Orb of sound (CA) 
  Orb of sound, lesser (CA) [Replaces sonic orb, 
  lesser (MH)]
  Otiluke’s dispelling screen (CA)
  Otiluke’s greater dispelling screen (CA)
  Omen of peril (CD)
  Pavilion of grandeur (CD)
  Phantasmal assailants (CA)
  Phantasmal decoy (CD)
  Phantasmal disorientation (CD)
  Phantom bear (CD)
  Phantom guardians (RD)
  Phantom stag (CD)
  Phantom wolf (CD)
  Phantom threat (CW)
  Plague of rats (CD)
  Poison thorns (CD)
  Poison vines (CD)
  Prismatic ray (CA)
  Probe thoughts (CD)
  Programmed amnesia (CA)
  Protégé (CV)
  Proud arrogance (RD)
  Raptor’s sight (RW)
  Reaving dispel (CA)
  Reciprocal gyre (CA)
  Recitation (CD)
  Refusal (CA)
  Repair critical damage (CA)
  Repair light damage (CA)
  Repair minor damage (CA)
  Repair moderate damage (CA)
  Repair serious damage (CA)
  Rejuvenation cocoon (CD)
  Renewal pact (CD)
  Resonating bolt (CA)
  Resurgence (CD)
  Resurgence, mass (CD)
  Returning weapon (RW)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  28
  Revenance (CD)
  Righteous wrath of the faithful (CD)
  Ring of blades (CA)
  Rooftop strider (RD)
  Sacred haven (CD)
  Sandblast (CD)
  Scent (CD)
  Scholar’s touch (RD)
  Scourge (CD)
  Servant horde (CA)
  Shadow binding (CA)
  Shadow form (CV)
  Shadow guardians (RD)
  Shadow landscape (CD)
  Sign of sealing (CA)
  Sign of sealing, greater (CA)
  Skyline runner (RD)
  Sniper’s shot (CV)
  Sonic weapon (CV)
  Spectral weapon (CV)
  Spell resistance, mass (CD)
  Speechlink (CV)
  Spikes (CD)
  Spiritual chariot (CD)
  Spiritwall (CA)
  Stalwart pact (CD or RD)
  Standing wave (CD)
  Stone ﬁ st (RS)
  Stony grasp (CA)
  Storm of elemental fury (CD)
  Storm tower (CD)
  Stormrage (CD)
  Subvert planar essence (CD)
  Summon devoted roc (RW)
  Summon dire hawk (RW)
  Summon elemental monolith (CA)
  Superior invisibility (CA)
  Swim (CA)
  Sword of darkness (CA)
  Sword of deception (CA)
  Tactical precision (CV)
  Telepathic bond, lesser (CD)
  Tidal surge (CD)
  Thornskin (CA)
  Tortoise shell (CD)
  Train animal (CV)
  Transﬁ x (CA)
  Transmute rock to lava (CA)
  Traveler’s mount (CD)
  True creation (CD)
  True domination (CD)
  Unbinding (CD)
  Unluck (CA)
  Unseen servant, mass (RD)
  Unyielding roots (CD)
  Urban shield (RD)
  Valiant fury (CW)
  Vigor (CD) 
  Vigor, greater (CD) 
  Vigor, lesser (CD) 
  Vigor, mass lesser (CD) 
  Vigorous circle (CD) 
  Vine strike (CV)
  Vitrolic sphere (CA)
  Visage of the deity (CD) 
  Visage of the deity, greater (CD) 
  Visage of the deity, lesser (CD) 
  Wail of doom (CV)
  Walk the mountain’s path (RS)
  Wall of gloom (CA)
  War cry (CV)
  Warp destiny (RD)
  Waterspout (CD)
  Wave of grief (CD)
  Weapon of the deity (CD)
  Weather eye (CD)
  Whirling blade (CA)
  Whirlwind, greater (CD)
  Winding alleys (RD)
  Winged mount (CD)
  Withering palm (CA)
  Woodland veil (RW)
  Wood rot (CA)
  Wood wose (CD)
  Wrack (CD)
  Wracking touch (CV)
  Wraithstrike (CV)
  Zeal (CD)
  Zealot Pact (CD)
  LIMITED SPELLS:
  Aid, legion’s (MH)
  Algid enhancement (FB)
  Align fang (MH)
  Align fang, legion’s (MH)
  Align weapon, legion’s (MH)
  Angelskin (MH)
  Animate snow (FB)
  Anticold sphere (FB)
  Arctic haze (FB)
  Assay resistance (CA)
  Aura of cold, greater (FB)
  Aura of cold, lesser (FB)
  Baleful transposition (MH)
  Benign transposition (MH)
  Bigby’s slapping hand (MH)
  Bless weapon, swift (MH)
  Blinding snow (FB)
  Blizzard (FB)
  Blood snow (FB)
  Bone chill (FB)
  Boreal wind (FB)
  Brumal stiffening (FB)
  Call avalanche (FB)
  Close wounds (MH)
  Column of ice (FB)
  Cometstrike (FB)
  Conjure ice beast I (FB)
  Conjure ice beast II (FB)
  Conjure ice beast III (FB)
  Conjure ice beast IV (FB)
  Conjure ice beast V (FB)
  Conjure ice beast VI (FB)
  Conjure ice beast VII (FB)
  Conjure ice beast VIII (FB)
  Conjure ice beast IX (FB)
  Conjure ice object (FB)
  Control snow and ice (FB)
  Control temperature (FB)
  Conviction (MH)
  Conviction, legion’s (MH)
  Crack ice (FB)
  Crunchy snow (FB)
  Curse of impending blades (MH)
  Curse of impending blades, legion’s (MH)
  Curse of petty failing (MH)
  Curse of petty failing, legion’s (MH)
  Daggerspell stance (CV)
  Death hail (FB)
  Deﬁ le snow and ice (FB)
  Delay death (MH)
  Detect ﬁ re (FB)
  Dispel cold (FB)
  Dispel ﬁ re (FB)
  Divine protection (MH)
  Ease of breath (FB)
  Entomb (FB)
  Evergreen (FB)
  Favorable sacriﬁ ce (MH)
  Fimbulwinter (FB)
  Fire shield, mass (CA) [Replaces ﬁ re shield, 
  legion’s (MH)]
  Flash-feeze (FB)
  Flesh to ice (FB)
  Float (FB)
  Fortify cold creatures (FB)
  Freeze armor (FB)
  Freezing glance (FB)
  Frost weapon (FB)
  Frostbite (FB)
  Frostburn (FB)
  Frostburn, lesser (FB)
  Frostburn, mass (FB)
  Frostfell (FB)
  Frostfell slide (FB)
  Gelid blood (FB)
  Glacial globe of invulnerability (FB)
  Glacial ward, greater (FB)
  Glacial ward (FB)
  Glacier (FB)
  Glaze lock (FB)
  Guiding light (MH)
  Heartfreeze (FB)
  Heat leech (FB)
  Hibernal healing (FB)
  Hibernate (FB)
  Holy spurs (MH)
  Ice castle (FB)
  Ice dart (FB)
  Ice rift (FB)
  Ice shape (FB)
  Ice shield (FB)
  Ice ship (FB)
  Ice skate (FB)
  Ice slick (FB)
  Ice to ﬂ esh (FB)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  29
  Ice web (FB)
  Iceberg (FB)
  Icicle (FB)
  Illusory pit (CA)
  Imbue familiar with spell ability (CA)
  Incite (MH)
  Inhibit (MH)
  Ivory ﬂ esh (FB)
  Leomund’s tiny igloo (FB)
  Lightfoot (MH)
  Lionheart (MH)
  Lion’s charge (MH)
  Living undeath (MH)
  Meld into ice (FB)
  Mindfrost (FB)
  Mordenkainen’s buzzing bee (MH)
  Move snow and ice (FB)
  Numbing sphere (FB)
  Obscuring snow (FB)
  Panacea (MH)
  Pass through ice (FB)
  Quick march (MH)
  Raise ice forest (FB)
  Righteous aura (MH)
  Righteous fury (MH)
  Shield of faith, legion’s (MH)
  Sign (MH)
  Slashing darkness (MH)
  Slide (MH)
  Slide, greater (MH)
  Snake’s swiftness (MH)
  Snake’s swiftness, legion’s (MH)
  Snow walk (FB)
  Snow wave (FB)
  Snowdrift (FB)
  Snowsight (FB)
  Snowsong (FB)
  Summon giants (FB)
  Suppress ﬂ ame (FB)
  Thaw (FB)
  Thin air (FB)
  Tiger’s tooth (MH)
  Undeniable gravity (MH)
  Undeniable gravity, legion’s (MH)
  Veil of shadow (MH)
  Wall of coldﬁ re (FB)
  Waves of cold (FB)
  Whiteout (FB)
  Winter’s embrace (FB)
  Zone of glacial cold (FB)
  NPC ONLY SPELLS:
  Absorb weapon (CV)
  Curse of lycanthropy (CD) 
  Demonhide (MH)
  Fiendform (CA)
  Fire shuriken (CA)
  Heart ripper (CA)
  Ice assassin (FB)
  Otyugh swarm (CD)
  Simulacrum (PHB)
  Slime wave (CD)
  Sniper’s eye (CV)
  Sphere of ultimate destruction (CA)
  Touch of madness (CD)
  RESTRICTED SPELLS:
  Apparition (CA)
  Awaken (PHB)
  Body outside body (CA)
  Cloud chariot (CA)
  Cobra’s breath (CA)
  Commune with greater spirit (CA)
  Commune with lesser spirit (CA)
  Creeping darkness (CA)
  Dancing blade (CA)
  Decapitating scarf (CA)
  Destruction (PHB) [If a domain grants this 
  spell, then replace it with ﬁ nger of death]
  Earthbolt (CA)
  Elemental burst (CA)
  Elemental ward (CA)
  Entangling scarf (CA)
  Fiery eyes (CA)
  Finding the center (CA)
  Fire breath (CA)
  Fire wings (CA)
  Ghost light (CA)
  Giant size (CA)
  Greater planar binding (PHB)
  Ice blast (CA) 
  Internal ﬁ re (CA)
  Iron scarf (CA)
  Kiss of the toad (CA)
  Lesser planar binding (PHB)
  Lightning blade (CA)
  Mass awaken (CD)
  Magnetism (CA)
  Mantle of the icy soul (FB)
  Melt (CA)
  Metal skin (CA)
  Minute form (CA)
  Quill blast (CD)
  Pain (CA)
  Permanency (PHB)
  Planar binding (PHB)
  Poison needles (CA)
  Protection from charm (CA)
  Rain of needles (CA)
  Reanimation (CA)
  Resist energy, mass (CA) 
  Revivify (MH)
  Scales of the lizard (CA)
  Secret signs (CA)
  Shivering touch (FB)
  Shivering touch, lesser (FB)
  Smoke ladder (CA)
  Snake darts (CA)
  Spirit binding (CA)
  Spirit binding, lesser (CA)
  Spirit binding, greater (CA)
  Spirit needle (CA)
  Spirit self (CA)
  Steam breath (CA)
  Summoning wind (CA)
  Terra cotta lion (CA)
  Terra cotta warrior (CA)
  Water to poison (CA)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  30
   
  NEW BASE CLASSES
  All non-core sourcebook character classes fall into one of 
  four categories. After each class you will ﬁ nd the book it is 
  from and possibly the name of the class it replaces. If it lists 
  more than one book then either is acceptable. You may not 
  use an old source for a class when a new source is listed. 
  CORE CLASSES:
  Favored sul (CD)
  Hexblade (CW)
  Marshal (MH)
  Scout (CV)
  Swashbuckler (CW)
  Warmage (CA)1
  LIMITED CLASSES:
  None
  NPC ONLY CLASSES:
  Healer (MH)
  Spellthief (CV)
  Spirit saman (CD)
  Warlock (CA)
  RESTRICTED CLASSES:
  Ninja (CV)
  Samurai (CW)
  Shugenja (CD)
  Wu jen (CA)
  −−−
  1 The warmage’s bonus feats are considered core for this class only, at the 
  appropriate levels.
   
  PRESTIGE CLASSES
  Some prestige classes have special requirements that can 
  be tough to adjudicate, or have been updated to v.3.5 of 
  the rules.  Below are some guidelines for prestige classes 
  requiring adjustements followed by a complete list of 
  available prestige classes.
  • Alienist: This contact must be speciﬁ cally listed in an 
  adventure to count or gained through your local triad. 
  Summoned or otherwise magically compelled creatures 
  do not count.
  • Battlesmith: Owning a dwarvencraft item (see Races 
  of Stone) satisﬁ es the special prerequisite of the prestige 
  class. For purposes of the battlesmith’s special abilities, 
  using the Craft Magic Arms and Armor feat to enhance 
  a warhammer or suit of armor counts as an item that the 
  battlesmith has created.
  • Bladesinger: Use the most current version of this 
  prestige class as presented in Complete Warrior.
  • Church Inquisitor: The corruption must be either 
  speciﬁ cally noted on an AR for an adventure or the triad 
  has designated the occurrence as valid. Contact your 
  local triad for more information. 
  • Consecrated Harrier: The assignment and its 
  completion must be setup through your local triad.
  • Contemplative: This contact must be speciﬁ cally listed 
  in an adventure with the god or gods it counts towards or 
  gained through your local triad. Summoned or otherwise 
  magically compelled creatures do not count.
  • Cloud Anchorite: The retreat to a high-altitude 
  wilderness environment costs 2 time units. This should 
  be noted in the notes section of the next AR gained.
  • Darkhagard: Make the following adjustments to update 
  the prestige class to v.3.5: 
  o Replace the class skills Intuit Direction and 
  Knowledge (navigation) with Knowledge (geography) 
  and Survival.
  o Change the uncanny swim (Ex) ability to, “Uncanny 
  Swim (Ex):  On a successful Swim check, a darkhagard 
  may swim his full speed (as a full-round action) or one 
  half of his speed (as a move action), failure indicating 
  no progress. Furthermore, members of the darkhagard 
  suffer normal armor check and encumbrance penalties 
  to their Swim checks, rather than the double penalty 
  most swimmers face.”
  • Deepwarden: The 2nd-level ability stone warden cannot 
  give your character a higher AC bonus than that which 
  is listed as the maximum Dexterity bonus to AC for the 
  type of armor worn. 
  • Dragon Disciple: The type of dragon your character is 
  depends on your alignment. This represents your dragon 
  blood steering your life and beliefs in certain directions. 
  Characters may only choose from the metallic dragons 
  listed here without having campaign documentation. 
  Characters may not change their alignment before 
  taking a level in this class (must have been the same for 
  at least 3 levels) and once the character takes a level in 
  this prestige class their alignment cannot change unless 
  something in the campaign forces a change.
  o Lawful Good: Bronze, gold, silver
  o Lawful Neutral: Bronze, silver
  o Neutral Good: Brass
  o Neutral: None (must gain campaign documentation 
  in play to take this class)
  o Chaotic Good: Brass, copper
  o Chaotic Neutral: None (must gain campaign 
  documentation in play to take this class)
  • Dread Pirate: Player character dread pirates must choose 
  the path of an honorable pirate upon advancing to 2nd 
  level in this class.
  • Drunken Master: Being chosen by an existing drunken 
  master and the night of revelry must be speciﬁ cally 
  mentioned on an AR.
  • Dungeon Delver: Only the second method can be met 
  in play. The DM has the discretion if the situation in the 
  adventure meets this requirement and if so will note it 
  on your AR. Method 1 and 3 must be requested through 
  your local triad.
  • Elemental Savant: This contact must be speciﬁ cally 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  31
  listed in an adventure to count or gained through your 
  local triad. Summoned or otherwise magically compelled 
  creatures do not count.
  • Green Star Adept: The sufﬁ cient quantity of starmetal 
  must be acquired in normal play, and needs to appear as 
  treasure on the AR. The ritual requires the spending of 1 
  time unit and 1,000 gp. This should be noted in the notes 
  section of the next AR gained.
  • Hunter of the Dead: (Scar of unlife) This must be 
  recorded on an AR in the notes section. A level or ability 
  score must be permanently drained in order to qualify. 
  Temporary damage or level drain that is then offset by 
  spellcasting before taking full effect do not count.
  • Invisible Blade: This single combat must be setup 
  through your local triad and documented.
  • Mage of the Arcane Order: Your local triad will provide 
  information on where the initiation fee is to be paid.
  • Menacing Brute: Use of the 2nd-level ability resourceful 
  search does not allow you to keep the item gained at the 
  end of the adventure.
  • Nightsong Enforcer: The character must be afﬁ liated 
  with a thieves’ guild or other organization (instead of the 
  Nightsong Guild). Contact your local triad for details. 
  • Nightsong Inﬁ ltrator: The character must be afﬁ liated 
  with a thieves’ guild or other such organization (instead 
  of the Nightsong Guild). Contact your local triad details. 
  • Rainbow Servant: Contact your triad for information 
  on meeting this special requirement.
  • Reaping Mauler: Each qualifying combat must be 
  documented on an AR in the notes section and happen 
  during play. 
  • Sacred Exorcist: The special requirement must be met 
  through a meta-org that speciﬁ cally grants it or through 
  your local triad.
  • Seeker of the Misty Isle: This invite must be noted on 
  an AR as a special reward or the invite can come from 
  another player at your table and noted in the notes and 
  signed off by the DM.
  • Seeker of the Song: Another seeker of the song must 
  be met in normal play and noted in the notes section on 
  your AR.
  • Shadowbane Inquisitor: This prestige class upholds 
  the ideals speciﬁ ed in the text, but is not part of the 
  Order of Illumination (this knightly order does not exist 
  in Living Greyhawk).
  • Shadowbane Stalker: This prestige class upholds the 
  ideals speciﬁ ed in the text but is not part of the Order 
  of Illumination (this knightly order does not exist in 
  Living Greyhawk). 
  • 
  Silent Ones: Make the following adjustments to 
  update the prestige class to v.3.5:
  o Mask of Cymius ability allows disguise self at will, not 
  change self at will.
  • Spellsword: This must be met in normal play and noted 
  in the notes section on your AR.
  • Stonelord: The ritual requires the spending of 5 time 
  units and 1,000 gp. This should be noted in the notes 
  section of the next AR gained.
  • Temple Raider of Olidammara: Contact your triad for 
  information on being invited into this prestige class.
  • Veth: Make the following adjustments to update the 
  prestige class to v.3.5:
  o Under requirements, replace Scry 8 ranks with 
  Spellcraft 8 ranks.
  o Under class skills, replace Innuendo, Knowledge (Nyr 
  Dyv), and Scry with Bluff, Sense Motive, Knowledge 
  (geography), and Knowledge (arcana).
  o Modify the reading the lake ability: Remove all 
  mention of the scry ability or the scry check. The base 
  chance of success on the reading is 70% + 1% per caster 
  level, to a maximum of 90%.
  • Wayfarer Guide: Contact the triads for detials..
  Each prestige class in the DMG, the class guidebooks, 
  the Complete books, or the Living Greyhawk Journal 
  is designated as either a Core, Limited, NPC Only, or 
  Restricted.  After each prestige class is book it is from and 
  possibly the name of the prestige class it replaces. If it lists 
  more than one book then either is acceptable. You may not 
  use an old source for a prestige class when a new source is 
  listed.
  CORE PRESTIGE CLASSES:
  Animal lord (CV)
  Arcane archer (DMG)
  Arcane hierophant (RW)
  Arcane trickster (DMG)
  Archmage (DMG)
  Argent savant (CA)
  Battlesmith (RS)
  Bear warrior (CW)
  Beastmaster (CV) 
  Blade bravo (RS)
  Bladesinger (CW)
  Bloodhound (CV)
  Cavalier (CW)
  Champion of Corellon Larethian (RW)
  Church inquisitor  (CD)
  Consecrated harrier (CD)
  Contemplative (CD)
  Cragtop archer (RS)
  Dark hunter (CW)
  Darkwood stalker (CW)
  Deepwarden (RS)
  Dervish (CW)
  Divine crusader (CD)
  Divine oracle (CD)
  Divine prankster (RS)
  Dragon disciple (DMG)
  Duelist (DMG)
  Dungeon delver (CV)
  Dwarven defender (DMG)
  Earth dreamer (RS)
  Eldritch knight (DMG)
  Elemental savant (CA)
  Enlightened ﬁ st (CA)
  Exemplar (CV)
  Exotic weapon master (CW)
  Fatespinner (CA)
  Fochlucan lyrist (CV)
  Geomancer (CD)
  Geometer (CA)
  Gnome giant-slayer (CW)
  Halﬂ ing outrider (CW)
  Hierophant (DMG)
  Highland stalker (CV)
  Holy liberator (CD)
  Horizon walker (DMG)
  Hospitaler (CD)
  Hunter of the dead (CW)
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  32
  Initiate of the sevenfold veil (CA)
  Invisible blade (CW)
  Justiciar (CW)
  Knight of the chalice (CW)
  Knight protector (CW) 
  Loremaster (DMG)
  Master of many forms (CV) 
  Master of the unseen hand (CW)
  Master thrower (CW)
  Menacing brute (RD)
  Mindspy  (CW)
  Mystic theurge (DMG)
  Nature’s warrior (CW)
  Occult slayer (CW)
  Ollam (CV)
  Order of the bow initiate (CW)
  Outcast champion (RD)
  Pious templar (CD)
  Radiant servant of Pelor (CD)
  Rage mage (CW)
  Rainbow servant (CD)
  Reaping mauler (CW)
  Sacred exorcist (CD)
  Sacred ﬁ st (CD)
  Seeker of the misty isle (CD)
  Seeker of the song (CA)
  Shadowcraft mage (RS)
  Shadowdancer (DMG)
  Shining blade of Heironeous (CD)
  Sublime chord (CA)
  Streetﬁ ghter (CV)
  Spellsword (CW)
  Stonelord (CW)
  Tattooed monk (CW)
  Tempest (CV)
  Temple raider of Olidammara (CD)
  Thief-Acrobat (CV)
  Vigilante (CV)
  Virtuoso (CV)
  War chanter (CW)
  Warpriest (CD)
  Warshaper (CW)
  Whisperknife (RW)
  Wild plains outrider (CV)
  Wildrunner (RW)
  LIMITED PRESTIGE 
  CALSSES:
  Alienist (CA)
  Bonded summoner (MH)
  Cloud anchorite (FB)
  Daggerspell mage (CV)
  Daggerspell shaper (CV)
  Darkhagard (LGJ) 5
  Dragon samurai (MH)
  Dread pirate (CV)
  Drunken master (CW)
  Frost mage (FB)
  Frostrager (FB)
  Green star adept (CA)
  Havoc mage (MH)
  Knight of holy shielding (LGJ) 4
  Knight of the watch/dispatch (LGJ) 3
  Knight of the chase (LGJ)
  Mage of the arcane order (CA)
  Mask of Johydee (LGJ) 5
  Mindbender (CA)
  Nightsong enforcer (CV)
  Nightsong inﬁ ltrator (CV)
  Ruathar (RW)
  Shadowbane inquisitor (CV)
  Shadowbane stalker (CV)
  Silent one (LGJ) 1, 5
  Skullclan hunter (MH)
  Spymaster (CV)
  Stoneblessed (RS)
  Stormsinger (FB)
  Suel arcanamach (CA)
  Tactical soldier (MH)
  The glaive of Azharadian (LGJ) 2
  Veth (LGJ) 5
  Wayfarer guide (CA)
  Wild mage (CA)
  NPC ONLY PRESTIGE 
  CLASSES:
  Acolyte of the skin (CA)
  Assassin (DMG)
  Black ﬂ ame zealot (CD)
  Blackguard (DMG)
  Blighter (CD)
  Blood magus (CA)
  Dawncaller (RS)
  Disciple of Thrym (FB)
  Entropomancer (CD)
  Efﬁ gy master (CA)
  Evangelist (CD)
  Eye of gruumsh (CW)
  Goliath liberator (RS)
  Hexer (MotW)
  Loredelver (RD)
  Maester (CV)
  Master transmogriﬁ st (CA)
  Peregrine runner (RS)
  Primeval (FB)
  Ravager (CW)
  Scar enforcer (RD)
  Shadow sentinel (RD)
  Skypledged (RW)
  Stonedeath assassin (RS)
  Stonespeaker guardian (RS)
  Stormtalon (RW)
  Thaumaturgist (DMG)
  Ur-Priest  (CD)
  War hulk (MH)
  Warchief (MH)
  RESTRICTED PRESTIGE 
  CLASSES:
  Chameleon (RD)
  Cryokineticist (FB)
  Frenzied berserker (CW)
  Ghost-Faced killer (CV)
  Hulking hurler (CW)
  Iron mind (RS)
  Kensai (CW)
  Knight of the iron glacier (FB)
  Luckstealer (RW)
  Purple dragon knight (CW)
  Red wizard (DMG)
  Rimeﬁ re witch (FB)
  Ronin (CW)
  Runesmith (RS)
  Shadowmind (CV)
  Stormlord (CD)
  Thayan knight (CW)
  Urban soul (RD)
  Void disciple (CD)
  Winterhaunt of Iborighu (FB)
  −−−
  1 This class limited for the Sheldomar Valley metaregion. The Keoland point-of-contact triad has more information about this class.
  2 This class is limited for Onnwal.
  3 This class is limited for the Sheldomar Valley metaregion. Please contact your triad for details. Class access is restricted to those who successfully 
  complete squiring to the knights of the watch/dispatch. This class has been modiﬁ ed for v.3.5. Please contact your triad or knight point of contact for 
  more information. 
  4 This class is limited for the Shield Lands.
  5 This class has been updated to v.3.5; see below.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  33
  Chapter 6: Beyond the 
  Core Rules
  This chapter clariﬁ es some rules presented in the D&D core 
  rulebooks v.3.5 that must be altered or expanded due to the 
  needs of our play environment. This clariﬁ cation includes 
  the role of animals that are brought on adventures, the use 
  of the Leadership feat, spells and magic items that need 
  additional clariﬁ cation or rules to be used in the campaign, 
  and how to handle character death and NPC spellcasting in 
  core adventures. 
   
  ADVENTURING ANIMALS 
  This section clariﬁ es the use of animals in the Living 
  Greyhawk campaign. These rules expand those found in 
  the D&D core rules v.3.5 and only supersede those rules 
  when explicitly stated. 
  You are responsible for reading and understanding these 
  rules and the rules in the three core rulebooks on which 
  they’re based. If you are playing a character that brings 
  animals on adventures, it is your responsibility to have 
  appropriate documentation for these animals prepared for 
  inspection and use by your DM. This documentation must 
  include the complete stat block for the animal as well as 
  any tricks that it knows.
  Unless stated otherwise in these rules or in the Player’s 
  Handbook v.3.5, animals and magical beasts that accompany 
  your character on adventures have the average hit points 
  listed within their description in the Monster Manual v.3.5. 
  Animal Categories
  There are two basic animal types that you can bring into 
  play: magical beasts gained by way of class abilities (such 
  as a paladin’s mount, animal companions, or a spellcaster’s 
  familiar), and domesticated animals. Animals fall into two 
  behavioral categories: trained and wild (see below). 
  Familiars and Paladin Mounts: Familiars and 
  paladins’ mounts are not normal creatures. They are 
  intelligent magical beasts, not animals, and thus do not 
  need to be trained. Familiars and mounts can respond to 
  any command they are physically capable of performing. 
  Your DM has the ﬁ nal say on what is the reasonable use 
  of a familiar or special mount. You cannot choose an evil 
  familiar.
  Standard familiars are acquired as per the rules found 
  on Player’s Handbook v.3.5 page 52. You may pay the 100 
  gp for magical materials during character creation or at 
  some point later, but the fact that you paid that cost and 
  gained a familiar must appear in the play notes of your next 
  adventure record. Unless you have campaign or regional 
  documentation that grants you expanded familiar choices, 
  you may only pick one of the standard familiars listed on 
  page 52 in the Player’s Handbook v.3.5, or (when appropriate) 
  those granted by the Improved Familiar feat found in 
  Complete Warrior or the Dungeon Master’s Guide v.3.5.
  Paladins’ mounts are acquired as per the rules found in the 
  Player’s Handbook v.3.5, page 45. In the Living Greyhawk 
  campaign, small paladins may choose a riding dog (page 196 
  of the Monster Manual v.3.5) instead of the standard warpony. 
  A paladin’s mount starts with the average hit points for 
  the particular base animal as listed in the Monster Manual 
  v.3.5. For each bonus Hit Dice a paladin’s mount receives, 
  it gains 5 plus their Constitution modiﬁ er in extra hit 
  points. Special mounts not covered here require regional or 
  campaign documentation. Gaining a paladin’s mount must 
  appear on the play notes of your next adventure record. The 
  warhorse is a normal animal that becomes a magical beast 
  when it is called. As such, it only has the skills and feats 
  of a normal warhorse. The warhorse does not advance as a 
  magical beast, it advances as a paladin’s mount. 
   If a familiar is dismissed or slain, such an occurrence 
  must be reported on the play notes of the adventure record 
  of the adventure that event took place. These magical 
  beasts cannot be replaced until 52 TUs (or one real year) of 
  the character’s play have passed from the point that it was 
  either slain or dismissed. A lost paladin’s mount follows the 
  rules in the Player’s Handbook v.3.5 for replacement. 
   Animal Companions: Animal companions are normal 
  or dire animals that share a strengthened bond with a druid 
  or ranger. This companion is treated as a normal animal (it 
  is not a magical beast). For complete rules see page 36 in the 
  Player’s Handbook v.3.5. To determine an animal companion’s 
  level when your character has both ranger and druid levels, 
  add half the ranger level to the druid level once it has at 
  least 4 levels of ranger. Otherwise, use the standard rules. 
  You may not take a dinosaur animal companion without 
  campaign or regional documentation.
  Starting Companion: Only 1st-level druids start with 
  an animal companion. They choose from the list on page 35 
  of the Player’s Handbook v.3.5. 
  Changing Animal Companions: You can change 
  your base animal companion each adventure you play if you 
  desire, as long as you prepare appropriate documentation 
  before playing.
  Advancing Animal Companions: Animal companions 
  advance using the rules laid out in the PHB. They do not 
  gain anything (larger size, etc.) that is not speciﬁ cally 
  mentioned in the PHB.
  Tricks: Your animal companion at the start of an 
  adventure can be trained with its full compliment of tricks 
  (3 for every point of Intelligence plus bonus tricks as 
  indicated in the PHB). The list of animal companion tricks 
  is on page 74 of the Player’s Handbook v.3.5 under Handle 
  Animal. Special tricks (ones not listed in the PHB) are only 
  allowed by way of campaign or regional documentation. 
  Non-Standard Animal Companions: You must have 
  campaign documentation to have an animal companion 
  that is not listed in the Player’s Handbook v.3.5. You must 
  also have a level adjustment associated with your animal 
  companion for purposes of determining the companion’s 
  characteristics and special abilities. Contact the triad that 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  34
  issued the special animal companion for more details if 
  needed.
  The following rules apply to added HD to any creature 
  that might be brought along on an adventure as well as 
  items they are allowed to wear. DMs are allowed to make 
  exceptions in certain situations.
  • They gain 1 skill point per Hit Dice as they level (Why? 
  Their Int is so low, the modiﬁ er drops it to less than one, 
  or one).
  • They gain 1 feat per 3 Hit Dice as anyone else. These 
  feats can only be taken from the PHB or the MM. All 
  prerequisites apply. Additionally, the animal may not 
  qualify for all of the MM feats. All of these feats are core 
  for the creature.
  • Unless the AR says otherwise, they do not gain feats 
  from any other source. Most ARs say, "You may gain a 
  feat from source X…" not "You or your companion…"
  • Unless an approved rules source explicitly states an 
  item is usable by animala, animal companion, mount or 
  familiar,s these creatures only use these item types:
  A. One suit of barding
  B. One collar, necklace or other neck gear
  C. One cloak.
  Domesticated Animals: Most animals you can buy and 
  adventure with are trained to some extent. These animals 
  include those listed on Table 7-8 of the Player’s Handbook 
  v.3.5. The Handle Animal skill can be used to further train 
  these animals.
  Almost all of these animals (except donkeys and mules) 
  can perform the basic attack trick, detailed on page 74 of 
  the PHB under Handle Animal. You must be riding a horse 
  or a pony in order for it to follow the attack command. 
  Commanding an animal to perform a trick is a move action 
  and pushing an animal is a full-round action (see Handle 
  Animal for more details). A druid or ranger can command 
  an animal companion to perform a trick as a free action and 
  push it as a standard action. 
  When you buy an animal, you may pick an extra trick 
  for each point of Intelligence the animal has. You must 
  pick the tricks from page 74 of the PHB under Handle 
  Animal. For the riding dog, you may either pick two tricks 
  or use these trick slots to make the dog trained for ﬁ ghting 
  and granting them a trip attack (as speciﬁ ed in the riding 
  dog entry in the Monster Manual v.3.5). Animals gained that 
  start play with more than the standard training must be 
  supported with campaign or regional documentation.
  Characters with the Handle Animal skill can train their 
  animals further. To do so you must have the ability to train 
  the animal type desired (see skill description, PHB page 
  74), and spend 1 TU to teach one animal one trick. You 
  must succeed at a Handle Animal check (DC varies – see 
  skill description) after the TU cost is paid. A failed check 
  means the animal isn’t trained. You are not able to attempt 
  another check until after you have played another regional 
  adventure. You may not take 20.
  Animals and the APL
  If you bring domesticated animals that have been trained 
  for ﬁ ghting and your DM determines that such animals 
  are a boon for the particular adventure (usually war 
  horses and riding dogs), use Table 6-1 to determine the 
  number of effective levels added to your character level 
  for determining the APL. You may only use four or fewer 
  animals of this type. Animals with different CRs are 
  determined separately using the chart below; then, take the 
  highest CR animal (or animals) and add 2 (drop fractions). 
  This result is the effective character level for a mixed-CR 
  group of animals. Determining a party’s APL is described in 
  each adventure, but we have also included it in the Glossary 
  at the end of this document for your convenience.
   
  THE LEADERSHIP FEAT
  The Leadership feat allows you to gain a single cohort, a 
  skilled adventuring sidekick to share your adventures, 
  as well as an assortment of other followers. Your cohort 
  may accompany you on regional, metaregional, core and 
  core special Living Greyhawk adventures as long as 
  you follow the rules for their inclusion (see below). Your 
  followers only come into play during special events and 
  only if those events explicitly allow them. 
  Cohort Inclusion in an Adventure
  You may include your cohort in the play of standard 
  Living Greyhawk sessions if and only if there are four 
  or ﬁ ve players participating in that adventure. At most, six 
  adventurers, be they characters or cohorts, can participate 
  in a Living Greyhawk adventure. A cohort may only 
  participate in an adventure if there is an open slot at the 
  session and no RPGA member wishes to participate to ﬁ ll 
  that place. If more than one player wishes to bring a cohort 
  but there are not enough openings, one or more of player 
  must leave their cohort at home. If players wishing to bring 
  cohorts cannot decide who leaves their cohort at home, the 
  DM is free to rule that no cohorts are allowed. 
  A cohort at a table counts as a character in every 
  respect. So, for example, their level is included in the APL 
  calculation, and they can be targeted by NPCs within the 
  event and might actually end up being the lead character in 
  the story in certain situations.
  Table 6-1: Animal Effective Level
  CR
  1
  2
  3
  4
  1/4 and 1/6
  0
  0
  0
  1
  1/3 and 1/2 
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  5
  6
  7
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  7
  7
  9
  10
  11
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  35
  Designing Your Cohort
  Cohorts are designed and restricted exactly like Living 
  Greyhawk characters using the current Living 
  Greyhawk character creation rules – with the following 
  exceptions: 
  Step 1: Ability Scores–Cohorts only have 22 points to 
  spend on ability scores.
  Step 2: Race, Class, Deity, and Alignment
  Level: The starting level of your cohort is determined by 
  your Leadership score as described in the Dungeon Master’s 
  Guide v.3.5, page 106. You can only modify your Leadership 
  score for determining cohort level using the modiﬁ cations 
  listed under ‘The Leader . . .’ on page 106 unless you have 
  special regional or campaign documentation speciﬁ cally 
  granting other modiﬁ ers. Cohorts begin play with the 
  minimum experience points for their starting level. 
  Starting Gold: Use Table 4-23: NPC Gear Value on page 
  127 of the DMG to determine your cohort’s starting gold. 
  Step 3: Hit Points–No changes.
  Step 4: Feats–Your cohort can never gain a cohort of 
  his own via the Leadership feat.
  Step 5: Equipment–You may purchase your cohort’s 
  equipment from the list of available items for your character. 
  Cohorts may not spend more than half of their starting gold 
  (see above) on a single item during cohort creation but may 
  buy items normally after that point. You are not required to 
  use the suggested starting NPC items listed in the DMG.
  Step 6: Home Region–The cohort must have the same 
  home region as the lead character at all times.
  Cohort Advancement and Special Cohorts
  Cohorts advance the same way as any Living Greyhawk 
  character. They gain adventure records and can hold special 
  item and favor certiﬁ cates. Like all characters, they have 
  and spend time units. At the end of an adventure they gain 
  a half share of treasure and experience points (note: they 
  may never be within one level or higher than a character 
  they are a cohort of and lose any experience points gained 
  in an adventure that would put them in such a position). 
  You must keep track of your cohort’s advancement and 
  play in the same way that you keep track of your character’s 
  advancement. 
  Even under the best of circumstances it is hard for a 
  cohort to keep up with their leader. Each time the character 
  that has the leadership feat gains a level you will recalculate 
  your leadership score and set your cohorts level to this 
  number. In some cases this will not result in the cohort 
  going up levels each time your character does. The cohort’s 
  new gp total is set to the appropriate amount per Table 4-
  23: NPC Gear Value found on page 127 of the DMG minus 
  all equipment currently owned (the total gp value of the 
  cohort cannot be greater than the amount of Table 4-23). If 
  the cohort currently has more gold than listed for his level 
  in the DMG, it loses any extra. Cohorts are only updated 
  when the character with the feat levels.
  Due to this system, there are some additional rules that 
  go with having a cohort. A cohort cannot take or use any 
  magic item creation feats. If the character has a class that 
  gives a magic item creation feat for free then they cannot 
  use it. A cohort cannot have more than 10% of its total 
  wealth wrapped up in consumable items at any one time. 
  When a cohort’s gp value is adjusted for gaining a level, the 
  cohort must use this in purchasing permanent magic items 
  only. It can then use gold gained in further adventures on 
  consumables (keeping the 10% cap in mind). 
  If your cohort dies, it can be brought back from the 
  dead in the same manner that a character. If you choose not 
  to bring your character back from the dead, you can attract 
  another cohort at an expense—500 gp and 4 TUs as you 
  search the land to ﬁ nd a new loyal sidekick. Also remember 
  that if the DM believes that the cohort’s death was your 
  fault you suffer a –2 penalty to your Leadership score from 
  that point forward. If you no longer need the services of 
  your cohort you may dismiss him. When you next look for 
  a cohort you must spend 500 gp and 4 TUs as your search 
  the land for a new loyal sidekick. You suffer a one time 
  –1 penalty to your Leadership score when determining 
  the level of your new cohort since you have earned the 
  reputation as a ﬁ ckle leader.
   Special cohorts, as described in the Dungeon Master’s 
  Guide v.3.5, Defenders of the Faith: A Guidebook to Clerics and 
  Paladins or other D&D sources, are only granted by way of 
  regional or campaign documentation. 
  Level Loss and Cohorts
  If you lose enough levels so you are within two levels or 
  at an equal or lower level than your cohort, your cohort 
  does not abandon you, but the cohort does not adventure 
  with you until you regain the lost levels. However, if the 
  character ever drops below 6th level (therefore losing the 
  Leadership feat), the cohort immediately abandons you 
  disheartened by your failure. 
  Playing Cohorts in Living Greyhawk
  Cohorts, like most folk, enjoy their own possessions and 
  believe that their items belong to them. They only give 
  over one of their own items to a character in the direst of 
  circumstance. A cohort must be played during a session 
  in order for a character to use their items and not at the 
  expense of the cohorts own wealth or person. A DM is free 
  to override any exchange that treats the cohort as a magic 
  item factory and not the trusted ally that they are. At the 
  end of the adventure, all the cohort’s wealth and items 
  revert back to the cohort. 
  Cohorts are played by the player but must always be 
  played as secondary characters. A player with a cohort 
  does not get twice the attention of the DM or the other 
  characters. DMs may take over playing a cohort when they 
  feel it is played in an unrealistic fashion. DMs should only 
  taking over a cohort in the most unusual situations.
  
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  Followers in Living Greyhawk
  For most intents and purposes, followers gained from the 
  leadership feat are not used in Living Greyhawk. They 
  are mostly roleplaying ﬂ avor existing in the background of 
  your character. Since some special events and interactives 
  involve followers in various fashions, you may create your 
  followers in detail if you wish. Followers use the same 
  creations rules as cohorts with the following changes:
  The only equipment they are allowed to purchase is out 
  of the PHB.
  They may not loan or be loaned equipment. They are 
  simple guards and such. Not adventurers.
   
  CHARACTER DEATH
   
  AND BACK AGAIN
  The life of an adventurer is a dangerous one and sometimes 
  bad things happen that you would like to undo. Character 
  death, level loss or ability score loss are hard burdens to 
  accept even for the best of us. Since Oerth is a magical world, 
  these problems can be undone—for a price. The following 
  rules are the standards for bringing your character or cohort 
  back from the brink. 
  LIVING GREYHAWK CHARACTE R DE ATH RULE S
  No Wills: Under no circumstances may the possessions of 
  a dead character or cohort make their way into the hands of 
  another character. The death of a comrade is a tragedy not 
  a yard sale. 
  Plot Item Exception: If a dead character or cohort is 
  carrying a special item vital to the plot of the adventure 
  where the character died, the item may be transferred to 
  another character at the DM’s discretion.
  Player Directed Restoration: Only the player of a 
  dead character or cohort is allowed to direct the disposition 
  of their character’s corps—including any arrangements for 
  restoration. If they want to stay dead, the other players at 
  the session cannot force the issue.
  Must Be Resolved at the Session: When a character 
  or cohort dies, their fate must be resolved at the session 
  where the death occurred. A player may use his or her 
  character’s wealth (if the items survived the attack that 
  killed the character) to facilitate spellcasting that will 
  restore the character. Players may enlist monetary aid 
  from other characters or cohorts only during the session 
  where the death occurred to gain such spellcasting. If 
  the spellcasting requirements cannot be met during 
  that session, the character is permanently dead. All the 
  character’s adventure records, along with its cohort’s (if 
  any), are handed to the DM. As the representative of the 
  Living Greyhawk campaign staff in these instances, the 
  DM destroys or voids these records (player’s choice). At 
  multi-session events, the Senior GM may want to establish 
  a GM in charge of character death appeals. Ideally, this GM 
  is a ranked Grand Master or higher by the RPGA and is 
  not running an adventure during any slot that he or she is 
  designated as Appeals GM. If an alternate is not assigned 
  this role, the Senior GM for the event is the Appeals GM. 
  When a player believes that his or her character’s death 
  was due to a DM’s mistaken call, he or she may ask for a 
  second opinion from the Appeals GM. The player and the 
  session DM are each ﬁ ve, uninterrupted minutes to explain 
  their point of view. Thereafter, the Appeals GM makes a 
  decision. The Appeals GM’s ruling is ﬁ nal, and you must 
  abide by that decision.
  Charity of Friends Clause
  If your character was revived but died in such a way that it 
  lost all its equipment, you may enlist the charity of friends. 
  This gives the character one-fourth the total from Table 5-1: 
  Character Wealth by Level from page 135 in the Dungeon 
  Master’s Guide v.3.5 or all of your character’s coin value from 
  your last adventure record— whichever is greater. The 
  charity of friends clause may also be used if the character 
  does not die but loses all of its equipment (such as being 
  enveloped completely by an acidic creature). 
  Wizards may opt to discard 33% of this charity to create 
  a new spellbook identical to their former spellbook or 
  take the full charity and rebuild their spell book by way of 
  scrolls. This charity represents family and friends chipping 
  in to help get you back on your feet. No player at the session 
  is allowed to contribute to this amount and no players 
  actually adjust their gold on hand total.
  DM Note: It is in your discretion on what losing all 
  possessions entails. If the character’s horse survives then 
  obviously he has still lost everything. You can declare that 
  any minor surviving gear is lost and let the player invoke 
  the Charity of Friends Clause. 
   NPC-PERFORMED SPELLCASTING
  If characters are incapable of casting a desired spell during 
  a game session, they may opt to have an NPC cast the spell. 
  This is expensive but straightforward.
  Each region in Living Greyhawk should have its 
  own rules for NPC spellcasting available on their website 
  detailing NPC spellcasting. For all core, metaregional, or 
  regional adventures where the triad has not detailed region-
  speciﬁ c rules for NPC spellcasting, use the following rules:
  Default Cost: Determine the size of the settlement 
  the characters have access to in the adventure (Table 6-2). 
  Characters pay NPCs for restorative spells according to 
  Table 6-3.
  Inﬂ uence Points/Favors: Inﬂ uence Points may not 
  be used to reduce these costs unless the cert states a speciﬁ c 
  circumstance and the DM rules that it applies in this case.
  Adventure Speciﬁ c Costs: A Living Greyhawk 
  adventure may have situations that override these rules. 
  For example, the text of the adventure may detail an NPC 
  who owes a favor to the characters for services rendered 
  and agrees to cast certain spells for a reduced cost. These 
  situations written into an adventure take precedent over 
  rules presented here.
  Determine Level of Caster Available: Depending on 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
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  the adventure, a spellcaster of the needed level may or may 
  not be available. Review Table 6-2 to determine what level 
  spellcaster is available by the size of the settlement detailed 
  in the adventure text. If a higher-level spellcaster is written 
  into the adventure, that NPC may be used instead. When the 
  adventure does not specify what size settlements are close 
  at hand, the DM is encouraged to make his best guess and 
  go with it. All spells are assumed to be cast at the minimum 
  level needed to cast them. Adjust the cost appropriately if 
  the players wish them cast at a higher level.
  Spell Costs
  The spells on Table: 6-3 may be cast by NPCs under a DM’s 
  control. Regional rules and individual adventure text may 
  override these costs.
  −−−
  1 There are two ways to pay for raise dead. First, pay the cost as listed 
  and receive the beneﬁ ts of the spell. Second, pay all of your gold on 
  hand except 100 gp up front (minimum 2,000 gp – you may sell items as 
  normal to pay this cost) and 5 TUs. The remaining balance must be paid 
  out of future adventure earnings as quickly as possible (all gold earned 
  from future adventures, after lifestyle costs and other mandatory costs, 
  must go towards this debt until it is fully paid off). If you do not have 
  enough TUs, you may spend TUs from the next campaign year to meet 
  this requirement. This payment represents working off your debt with the 
  church and coming up with more funds to pay them. Others at the session 
  may chip in gold to help offset either method of payment. You are not 
  required to pay upkeep on TUs spent in this fashion. Only one debt of this 
  fashion is permitted at any one time.
  2 There are two ways to pay for resurrection. First, pay the cost as listed and 
  receive the beneﬁ ts of the spell. Second, pay all of your gold on hand except 
  100 gp up front (minimum 5,000 gp - you may sell items as normal to pay 
  this cost) and 10 TUs. The remaining balance must be paid out of future 
  adventure earnings as quickly as possible (all gold earned from future 
  adventures, after lifestyle costs, and mandatory costs, must go towards this 
  debt until it is fully paid off). If you do not have enough TUs you may 
  spend TUs from the next campaign year to meet this requirement. This 
  represents working off your debt with the church and coming up with 
  more funds to pay them. Others at the session may chip in gold to help 
  offset either method of payment. You are not required to pay upkeep on 
  TUs spent in this fashion. Only one debt of this fashion is permitted at 
  any one time.
   
  LYCANTHROPY
  During your character’s many adventures, it is possible 
  to pick up a few nasty curses. No curse can destroy party 
  chemistry faster than lycanthropy. A trusted comrade 
  turning on the party in the middle of a tough battle is more 
  than most parties can take. The following rules apply to 
  those who currently have or may acquire this disease.
  • A player whose character is afﬂ icted with lycanthropy 
  must inform the DM of such before the adventure starts. 
  Failure to do so will cost the character 20% of the XP and 
  gp earned in that adventure.
  • If the adventure does not specify whether there is a full 
  moon, then the DM rolls a d10 before play starts. If it 
  result is a 1, there is a full moon during this adventure.
  • A PC can become aware of this afﬂ iction by making a 
  Wisdom check (DC 15) after changing back or by having 
  a fellow party member witness and report the change to 
  the character.
  • Once characters are aware of having the disease, they 
  must attempt to remove it. If they neglect this attempt, 
  their alignment shifts to that of the were-creature after 
  the next change and they become NPCs under the DM’s 
  control. Mark the character’s adventure records void and 
  remove the character from the campaign.
  • Check your triad's website for regional information on 
  having this curse removed from characters. If your triad 
  does not have rules on it then use the following core 
  rules.
  o An afﬂ icted character who eats a sprig of belladonna 
  (also called wolfsbane) within an hour of a lycanthrope’s 
  attack can attempt a Fortitude save (DC 20) to shake 
  off the afﬂ iction. If a healer administers the herb, 
  use the character’s save or the healer’s Heal modiﬁ er 
  whichever is higher. The character only gets one 
  chance no matter how much belladonna is consumed. 
  The belladonna must be reasonably fresh (picked 
  within the last week). Any town of decent size (2,000+ 
  people) has belladonna for sale (5 gp). A Survival check 
  (DC 14) allows characters to ﬁ nd some. However, fresh 
  or not, belladonna is toxic. The character must succeed 
  at a Fortitude save (DC 13) or take initial damage of 
  Table 6-2: Town Size and Spellcaster Level
  Town Size
  Spellcaster Level
  Village or Smaller (0-900 people)
  3rd
  Small Town (901-2000)
  5th
  Large Town (2001-5000)
  9th
  Small City (5001-12,000)
  11th
  Large City or bigger (12,001 – and up)
  13th
  Table 6-3: Spell Costs
  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
  Break enchantment
  9th
  450
  Raise dead
  9th
  5,450 1
  Greater dispelling
  11th
  660
  Heal
  11th
  660
  Stone to ﬂ esh
  11th
  660
  Regenerate
  13th
  910
  Resurrection
  13th
  10,910 2
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
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  1d6 points of temporary Strength damage. One minute 
  later the character must succeed at a second save or 
  take an additional 2d6 points of temporary Strength 
  damage.
  o If the player cannot have the curse removed in the 
  adventure and it is within three days of contracting 
  lycanthropy, a remove disease or heal spell cast by a 12th-
  level priest will remove it. This costs 360 and 720 gp 
  respectively and 1 TU. This cost may be modiﬁ es using 
  an appropriate cert or if the player has another way to 
  cast the spell. 
  o If three days pass, lycanthropy is much harder to 
  remove. Afﬂ icted characters must seek out a caster 
  to cast remove curse or break enchantment on them 
  while the moon is full. Once a caster is found, the 
  afﬂ icted character must spend either 150 gp or 450 
  gp respectively, and 4 TUs. This payment allows the 
  character to make a Will save (DC 20). Characters 
  failing this save must spend the necessary gp and TUs 
  to attempt another save.
  o The character must continue this process until making 
  the save or running out of money. Other players at 
  the session may donate money to help pay this cost. 
  Characters unable to pay 150 gp are assumed to be 
  performing menial tasks for the church to help pay 
  this service.
  o Characters running out of TUs are ﬁ nished being 
  played for the year. Once TUs reset on January 1 of the 
  next year, they can try to remove the curse once again.
   
  GEOMETERS
  The geometer prestige class (from Complete Arcane) allows a 
  character to create spellglyphs, which can be used at a later 
  time. Spellglyphs are made using Magic Item Creation 
  (Chapter 7) and work like creating scrolls (except their 
  cost is only the spell level x 25 gp). A geometer can create 
  a spellglyph of any spell known. Spellglyphs never cost 
  XP to create; up to 5 may be created before the start of a 
  qualifying adventure (see Chapter 7) with the expenditure 
  of one TU and the applicable gold.
   
  COLDFIRE 
  Coldﬁ re is a spell component used in several spells from 
  Frostburn, an environmental supplement. Ounces of 
  coldﬁ re must be found in an adventure and listed on the 
  AR in order for a character to purchase this component. 
   
  XP EXPENDITURE FOR SPELLS 
  For each adventure round played, a character, and any 
  other spellcasters that are controlled by a player (such as 
  a cohort), has a maximum total amount of XP that can be 
  spent for spellcasting. This total is equal to 50 × APL for one 
  spell. A character cannot cast spells totaling more than the 
  XP cap for the adventure round. So, for example, a wizard 
  playing an adventure at APL 10 would have a maximum 
  XP cap of 500 XP for spellcasting purposes; this cap is 
  the most the wizard may spend on XP-draining magic (or 
  one spell could be cast above this XP cap). Note that this 
  number represents the total amount of XP that can be spent 
  between all characters under the control of an individual 
  player (so, there is no separate XP expenditure tracking for 
  a cohort, for example). Magic item creation is unaffected 
  by this rule.
   
  SPELL CLARIFICATIONS
  Due to the nature of Living games, some spells need 
  changes to work properly within the framework of the 
  Living Greyhawk campaign. There are some basic 
  ground rules to discuss before describing speciﬁ c spells.
  • No spell or ability may generate a beneﬁ t that extends 
  beyond the end of the play session unless documentation 
  exists to allow it. 
  • In a multi-round adventure, a spell effect may extend 
  into the next rounds if appropriate (DM’s call).
  • Players must have documentation during a session when 
  casting any of the spells listed below.
  • We recommended DMs keep the current campaign 
  standard on hand for easy reference during games.
  • The rules for the spells below are retroactive. If you 
  somehow cast a wish spell to give yourself a +1 inherent 
  stat bonus or cast greater planar binding to summon a being 
  to give you a million gp for its freedom, those bonuses go 
  away.
  Clone
  The clone spells creates a body for wizards or sorcerers that 
  their soul inhabits upon their death. As a permanent effect 
  that resolves at a later date, the follow rules apply.
  • Wizards or sorcerers may use this spell to create a clone 
  of themselves only. 
  • The caster must spend 12 TUs and 1,000 gp when casting 
  this spell.
  • The players must inform DMs at the start of each play 
  session that they have clones.
  • Once dead, the characters soul enters the body of 
  the clone. Characters lose one level as if resurrected. 
  Characters unable to rejoin the party are effectively out 
  of the adventure. 
  • If out of the adventure, casters only gains XP and gp up 
  to the point they died. If they can rejoin the party, they 
  gains XP and gp as normal.
  •  If surviving party members recover the deceased’s gear, 
  it retains possession of all surviving equipment. If no 
  party members survive or cannot recover the gear, the 
  caster loses everything and can invoke the charity of 
  friends clause found earlier in this chapter. 
  • At the start of each new campaign year, casters of the 
  clone spell must spend 6 TUs keeping their clones up-to-
  date or loose them and start again.
  • The DM records a character's use of this spell in the play 
  notes of the adventure record when it is cast.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  39
  Drawmij’s Instant Summons
  This spell places a mark on an item and enables the PC to 
  summon it. Since this is effect permanent until discharged, 
  the follow rules apply.
  • Wizards or sorcerers may use this spell on any item 
  currently listed on their MIL or character sheet. It may 
  not be cast on another PC or NPC's possessions. 
  • When ﬁ rst cast, the caster must spend 1,000 gp for 
  the gem. The gem remains on the PC until the spell is 
  activated at which time the gem is destroyed.
  • The DM records when this spell is cast and the name of 
  the item marked in the adventure record play notes. 
  Fabricate
  The use of this spell allows the caster to create a permanent 
  item. The following rules apply.
  • The DM decides if the item created requires a Craft check 
  or not. The DM uses the chart listed with the Craft skill 
  to determine the DC if necessary.
  • The item remains for the duration of the adventure and 
  then goes away. It is not a permanent item.
  • The item may not be sold to increase the amount of gp 
  earned in the adventure.
  Gate
  Due to the powerful nature of this spell and its many 
  variables, the follow rules apply.
  • The gate created may be used for planar travel or calling 
  creatures. The caster must pick one or the other when 
  casting this spell.
  • When used for planar travel the DM adjudicates whether 
  the destination is valid based on the adventure being 
  played.
  • If used to call a creature, only a single creature is called. 
  You must choose an immediate task for it as it will not 
  perform contractual service unless you have campaign 
  documentation allowing you to do so.
  • In the case of scrolls or other magic devices that allow 
  the casting of this spell, the caster level for purposes of 
  controlling the summoned creature is the caster level of 
  the PC.
  • A known unique creature may only be called if it meets 
  one of the following qualiﬁ cations: a PC currently at the 
  table is on another plane, a NPC or creature listed in the 
  adventure is currently on another plane, the player has 
  special campaign documentation allowing a speciﬁ c 
  being to be called.
  • If a type of creature is desired, the PC may summon a 
  creature with the type outsider from the Monster Manual 
  v.3.5. It has standard HD for its type. 
  • For purposes of control, the caster may summon a 
  creature type with standard HD up to the caster level 
  safely. For each HD the creature has above the caster's 
  level, there is a 10% cumulative chance the summoned 
  type is too strong to control. This represents the wide 
  range in HD for stronger outsiders. If the creature is not 
  controlled, it is under the control of the DM and will act 
  appropriately. Note: A PC caster is responsible for the 
  actions of the creature summoned. When summoning 
  something that destroys a village, the character pays the 
  price.
  Greater Planar Ally
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules will apply when 
  using this spell.
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 18 HD or up 
  to three identical creatures whose total HD do not 
  exceed 18 to answer the call. These creatures must have 
  the same alignment as the character's god (elementals 
  are automatically the same alignment) and be listed in 
  Monster Manual v.3.5 (no appendixes or templates).
  • You may not call a named creature without campaign 
  documentation.
  • The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round). 
  • The caster must choose the task that needs performed 
  during the bargaining and determine how long the task 
  should take. DMs is free to increase or decrease this time 
  at their discretion.
  • The DM determines if the task is non-hazardous (50% 
  normal cost), normal, hazardous (150% normal cost) or 
  suicidal (will not accept). 
  • If the DM believes the task is strongly aligned with that 
  of the caster’s god, the DM can reduce the ﬁ nal cost, as 
  calculated above, by an additional 50%. (Minimum of 
  25% normal cost).
  • At this point the caster must either accept the agreement 
  and pay the agreed sum or refuse and end the spell. The 
  caster must pay the 500 XP regardless of the outcome of 
  the spell.
  • The players at the table may all chip in to cover the cost 
  of this spell.
  • Writers’ Note: Creatures summoned prior to a ﬁ ght using 
  this spell must be included when calculating the EL of a 
  combat. 
  Leomund’s Secret Chest
  As this spell has a duration that is longer than a standard 
  Living Greyhawk event, the following rules apply.
  • The foci for this spell are a large chest and a smaller 
  replica that cost 5,050 gp. This cost must be paid when 
  the spell is ﬁ rst cast. Record these items on your MIL as 
  they may be reused.
  • The chest is the standard chest size from the Players 
  Handbook v.3.5. The player must keep a separate, legible 
  list of what is stored in the chest and provide it to the DM 
  on request.
  • Players must inform DMs they have an active Leomund’s 
  secret chest at the beginning of a session.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
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  • The chest lasts for 8 TUs before expiring. The adventure 
  record that it is ﬁ rst recorded on does not count as one of 
  those TUs.
  Limited Wish
  • Any spell duplicated must come from a core source or 
  the character must have access to it in some fashion.
  • Characters must pay at least 300 XP when casting this 
  spell (see the spell description for more details).
  Lesser Planar Ally
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules apply when using 
  this spell.
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 6 HD to answer 
  the call. This creature must have the same alignment 
  as the character's god (elementals are automatically the 
  same alignment) and be listed in Monster Manual v.3.5 (no 
  appendixes or templates).
  • You may not call a named creature without campaign 
  documentation.
  • The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round). 
  • The caster must choose the task that needs performed 
  during the bargaining and determine how long the task 
  should take. DMs are free to increase or decrease this 
  time at their discretion.
  • The DM determines if the task is non-hazardous (50% 
  normal cost), normal, hazardous (150% normal cost) or 
  suicidal (will not accept). 
  • If the DM believes the task is strongly aligned with that 
  of the caster’s god, the DM can reduce the ﬁ nal cost, as 
  calculated above, by an additional 50%. (Minimum of 
  25% normal cost)
  • At this point the caster must either accept the agreement 
  and pay the agreed sum or refuse and end the spell. The 
  caster must pay the 100 XP regardless of the outcome of 
  the spell.
  • The players at the table may all chip in to cover the cost 
  of this spell.
  • Writers’ Note: Creatures summoned prior to a ﬁ ght using 
  this spell must be included when calculating the EL of a 
  combat. 
  Miracle
  Miracle is one of the most powerful spells and also one of 
  the easiest to abuse in the campaign. The following list 
  contains the rules for using the miracle spell in the Living 
  Greyhawk Campaign. 
  The miracle spell may do any of the following:
  • Duplicate any cleric spell of 8th level or lower, including 
  spells to which you have access because of your domain. 
  • Duplicate any other spell of 7th level or lower. 
  • Any spell duplicated must come from a core source or 
  the character must have access to it in some fashion.
  • Undo the harmful effects of many other spells, such as 
  feeblemind, geas/quest, bestow curse, or insanity. 
  • Remove injuries and afﬂ ictions. A single miracle can 
  aid one creature per caster level and all subjects must 
  be cured of the same type of afﬂ iction. For example, the 
  character could heal all the damage the character's party 
  has suffered or remove all the poison effects from the 
  party but not do both with the same miracle. A miracle 
  can never restore the experience point loss from casting 
  a spell or the level or Constitution loss from being raised 
  from the dead. 
  • Transport travelers. A miracle can lift one creature per 
  caster level from anywhere on any plane and place these 
  creatures anywhere else on any plane regardless of local 
  conditions. An unwilling target gets a Will save to negate 
  and SR. 
  • Undo misfortune. A miracle can undo a single recent 
  event. The miracle forces a reroll of any roll made within 
  the last round (including the character's last turn). 
  Reality reshapes itself to accommodate the new result. 
  For example, the miracle could undo an opponent’s 
  successful save, a foe’s successful critical hit (either the 
  attack roll or the critical roll), a friend’s failed save and so 
  on. The reroll, however, may be as bad as or worse than 
  the original roll. An unwilling target gets a Will save to 
  negate and SR. 
  In any event, a request that is out of line with the caster’s 
  deity’s nature is refused. 
  Caster may not use the option to pick something beyond 
  the list above. They must choose something from that list 
  when the spell is cast. They may not use a miracle spell to 
  cast a spell that is restricted in the Living Greyhawk 
  campaign.
  Duplicated spells allow saves and SR as normal (but 
  save DCs are for 9th-level spells). When miracle duplicates 
  a spell that has an XP cost, the character must pay that cost. 
  When miracle duplicates a spell with a material component 
  that costs more than 100 gp, the character must provide 
  that component.
  Mirror Image
  This spell creates illusionary duplicates of the caster. All 
  of these duplicates occupy the same square (or squares) as 
  the caster. Once an attacker has determined which is the 
  real caster amongst the images, that opponent, and only 
  that opponent, may continue to attack the caster without 
  a chance of hitting an image instead. Casters may move 
  within the images as a free action on their turn to once 
  again confuse the attacker as to which is the real caster. 
  Planar Ally
  This spell requires negotiation between the summoned 
  creature and the PC. The following rules apply when using 
  this spell.
  • When priests cast this spell, their deity sends a single 
  elemental or outsider of no greater than 12 HD or 
  
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  two identical creatures who total HD does not exceed 
  12 to answer the call. These creatures must have the 
  same alignment as the character's god (elementals are 
  automatically the same alignment) and be listed in 
  Monster Manual v.3.5 (no appendixes or templates).
  • You may not call a named creature without campaign 
  documentation.
  • The bargaining process with the creature takes 1d8 
  rounds minus the Intelligence bonus of the caster 
  (minimum 1 round). 
  • The caster must choose the needed task during the 
  bargaining and determine how long how long the task 
  should take. DMs are free to increase or decrease this 
  time at their discretion.
  • The DM determines if the task is non-hazardous (50% 
  normal cost), normal, hazardous (150% normal cost) or 
  suicidal (will not accept). 
  • If the DM believes the task is strongly aligned with that 
  of the caster’s god, the DM can reduce the ﬁ nal cost, as 
  calculated above, by an additional 50%. (Minimum of 
  25% normal cost)
  • At this point the caster must either accept the agreement 
  and pay the agreed sum or refuse and end the spell. The 
  caster must pay the 250 XP regardless of the outcome of 
  the spell.
  • The players at the table may all chip in to cover the cost 
  of this spell.
  • Writers’ Note: Creatures summoned prior to a ﬁ ght using 
  this spell must be included when calculating the EL of a 
  combat. 
  Plane Shift
  The focus for this spell is a small, forked metal rod. These 
  rods are not readily available and must be found during 
  play. The caster starts with the rod for the Material Plane 
  (Oerth) only and gains access to others via campaign 
  documentation.
  When plane shift is cast on an unwilling character that 
  lacks the means to return, it requires time units and gold 
  for them to get back home. The character must spend 6 
  time units and 1,000 gp. This represents the time spent 
  traveling as well as bribes, food, and other costs associated 
  with getting home. Until the time units and gold are spent 
  the character is removed from play. 
  Players may also request a special mission for this 
  character’s return hom. If the mission isn’t granted, then 
  the only option available is the one listed above.
  Polymorph
  Due to its complex nature, this spell needs some further 
  clariﬁ cation to operate with minimal problems in the 
  campaign.
  • You can only become a creature one class size larger than 
  your normal form. You may take a form no smaller than 
  Fine sized. If a spell increases your size and another spell 
  tries to increase your size again it fails (the rest of the 
  spell works it just does not change your size). This size 
  restriction does not apply to wild shape which has its 
  own size restrictions size, however, the use of wild shape 
  is subject to  size-stacking rule mentioned above.
  • Equipment does not resize. If you change size, only items 
  in the following slots continue to function normally: 
  cloak, amulet/brooch and weapons. All other items 
  either fall off or are absorbed into your new form (and 
  cease to function).
  • Only base creatures from the MM are allowed. Creatures 
  with templates, advanced versions of base creatures 
  and creatures not in the MM are not allowed without 
  campaign documentation. For lycanthropes, you cannot 
  change into their hybrid form.
  • Unless speciﬁ cally listed as exceptional, all breath 
  weapons are supernatural abilities and are not granted 
  through use of the polymorph spell.
  Raise Dead
  This spell brings one dead person back to life per the rules 
  in the Players Handbook v.3.5. The body must be intact and 
  the character returns with 1 hp per level. Mark 5,000 gp 
  off the character sheets of anyone who pays for the spell 
  component.
  If the spell is cast immediately after the character’s death, 
  the PC may continue playing the adventure normally and 
  receive a full share of XP and gp. Mark on the adventure 
  record that the character was raised and set the starting 
  experience total to the halfway point of next lowest level. 
  The character then adds the XP earned in the adventure to 
  that new starting total.
  If the spell is cast at the end of the adventure, the PC 
  receives XP and gp up to the point of the character’s death. 
  Mark on the adventure record that the character was raised 
  and set the starting experience total to the halfway point 
  of the next lowest level. The character then adds the XP 
  earned in the adventure to that new starting total.
  Reincarnate
  The Living Greyhawk campaign requires the following 
  rules when this spell is cast.
  • Reincarnate may only be cast during an adventure by 
  either another character, or an NPC druid with that spell 
  prepared who appears in the adventure text.
  • Before the roll is made, the character’s player must 
  authorize the casting of the spell.
  • A single roll is made to determine the type of creature 
  the character is reincarnated as. The player must abide by 
  the result of the roll.
  • No modiﬁ ers to the rolls are allowed. No rerolls are 
  allowed.
  • The DM and at least one other player must witness the 
  roll.
  • If the roll is a 100, the character retains its current race.
  • If the result of the reincarnation is a creature other than 
  a dwarf, human, halﬂ ing, gnome, half-elf, half-orc, or elf, 
  
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  the character is immediately and permanently removed 
  from the Living Greyhawk campaign.
  • If the result of the roll is dwarf, roll again on the chart 
  below to determine subrace:
  01-70: Hill dwarf
  71-100: Mountain dwarf
  • If the result of the roll is elf, roll again on the chart below 
  to determine subrace:
  01-70: High elf
  71-90: Wood elf
  91-100: Gray elf
  • If the result of the roll is halﬂ ing, roll again on the chart 
  below to determine subrace:
  01-60: Lightfoot halﬂ ing
  61-85: Stout halﬂ ing
  86-100: Tallfellow halﬂ ing
  • If the result of the roll is human, roll again on the chart 
  below to determine heritage:
  01-55: Mixed heritage (roll twice on this chart to 
  determine; if this result is rolled again, discard it)
  56-65: Flan
  66-75: Oeridian
  76-85: Baklunish
  86-95: Suel
  96-97: Rhennee
  98-99: Olman
  100: Touv
  • Reincarnate may only be cast on characters or cohorts.
  Resurrection
  This spell brings one dead person back to life per the rules 
  in the Players Handbook v.3.5. The caster must have a part 
  of the body from after the person died, and the character 
  returns with full hp’s. Mark 10,000 gp off the character 
  sheets of anyone who pay for the spell component.
  If the spell is cast immediately after the character’s 
  death, the PC may continue with the adventure normally 
  and receive full XP and gp at the end. Mark on the 
  adventure record that the character was raised and set the 
  starting experience total to the halfway point of the next 
  lowest level. Characters add XP earned in the adventure to 
  that new starting total.
  If the spell is cast at the end of the adventure, the PC 
  receives XP and gp up to the point it died. Mark on the 
  adventure record that the character was raised and set the 
  starting experience total to the halfway point of the next 
  lowest level. Characters add the XP earned in the adventure 
  to that new starting total.
  SPELLS THAT CAUSE A 
  CHANGE IN FORM 
  Examples include polymorph, polymorph any object, 
  shapechange.
  • The caster may only change into creatures listed in 
  the Monster Manual v.3.5 unless providing campaign 
  documentation allowing otherwise. Creatures with 
  templates, and advanced versions are not allowed.
  • If an attribute of a monster is only listed in the general 
  or combat description of a creature and is not speciﬁ cally 
  given an ability descriptor that you can normally 
  assume within the parameters of the spell cast (such as 
  exceptional for polymorph or exceptional and supernatural 
  for shapechange), you do not gain that attribute when 
  assuming that creature’s form. 
  • An example of this is the hydra; many of the body and 
  head attributes are listed in the combat description of 
  the monster without an ability descriptor, and thus these 
  attributes would not be gained when using a spell to turn 
  into a hydra (but abilities such as fast healing and many 
  others in the statistics block would be gained).
  True Resurrection
  This spell is very hard to ﬁ nd from an NPC in Living 
  Greyhawk. It is only available in an adventure if 
  the adventure contains a NPC who can cast it and the 
  adventure speciﬁ cally states that the NPC will cast it for 
  PCs. Otherwise this spell is only available from a NPC if 
  the player has campaign documentation allowing it to be 
  cast. This documentation only comes in higher level events 
  as a reward to notable and worthy heroes. This spell may be 
  cast by PC casters as normal once they reach high enough 
  levels.
  If the spell is cast immediately after the characters 
  death, the PC may continue with the adventure normally 
  and receive full XP and gp at the end.
   If the spell is cast at the end of the adventure, the PC 
  receives XP and gp up to the point of death. 
  Wish
  Wish is one of the most powerful spells and also one of the 
  easiest to abuse in the campaign. The following list contains 
  the rules for using the wish spell in the Living Greyhawk 
  Campaign. The wish spell may do any of the following:
  • Duplicate any wizard or sorcerer spell of 8th level or 
  lower, provided the spell is not from a school prohibited 
  to the character. 
  • Duplicate any other spell of 6th level or lower, provided 
  the spell is not from a school prohibited to the 
  character. 
  • Duplicate any wizard or sorcerer spell of 7th level or 
  lower even if it’s from a prohibited school. 
  • Duplicate any other spell of 5th level or lower even if it’s 
  from a prohibited school. 
  • Any spell duplicated must come from a core source or 
  the character must have access to it in some fashion.
  • Undo the harmful effects of many other spells such as 
  geas/quest or insanity. 
  • Remove injuries and afﬂ ictions. A single wish can aid 
  one creature per caster level, and all subjects must be 
  cured of the same type of afﬂ iction. For example, the 
  character could heal all the damage the character's party 
  
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  has suffered or remove all the poison effects from the 
  party but not both with the same wish. A wish can never 
  restore the experience point loss from casting a spell or 
  the level or Constitution loss from being raised from the 
  dead. 
  • Revive the dead. A wish can bring a dead creature back 
  to life by duplicating a resurrection spell. A wish can 
  revive a dead creature whose body has been destroyed, 
  but the feat takes two wishes: one to recreate the body 
  and another to infuse the body with life again. A wish 
  cannot prevent a character that was brought back to life 
  from losing an experience level. 
  • Transport travelers. A wish can lift one creature per 
  caster level from anywhere on any plane and place these 
  creatures anywhere else on any plane regardless of local 
  conditions. An unwilling target gets a Will save to negate 
  and SR. 
  • Undo misfortune. A wish can undo a single recent event. 
  The wish forces a reroll of any roll made within the 
  last round (including the character's last turn). Reality 
  reshapes itself to accommodate the new result. For 
  example, the wish could undo an opponent’s successful 
  save, a foe’s successful critical hit (either the attack roll or 
  the critical roll), a friend’s failed save and so on. The reroll, 
  however, may be as bad as or worse than the original roll. 
  An unwilling target gets a Will save to negate and SR. 
  The caster may not wish for something beyond the list 
  above. Players may not use a wish spell to cast a spell that is 
  restricted in the Living Greyhawk campaign.
  Duplicated spells allow saves and SR as normal (but 
  save DCs are for 9th-level spells). When a wish duplicates a 
  spell that has an XP cost in excess of 5,000, the caster must 
  pay that cost instead. When a wish duplicates a spell with 
  a material component that costs more than 10,000 gp, the 
  character must provide that component.
   
  COMPLETE BOOK SPELLS
  Beget Bogun
  This spell creates a small animate creature that accompanies 
  a druid on his adventures. It is similar to a wizard’s familiar 
  with a few twists. The druid may only have one bogun 
  at any one time. When created, the caster must pay all 
  applicable costs (25 XP and 1 TU). The stats for the bogun 
  can be found in the Complete Divine.
  Remember even though an inanimate object, the bogun 
  is still a creature of nature and should be treated with 
  respect by its druidic creator. If mistreated it will vanish 
  and the druid may suffer penalties next time he calls upon 
  his god for a favor (DM’s discretion).
  Weapon of the Deity
  A full list of gods and their associated spell abilities can 
  be found on the Living Greyhawk campaign website at 
  www.wizards.com/lg. 
   
   ITEM CLARIFICATION
  Do to the shared nature of Living games, some items need 
  some changes to work properly within the framework of 
  the campaign. There are also some basic ground rules that 
  we will go over below before getting into speciﬁ cs.
  • No item may generate an effect that extends beyond the 
  end of the play session unless campaign documentation 
  exists to allow it. 
  • In multi-round adventures, an item’s effect may extend 
  into the next rounds if appropriate (DM’s call).
  • It is the players' responsibility to have this document 
  available for the DM when using any of the items 
  contained below.
  Caster’s Shield
  Few additional rules and clariﬁ cations on this item.
  • This item, when purchased, does not contain a scroll 
  already scribed upon it. 
  • Scribing a spell onto the back of the shield is done 
  through Magic Item Creation (see Chapter 7). 
  • On your master item logsheet, note the resulting scroll as 
  attached to the caster’s shield and cross it off when used.
  Spell Storing Items
  Several magic items allow you to store a spell for later use. 
  Some examples are ring of counterspells, ring of spell storing 
  and the spell storing weapons special ability. In Living 
  Greyhawk, these items always start empty at the start of a 
  new adventure. A charged spell storing device may carry over 
  to the next round in a multi-round event.
   
  BENEFITS FROM
   
  NONADVENTURING ACTIVITY
  Heroes are skilled people. Some have the ability to expand 
  their personal wealth without adventuring. The creation 
  of magical and mundane items needed or desired by the 
  commoners and nobility of the Flanaess is not as potentially 
  lucrative as adventuring but is deﬁ nitely safer. While 
  your character is primarily an adventurer in the Living 
  Greyhawk campaign, it does have the opportunity to make 
  some extra coin every now and then using Professional and 
  Craft skills.
  Due to the shared nature of the Living Greyhawk 
  campaign, the following rules override most of the rules 
  presented in the Player’s Handbook v.3.5 regarding the 
  creation of items or generation of gold pieces for work 
  while using the following skills: Craft, Perform, Sleight of 
  Hand, Profession.
  Fundamentally, each of these skills gives you the 
  opportunity to increase your character’s wealth by virtue 
  of skill, knowledge or craft after the play of a regional 
  adventure set in your current home region. Just how this 
  is done is dependent on the individual skill. Immediately 
  after each regional adventure, a character may attempt to 
  create extra gold via one of the appropriate skills. 
  
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   Using these skills during an adventure is allowed but 
  does not increase the maximum gold earned cap for the 
  APL played.
  You do not have to pay lifestyle costs for TU’s spent on 
  using a skill to make additional gold.
  Skills
  Craft: You can practice your trade and make a decent living. 
  You earn your skill check result in gold pieces when you 
  spend 1 TU immediately after playing a regional adventure 
  set in your current home region. You may only spend 1 TU 
  per adventure this way. You must own a set of artisan’s tools 
  in order to practice your trade. Masterwork artisan tools 
  grant a +2 circumstance bonus on these checks. You may 
  neither take 10 nor take 20 on this check. 
  Perform: You ﬁ nd the best place to practice your art 
  for both coin and admiration (usually the most prosperous 
  or cultured settlement in your region). Spend 1 TU 
  immediately after playing in a regional adventure set in 
  your current home region. You gain the following results 
  based on the DC you succeed:
  You may neither take 10 nor take 20 on this check. 
  Unless you succeed at your check at DC 25 or DC 30, 
  you may only spend 1 TU to gain coin in this way. If you 
  succeed at your check with those two higher DCs you 
  many spend and additional TU (2 TUs total) to gain coin by 
  way of your performances. 
  Profession: You can practice your trade and make a 
  decent living earning your skill check result in gold pieces 
  when you spend 1 TU immediately after playing in a 
  regional adventure set in your home region. You may only 
  spend 1 TU per adventure in this way. You may neither take 
  10 nor take 20 on this check.
  Sleight of Hand: Taking wealth from those you meet: 
  that’s how you make your money. Every good pickpocket 
  knows that the best scores come consistently to those who 
  watch, wait and then strike when the time is right. After 
  you play in a regional adventure set in your home region 
  you may immediately spend 1 TU to scope out and strike 
  on scores.
  You may neither take 10 nor take 20 on this check. You 
  may only spend 1 TU to gain coin in this way.
   
  OUT-OF-GAME BENEFIT RULES
  The following rules govern the use of in-game beneﬁ ts 
  derived from out-of-game sources, primarily: Bonus 
  Buttons distributed at the Gen Con Game Fair 2002 and the 
  Campaign Cards from D&D® Rewards.
  1. Each player may use one of the beneﬁ ts listed below for 
  every four levels (or fraction thereof) that their character 
  possesses (cohorts, companions, familiars, etc. have no 
  bearing on this calculation). For example, the player of a 
  3rd-level character may use only one of the beneﬁ ts; the 
  player of a 9th-level character may use three.
  2. No individual beneﬁ t may be used more than once in any 
  given event regardless of the number of sessions played. 
  DC
  Performance
  <10
  You’re panned. You earn nothing. 
  10
  Routine performances. You earn 1d4+1 gp.
  15
  Enjoyable performances. You earn 1d8+1 gp.
  20
  Great performances. You earn 3d6+3 gp.
  25
  Memorable performance. You earn 1d6 pp. Your fans 
  ask you to stay. You may spend another TU and gain 
  another perform check with a +2 circumstance bonus. 
  That check is your last until you play another regional 
  adventure in your home region despite the results of 
  that check. 
  30
  Extraordinary performance. Your earn 3d6+3 pp. You 
  may spend another TU and gain another perform check 
  with a +4 circumstance bonus. That check is your last 
  until you play another regional adventure in your home 
  region despite the results of that check. 
  The Safe Score 
  DC
  Task
  <10
   You are caught, and you may be arrested. Succeed at 
  a Bluff check (DC 12) or you lose 2 more TU (total 3 
  TUs) from imprisonment. If imprisoned you gain no 
  coin or other beneﬁ ts until released.
  10
  Failure. Spend your 1 TU, and gain no coin. 
  15
  Small success. Gain 1d3 gp. 
  20
  Success. Gain 3d6 gp.
  25
  Great success. Gain 3d6+5 gp.
  30
  More than you dreamed. Gain 3d6+20 gp. 
  The Typical Mark 
  DC
  Task
  < 14
  You are caught, and you may be arrested. Succeed at a 
  Bluff check (DC 15) or you lose 4 more TU (total 5 TUs) 
  from imprisonment. If imprisoned you gain no coin or 
  other beneﬁ ts until released.
  15
  Minimal success. Gain 1d6 gp. 
  20
  Some success. Gain 3d10 gp.
  25
  Success. Gain 3d10+5 gp.
  30
  Great success. Gain 3d10+20 gp.
  35
  More than you dreamed. Gain 3d10+40 gp. 
  The Overking’s Jewels 
  DC
  Task
  < 19
   You are caught, and you may be arrested. Succeed at 
  a Bluff check (DC 25) or you lose 6 more TUs (total 7 
  TUs) from imprisonment. If imprisoned you gain no 
  coin or other beneﬁ ts until released.
  20
  Light success. Gain 3d10+5 gp.
  25
  Some success. Gain 3d20+20 gp.
  30
  Success. Gain 3d20+40 gp.
  35
  Great success. Gain 6d20+50 gp.
  40
  More than you dreamed. 6d20+80 gp
  50
  More than anyone dreamed. 6d20+120 gp.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
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  To use the same type of beneﬁ t twice, the player must 
  possess two copies of the beneﬁ t.
  3. Beneﬁ ts must be presented to the DM at the beginning 
  of the session. The beneﬁ ts used must be selected before 
  the session begins.
  4. Beneﬁ ts can be loaned to other players at the session, but 
  no individual beneﬁ t may be used more than once. For 
  example, James loans a button to Ashley. Ashley may use 
  the button once during that event, but James cannot use 
  the same beneﬁ t unless he possesses another copy for his 
  own use.
  5. Beneﬁ ts are not destroyed when used and can be used 
  again in future sessions.
  6. No more than one beneﬁ t can be used to affect a single 
  roll.
  Currently Sanctioned Benefits
  The following beneﬁ ts are approved for use in Living 
  Greyhawk play. This list includes speciﬁ c campaign 
  modiﬁ cations applicable to their use. This list is updated 
  frequently as future beneﬁ ts become available.
  • Ember Button, Krusk Button, Lidda Button, and 
  Tordek Button: These buttons were distributed at the 
  Gen Con Game Fair 2002. The bonuses that are conveyed 
  from these buttons must be declared before the roll that 
  they affect is made. They can be used to affect an ally’s 
  roll.
  • D&D Rewards Campaign Cards: These cards are 
  part of an expanding system of rewards for the play of 
  RPGA events including Living Greyhawk events. 
  The following cards are currently allowed with the 
  following campaign modiﬁ cations. All card effects must 
  be used before the roll is made unless otherwise stated. 
  Cards not listed are not permitted for use in the Living 
  Greyhawk campaign at this time. Cards listed are from 
  the following series: Legacy of the Green Regent™ 
  (LGR), Mark of Heroes™ (MoH).
  • Wink and a Smile: LGR set 1, card 8 of 10; no variant 
  rules.
  • I Have That!: LGR set 1, card 9 of 10; any item gained 
  through the use of the card must be paid for at the end 
  of the event. In addition, this card cannot be used to gain 
  a vial of alchemical sleep gas, a vial of disappearing ink, or a 
  scent breakerbag.
  • Hero’s Strike: LGR set 1, card 10 of 10 and LGR set 4, 
  card 3 of 10; no variant rules.
  • Arcane Inﬂ ux: LGR set 2, card 5 of 10 and LGR set 4, 
  card 4 of 10; no variant rules.
  • Holy Flood: LGR set 2, card 6 of 10; no variant rules.
  • Twist the Blade: LGR set 2, card 7 of 10 and MoH set 1, 
  card 6 of 10; any action point option is invalid.
  • Let’s Try That Again: LGR set 2, card 8 of 10 and LGR 
  set 4, card 2 of 10; no variant rules.
  • Kaapow!:  LGR set 3, card 2 of 10; no variant rules
  • Call of the Wild: LGR set 3, 3 of 10; no variant rules
  • Force of Personality: LGR set 3, 4 of 10; no variant 
  rules
  • Not Done Yet: LGR set 3, 5 of 10; no variant rules
  • Feign Surprise: LGR set 3, 6 of 10; no variant rules
  • Desperate Maneuver: LGR set 3, 7 of 10; no variant 
  rules
  • Not this Time!:  LGR set 4, card 5 of 10 and LGR set 5, 
  card 4 of 10; no variant rules
  • Blessed Relief:  LGR set 4, card 6 of 10, LGR set 5, card 3 
  of 10, and MoH set 1, card 5 of 10; no variant rules
  • Power of the Hero: LGR set 4, card 7 of 10; no variant 
  rules
  • I’ve Got Just the Potion . . . ; LGR set 4, card 8 of 10; 
  Play this card with I Have That! once an adventure round 
  instead of gaining the beneﬁ t of the I Have That! card, 
  you immediately gain a single potion worth no more than 
  50 gp.  The potion must be one listed on Table 7-17 of the 
  Dungeon Master’s Guide. The potion gained is in a handy 
  place, and you must spend a move action to retrieve it. 
  If you don’t use the potion before the adventure ends, it 
  disappears.
  • Careful Retreat: LGR set 5, card 5 of 10; no variant 
  rules.
  • Divine Salvation: LGR set 5, card 7 of 10; no variant 
  rules.
  • Arcane Transmogriﬁ cation: LGR set 5, card 8 of 10; no 
  variant rules.
  • Extra Deﬂ ection: MoH set 1, card 8 of 10; any action 
  point option is invalid.
  • Missed Me!: MoH set 1, card 9 of 10; any action point 
  option is invalid.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  46
  Chapter 7: Magic Item 
  Creation
  In the old days of the campaign using a feat to create a 
  magic item was a long involved process. Now magic items 
  are created at sessions you play in. Fill out the paperwork 
  for what you want to create between sessions and have the 
  judge of your next game sign off on it – simple and easy. 
  So read on about the wonderful items your character can 
  create.
   
  BASIC RULES
  Characters with Item Creation feats may elect to spend 
  additional time units to create magic items. Characters 
  can created magic items at any core adventure or after a 
  regional or metaregional adventure set in the characters 
  home region or metaregion. Creation rules and approved 
  magic items are described below. 
  The following rules apply to all Magic Item Creation.
  • You cannot create any item that bestows a negative level 
  upon its bearer if they are good.
  • Charged items are always created with a full charge.
  • Campaign documentation may provide an item creator 
  with the opportunity to create items from other sources.
  Brew Potion:  Characters with this feat can brew 
  potions from Table 7-17 in the Dungeon Master’s Guide v.3.5, 
  adventure records or from special campaign documentation 
  once they satisfy the prerequisites. You can use a scrolled 
  spell to satisfy the spell requirements, but you must use one 
  scroll for every day of the creation process.
  Craft Magic Arms and Armor: A character with this 
  feat can create items from the DMG, Tables 7-2 thru 7-16, 
  using the following rules:
  • Any weapon, ammunition (in lots of 50) or shield/armor 
  up to a +1 enchantment bonus once the character satisﬁ es 
  the prerequisites. 
  • Casters with access to purchase items or item 
  enhancements from the DMG, Tables 7-5, 7-6, 7-14, and 
  7-15 may create those items or enhancements once the 
  character satisﬁ es the prerequisites For example, caster 
  able to purchase a +2 ﬂ aming longsword may craft a +2 
  ﬂ aming falchion. 
  • Casters with campaign documentation allowing the 
  creation of an item may create that item upon meeting 
  the prerequisites. Campaign documentation is needed to 
  gain access to create speciﬁ c magic weapons and armor 
  (such as a ﬂ ametongue sword or rhino hide).
  • You can use a scrolled spell to satisfy the spell 
  requirements, but you must use one scroll for every day 
  of the creation process.
  Craft Rod, Craft Staff, Craft Wondrous Item, Forge 
  Ring:  Characters with these feats can create items from 
  the DMG Tables 7-18, 7-19, 7-25, 7-26, 7-27, 7-28, and 7-29 
  using the following rules.
  • Any item that has a market price of 2,500 gp or less can be 
  created once the prerequisites are satisﬁ ed.
  • Casters able to purchase items valued over 2,500 gp 
  from approved sources may create those items once the 
  prerequisites are satisﬁ ed.
  • Items over 2,500 gp that the caster cannot purchase 
  may be crafted if the casters level exceeds the minimum 
  item creation level by 2 and all other prerequisites are 
  satisﬁ ed. 
  • Casters with campaign documentation allowing the 
  creation of an item may create that item once the 
  prerequisites are satisﬁ ed.
  • You can use a scrolled spell to satisfy the spell 
  requirements, but you must use one scroll for every day 
  of the creation process.
  Scribe Scroll: Casters can scribe scrolls for any spell 
  they currently know. For wizards this list includes any spell 
  in their spellbook. For sorcerers and bards this list includes 
  any spell they know. For all divine casters this list includes 
  the spells they have access to. Scrolls may incorporate the 
  creator’s metamagic feats. 
  Craft Wands: Casters may create wands for any spell 
  they currently know up to 4th level. For wizards this list 
  includes any spell in their spellbook. For sorcerers and 
  bards this list includes any spell they know. For all divine 
  casters the list includes the spells they have access to cast 
  based on their divine casting class. Wands may incorporate 
  the creator’s metamagic feats. Remember, metamagic feats 
  cannot push the spell level over 4th—that is the maximum 
  for wands per the feat.
   
  SOME NUTS AND BOLTS
  Now you know what you can create. Let’s get into the nitty-
  gritty of actually calculating the cost.
  When creating an item you spend three things.
  1. Gold pieces. Generally you spend half an item’s market 
  price during its creation. There are exceptions to this 
  general rule – some items cost more. Casters must 
  provide or purchase material components for creating 
  some items at full price.
  2. Experience points. Creating an item of power takes a bit 
  from you. You must spend XP to represent this drain. 
  Remember, you cannot spend so much XP that you to 
  lose a level.
  3. Time. It takes time to create items. You must spend time 
  units. The more expensive and powerful the item, the 
  more TU’s you must spend to craft it.
  Each TU spent grants your character up to ﬁ ve days 
  to create magic items. You may create, at most, one magic 
  item with a market value worth no more than 1,000 gp per 
  day. For more expensive items you can spend multiple days 
  crafting a single item. You may even spend more than one 
  TU crafting an item if, and only if, you are creating a single, 
  powerful item and the market value of the item necessitates 
  spending extra TU’s. (For example, an item with a market 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  47
  value greater than 5,000 gp). Any unused days that remain 
  after crafting a single item requiring multiple TUs are 
  forfeit. For an item with a market value of 8,000 gp, you 
  must allocate 2 TUs (ten days). Eight days are spent crafting 
  the item; the remaining two days are lost.
  For every 2 gp worth of items you wish to create, you 
  must spend 1 gp from your character’s coin value. For every 
  25 gp of items created you must spend 1 XP. If the item 
  has a material component then you must either supply it 
  or spend full gold value for it. Crafting a +1 suit of full plate 
  requires a masterwork set of full plate as a component. You 
  may not spend more gold than you currently possess nor 
  spend so much XP that you lose a character level. In the 
  case of scrolls and wands, the character determines the 
  caster level but must 
  satisfy 
  the 
  minimum 
  level requirement for the 
  spell.
  Let’s consider Mialee, 
  a 
  5th-level 
  wizard 
  with the Scribe Scroll, 
  Brew Potion, and Craft 
  Wondrous Item feats, to 
  illustrate these rules.
  Between adventures, 
  Mialee decides to spend 
  1 time unit crafting a few 
  magic items. She decides to create a scroll of web (cast at 
  3rd level) and two potions of ﬂ y. The scroll costs 150 gp and 
  the potions cost 750 gp each. Mialee’s total cost is 1650 gp. 
  Since this amount is well under 5,000 gp, item creation only 
  costs her 1 time unit. All together she must also spend 825 
  gp (1650÷2=825) and 66 XP (1650÷25=66). During her next 
  adventure, Mialee may use these items like any other, or 
  she could sell them all back for 825 gp. Note that if Mialee 
  sold the items, she earns back all of the gold that she spent 
  but not the TU or the XP. 
  After the next adventure Mialee decides to spend more 
  time crafting items. After careful consideration she decides 
  to create a pair of gloves of swimming and climbing. She meets 
  the minimum requirements (she is 5th level, has access to 
  the item and knows the spells cat’s grace and bull’s strength). 
  The item’s market value is 6,250 gp, so it costs her 2 TUs. 
  She is only able to create this one item for during this 
  adventure. She must spend 3,125 gp (6,250÷2=3,125) and 
  250 XP (6250÷25=250). 
  • No more than ﬁ ve items with a total market value less 
  than 5,000 gp (1,000 gp per day) may be created per 
  adventure played. Only one item may be created per 
  adventure if that item’s market value is over 5,000 gp. 
  Multi-round adventures count as one adventure.
  • To calculate the TU requirement for items costing more 
  than 5,000 gp, divide the total cost by 5,000 and round the 
  resulting number up. An item valued at 5,001 gp requires 
  2 TUs.
  • Characters may not use loaned money for magic item 
  creation, and may not create items for another character.
  • An item with a frequency of any, adventure, regional, 
  metaregional or core is a valid purchase source for magic 
  item creation. This rule applies only to creation not 
  purchasing items.
  • Item creation occurs before the adventure starts. You 
  must have a magic item creation logsheet ﬁ lled out 
  and ready for your DM when you sit down at the table. 
  Completing the MIC logsheet is discussed late in this 
  chapter.
  • The DM notes the gp and XP spent and veriﬁ es these 
  costs on your AR at the end of the adventure. 
  • Players are responsible for correctly calculating and 
  reporting magic item creation ﬁ gures. Errors must be 
  corrected immediately and may result in a 20% gp ﬁ ne. 
  GMs record corrections and ﬁ nes on the AR where the 
  errors where discovered.
  •  Charged items are created with the maximum number 
  of charges allowed
  • The ability to create items not listed in the Dungeon 
  Master’s Guide v.3.5 does not grant the ability to purchase 
  the item. For example, Mialee can create a wand of ﬂ are 
  but does not have the ability to purchase the item without 
  campaign documentation.
  • Cohorts cannot create magic items.
  • The entry "DM’s choice” on the magic item tables in the 
  DMG does not grant PCs the ability to create items not 
  listed on the table. The custom items rules in the DMG 
  may not be used to craft items
   
  UPGRADING EXISTING
   
   MAGIC ITEMS
  Some items have natural power progressions. Using the 
  right feats and satisfying the prerequisites it is possible to 
  upgrade these items. To upgrade an item, use the following 
  rules.
  • Upgrades works like normal magic item creation. Items 
  may be upgraded at any core adventure or a regional 
  or metaregional adventure set in the characters home 
  region or metaregion. 
  • To upgrade an item you must satisfy the prerequisites for 
  creating the item from scratch (described above). 
  • The upgrade cost is the difference between the old item 
  and the new item. You pay half that cost in gp and 1 
  XP for each 25 gp as described in Some Nuts and Bolts 
  above.
  • For each 5,000 gp or fractions thereof, you must spend 1 
  TU. You may only upgrade a single item and any leftover 
  days form the TUs spent are lost.
  • In the case of armor, shields, and weapons you may not 
  swap powers or special abilities for others when upgrading 
  unless they are on table 8-1 below. For example: A +1 frost 
  longsword may be upgraded to a +2 Icy burst longsword or a 
  +1 keen frost longsword but may not be upgraded into a +1 
  keen ﬂ aming longsword. 
  • Campaign documentation may provide options beyond 
  Instant FAQ
  Is the caster level of an item a 
  prerequisite for creating it?
  Yes. You must have a caster level 
  equal or higher then the one listed 
  to create a magic item.
   Can I make an item off somebody 
  else’s Adventure Record?
  No. 
  It 
  is 
  what 
  you 
  have 
  encountered in your adventures not 
  somebody else.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  48
  these rules. See the paperwork for details.
  The following table lists items that are upgradeable and 
  their progression. An item that is not on this chart may not 
  be upgraded nor have powers swapped unless the caster 
  has campaign documentation allowing it. If you have any 
  questions concerning upgrades contact your local triad for 
  clariﬁ cation.
  • Nonstandard items cannot be upgraded (by you, an 
  NPC or a favor in a mod). A nonstandard item is a magic 
  item that has an ability not normally present in the DMG 
  description of the item and/or additional rules to it. 
  An item made of special material is a standard item. So 
  for example, a cloak of resistance +2 that also gives a +10 
  to Hide is a nonstandard item while a +1 mithral chain 
  shirt is a standard item. We have included a chart below 
  that lists some of the common standard and nonstandard 
  items. If you have a question on what category an item 
  falls in please contact your local triad.
  • Campaign documentation may provide options beyond 
  these rules. See the paperwork for details.
   
  USING THE MAGIC ITEM 
   
  CREATION LOGSHEET
  Before creating magic items, you must printout and 
  complete a MIC logsheet prior to play. A sample sheet 
  is included at the end of this section. A blank logsheet is 
  available from in the Living Greyhawk website at www.
  wizards.com/lg. Filling in the logsheet is easy. 
  Item Name: Describes what you are creating. For 
  example: ring of protection +1.
  DMG Market Value: Is the market value from the DMG 
  or adventure record for the item you are creating.
  GP, XP and TU Spent:  The amount spent on this item. 
  If you create four items the TU spent for each one would 
  be 1/4.
  Adventure Name: The name of the adventure where 
  you created these items. Remember, items are created 
  before play starts.
  Access:  Where you gained access to make this item. It 
  could be default for basic items everybody knows or an AR 
  number for an adventure where you gained access to the 
  item. If you gained access from a  metagroup, write META. 
  Table 7-1: Swappable Armor, Weapon and Shield 
  Powers
  Original Power
  New Power
  Acid, Cold, Elec, Fire, Sonic 
  Resistance
  (+18,000 gp)
  Acid, Cold, Elec, Fire, Sonic 
  Resistance, Improved
  (+42,000 gp)
  Acid, Cold, Elec, Fire, Sonic
  Resistance, Improved
  (+42,000 gp)
  Acid, Cold, Elec, Fire, Sonic 
  Resistance, Greater
  (+66,000 gp)
  Flaming 
  (+1 Modiﬁ er)
  Flaming burst
  (+2 Modiﬁ er)
  Frost
  (+1 Modiﬁ er)
  Icy Burst
  (+2 Modiﬁ er)
  Shock 
  (+1 Modiﬁ er)
  Shocking burst
  (+2 Modiﬁ er)
  Fortiﬁ cation, light
  (+1 Modiﬁ er)
  Fortiﬁ cation, moderate
   (+3 Modiﬁ er)
  Fortiﬁ cation, moderate
   (+3 Modiﬁ er)
  Fortiﬁ cation, heavy
   (+5 Modiﬁ er)
  Slick
  (+3,750 gp)
  Slick, Improved
  (+15,000 gp)
  Slick, Improved
  (+15,000 gp)
  Slick, Greater
  (+33,750 gp)
  Shadow
  (+3,750 gp)
  Shadow, Improved
  (+15,000 gp)
  Shadow, Improved
  (+15,000 gp)
  Shadow, Greater
  (+33,750 gp)
  Silent
  (+3,750 gp)
  Silent, Improved
  (+15,000 gp)
  Silent, Improved
  (+15,000 gp)
  Silent, Greater
  (+33,750 gp)
  Spell resistance 13
  (+2 Modiﬁ er)
  Spell resistance 15
  (+3 Modiﬁ er)
  Spell resistance 15
  (+3 Modiﬁ er)
  Spell resistance 17
  (+4 Modiﬁ er)
  Spell resistance 17
  (+4 Modiﬁ er)
  Spell resistance 19
  (+5 Modiﬁ er)
  Table 7-2: Upgradeable Magic Items
  Original Item
  New Item
  Notes
  Magical armor +1 
  or better
  Magical armor +1 
  or more higher 
  than the previous 
  item
  You may add an 
  additional +1 bonus or 
  a special ability from 
  Table 7-5 in the DMG 
  to an existing suit of 
  armor. 
  Magical shield +1 
  or better
  Magical shield +1 
  or more higher 
  than the previous 
  item
  You may add an 
  additional +1 bonus or 
  a special ability from 
  Table 7-6 in the DMG 
  to an existing shield. 
  Magical weapon 
  +1 or better
  Magical weapon 
  +1 or more higher 
  than the previous 
  item
  You may add an 
  additional +1 bonus 
  or a special ability 
  from Table 7-14 or 
  7-15 in the DMG to an 
  existing weapon. 
  Ring of energy 
  resistance (minor)
  Ring of energy 
  resistance (major)
  -
  Ring of energy 
  resistance (major)
  Ring of energy 
  resistance (greater)
  -
  Ring of climbing, 
  jumping, 
  swimming
  Ring of climbing, 
  jumping, swimming 
  (improved)
  -
  Ring of
  protection +X
  Ring of
  protection X+1
  _
  Bracers of
  armor +X
  Bracers of
  armor X+1
  _
  Cloak of
  resistance +X
  Cloak of
  resistance X+1
  _
  Amulet of natural 
  armor +X
  Amulet of natural 
  armor X+1
  _
  Stat boost item +2 
  or +4
  Stat boost item +4 
  or +6
  Gauntlets of ogre power 
  cannot be upgraded 
  into a belt of giant 
  Strength
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  49
  Special Notes: Notes on metamagic feats used or 
  increased caster level of the item.
  Calculate the totals at the bottom of the form and you 
  are ready to go. Staple this logsheet to your adventure 
  record once signed by the DM and add the items to your 
  master item logsheet. In the found and acquired ﬁ elds 
  on your master item logsheet, record the AR number this 
  sheet is stapled to.
  Notes to the Dungeon Master
  The player is required to have MIC Logsheets ﬁ lled out 
  and ready before play. If it is not completed or in order you 
  may deny this character from creating any items before the 
  current adventure.
  When a player hands you a MIC Logsheet, quickly 
  verify that the totals are correct and the item prerequisites 
  are fulﬁ lled. The player must provide the necessary rules 
  sources for the item. Limit your review to four or ﬁ ve 
  minutes. 
  Creating magic items before an adventure should not 
  detract from the adventure or the other players at the 
  session. If the game slot is already running late, you may 
  verify totals at the end of the adventure if you choose. 
  If all the documentation is in order, try your best to 
  accommodate players but do not waste game time when 
  someone is unprepared.
  Table 7-3: Standard & Nonstandard Item Examples
  Standard Item
  Non-Standard Items
  +1 mithral chain shirt
  +2 adamantine full plate
  +1 shadow studded leather
  +1 chitin breastplate
  Speciﬁ c armor from DMG 
  Table 7-7. Exceptions are 
  mithral shirts, dwaven plate, 
  elven chain, and dragonhide 
  plate; all of these work just 
  like the relevant suit of armor 
  made out of the relevant 
  material.
  +2 heavy, turtle shell shield
  +1 heavy large, darkwood 
  shield
  Speciﬁ c shield from DMG 
  Table 7–8.
  +1 adamantine longsword
  +1 frost, shock heavy mace
  Speciﬁ c weapon from DMG 
  Table 7-16
  cloak of resistance +1
  bracers of resistance +3
  cloak of protection +2
  Sword of the rogue, mace of 
  peron, or any other item that 
  advances based on non-DMG 
  criteria.
  ring of protection +2
  bracers of armor +3
  gloves of dexterity +4
  Any item from Table 7-27, 
  7-28, 7-29 in the DMG with an 
  additional power added to it.
  Table 7-4: Chart of Costs for Common MIC ItemS
  Scroll Costs
  Spell
  Level
  Minimum
  Caster Lvl
  Base Cost
  Cost/Level
  Above Min
  1st
  1st
  25
  +25
  2nd
  3rd
  150
  +50
  3rd
  5th
  375
  +75
  4th
  7th
  700
  +100
  5th
  9th
  1,125
  +125
  6th
  11th
  1,650
  +150
  7th
  13th
  2,275
  +175
  8th
  15th
  3,000
  +200
  9th
  17th
  3,825
  +225
  Potion Costs
  Caster
  Level
  Spell Level
  1st
  2nd
  3rd
  1st
  50
  -
  -
  2nd
  100
  -
  -
  3rd
  150
  300
  -
  4th
  200
  400
  -
  5th
  250
  500
  750
  6th
  300
  600
  900
  7th
  350
  700
  1,050
  8th
  400
  800
  1,200
  9th
  450
  900
  1,350
  10 +
  500+50/lvl
  1,000+100/lvl
  1,500+150/lvl
  Wand Costs
  Caster
  Level
  Spell Level
  1st
  2nd
  3rd
  4th
  1st
  750
  -
  -
  -
  2nd
  1,500
  -
  -
  -
  3rd
  2,250
  4,500
  -
  -
  4th
  3,000
  6,000
  -
  -
  5th
  3,750
  7,500
  11,250
  -
  6th
  4,500
  9,000
  13,500
  -
  7th
  5,250
  10,500
  15,750
  21,000
  8th
  6,000
  12,000
  18,000
  24,000
  9th
  6,750
  13,500
  20,250
  27,000
  10 +
  7,500
  +750/level
  15,000
  +1500/level
  22,500
  +3000/level
  30,000
  +3,000/level
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  50
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  51
  Chapter 8: Running a 
  LIVING GREYHAWK Event
  So you want to GM a Living Greyhawk event?  This is your 
  section. We cover everything you need to know including 
  what you can and cannot do, handling the paperwork and 
  where to turn if you need a ruling or have a problem.
   
  BEFORE YOU BEGIN
  GMing a Living Greyhawk event requires a familiarity 
  with the basics of the D&D core rules v.3.5 and the Living 
  Greyhawk variant rules contained in this document. 
  Without a working knowledge of the basic rules 
  (movement, actions, skills, combat, attacks of opportunity, 
  etc.) you should not consider GMing. If you are familiar 
  with the rules, however, you should deﬁ nitely volunteer 
  your time and energy as a DM. Running a successful game, 
  either at a convention or for a group of friends at home, is 
  very rewarding.
  Once you decide to GM, you need a copy of an RPGA-
  sanctioned Living Greyhawk adventure. If you are 
  GMing at a game day or convention, the Senior GM will 
  send you the adventure. If you are running a home game, 
  you can order the adventure from the RPGA website at 
  www.wizards.com/rpga. 
  As a GM or event organizer you need a familiarity with the 
  RPGA General Rules and its companion document the RPGA 
  Penalty Guidelines. These documents cover the overarching 
  organizational rules. The following information is a Living 
  Greyhawk addendum to the RPGA rules.
  You may play the adventure before you run them. For a 
  convention, this play is called a slot zero (since it takes place 
  before slot 1 of the convention). Playing the adventure 
  before running it allows you to experience the adventure 
  from a player’s point of view, and see how another DM 
  handles the encounters.
  Whether or not you play the adventure, it is imperative 
  that you thoroughly and carefully read it before running 
  it. Failure to read and study the adventure before the game 
  usually ensures you will have problems. When you receive 
  the adventure follow these steps:
  1. Read the adventure through from front to back.
  2. Read the adventure again. Make notes about potential 
  problem areas such as unfamiliar rules, tricky roleplaying 
  encounters, unclear portions of the adventure, etc. 
  Review any new material in the adventure and review 
  any unfamiliar rules, spells, monsters or items.
  3. Run mock battles for each encounter at each APL (average 
  party level). This test drive ensures you understand the 
  monsters, NPCs, spells and items during actual play.
  4. Make a chart showing how the PCs get from one 
  encounter to another during the game. Some adventures, 
  particularly investigative ones, may have weak links 
  between encounters; you need to know how the PCs can 
  navigate the adventure challenges.
  5. Make maps for tactical areas especially areas battles sites. 
  Maps are often provided with adventures but sometimes 
  they are not.
  6. Rehearse playing important NPCs especially if 
  personality traits are not given.
  7. In some cases you may know the sessions APL ahead of 
  time. Focus your preparation speciﬁ cally to one APL tier 
  rather than all of them when this occurs.
  8. Make cheat sheets or crib notes. Having all the monsters 
  or NPCs on one sheet of paper saves you from ﬂ ipping 
  between pages during the game.
   
  AT THE SESSION, 
   
  BEFORE THE GAME
  When game time arrives set yourself up in the play area 
  where all players can see and hear you. Arrange your books, 
  dice, maps, etc. so that everything is within easy reach. You 
  should have the following items:
  • The adventure including handouts, maps, appendices 
  and your notes.
  • The adventure records for the adventure.
  • A tactical map and miniature or tokens to represent 
  NPCs and monsters.
  • The RPGA scoring pack.
  The ﬁ rst few pages of RPGA-sanctioned Living 
  Greyhawk adventure cover calculating APL for the game 
  and handling animals owned by characters along with other 
  rules. Follow these procedures according to the adventure. 
  The following is a list of questions you want to ask your 
  players before the adventure starts:
  • What levels are the characters?
  • Do any characters plan to bring a cohort?
  • Are characters bringing animals not gained as a class 
  feature?
  • Do characters have special certs, curses, spells, 
  restrictions or other situations to declare before starting 
  the adventure? (Anything special requires campaign 
  documentation).
  • What lifestyle is each character buying during the 
  adventure?  Is anyone attempting to live off the land?
  • Do characters have any ongoing conditions from a 
  previous adventure such as unhealed damage or ability 
  point loss?
  • Which spells have spellcasters prepared?
   
  DURING THE GAME
  Once the game starts, your role as Living Greyhawk DM 
  begins in earnest. You now have a huge responsibility. You 
  are the actor playing all the NPC roles. You are the judge 
  ruling on PC actions. You are the eyes and the ears of the 
  characters describing everything they sense. It is important 
  to follow the parameters set by the adventure to the best 
  of your ability. Instances arise when you need to invent 
  details that are not covered in the adventure; however, you 
  must attempt to keep within the spirit and the letter of the 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  52
  adventure. Here are some other tips and guidelines:
  • Ask the players to use a table tent displaying character 
  information, the player's name and RPGA number. 
  This information assists the DM and other players in 
  communicating with each other.
  • Do not make extraneous or out-of-game comments 
  about the adventure. Resist the urge to complain about 
  the adventure or tell stories about what happened when 
  you played. Make the game as fun for the players as you 
  can.
  • Quickly get a feel for the players and the characters. Try 
  to tailor the adventure to your player's style. Be aware of 
  younger players. Identify players who try to dominate a 
  table.
  • Remember, the PCs are the heroes (or anti-heroes) of the 
  story. Allow them to act. Give them leeway choose their 
  actions in the game. This ﬂ exibility does not mean you 
  let them do anything they want; it simply means that 
  they are playing the game to have fun so let them have 
  fun.
  • Do not go out of your way to punish or kill characters. 
  Character death and other unpleasant situations occur 
  without any special effort on the part of a DM. Be fair.
  • Do not go out of your way to make it easy on the players. 
  Part of the fun and challenge of the game is to overcome 
  obstacles. If the players feel that there is no risk, they 
  may enjoy the game less.
  • You have the right to apply circumstance modiﬁ ers 
  to situations not covered in the rules. While these 
  circumstance modiﬁ ers should generally range between 
  +2 to –2 on die rolls and difﬁ culty classes, DMs have the 
  right to apply more drastic penalties and bonuses based 
  on the situation.
  • DMs are expected to follow both the letter and the spirit 
  of the rules. DMs are not automatons or computers; 
  the circle expects Living Greyhawk DMs to use 
  commonsense when making rulings during a session. 
  While it might look like most of the rules in the core 
  books are clear, most assume that the DM will apply some 
  changes to them to reﬂ ect situations that come up in play 
  that don’t directly model to the basic ones in the books. 
  Yes, DMs have different play styles and interpret the 
  gray areas of the rules differently. No, DMs should not be 
  making arbitrary changes to the rules because they don’t 
  like them. Changes and tweaks should occur because the 
  situation in a given session is not well modeled by the 
  rules in the core books.
  • DMs who ﬁ nd problems with player behavior, character 
  documentation or other issues are within their rights 
  to refuse to let a player stay at the session. Make sure 
  to point these situations out to the region’s triad. Each 
  triad has a policy for dealing with such incidents. See 
  the RPGA General Rules concerning what GMs can and 
  cannot do, and for remedies and responsibilities for 
  various situations. The ﬁ nal section of this chapter has 
  further details.
  In rare cases a third-party mediator is necessary to 
  settle disputes. At a home game the DM has the ﬁ nal say. 
  If problems arise at a convention or game day, either the 
  Senior GM or an individual named by the senior GM, and 
  appeals GM, is in charge of making decisions. The goal is 
  to resolve problems at the session to keep conﬂ icts from 
  carrying over beyond the convention or game day.
   AT THE SESSION AFTER THE GAME 
  When the game ends, players complete the RPGA table 
  tracking form while the DM calculates experience 
  points and gold piece rewards from the charts at the end 
  of the adventure. On each adventure record ﬁ ll in the 
  experience point and gold piece rewards the PCs earned. 
  Cross out anything on the AR that the PCs did not earn. 
  After completing this step, hand the adventure records 
  to the players. Detailed adventure record instructions are 
  included in Chapter 4.
  The players may review and ﬁ ll in the adventure record. 
  The paperwork must be completed at the session. While 
  players complete their ARs, collect the RPGA table tracking 
  form and return it to the senior GM or their appropriate 
  designee. Players must ﬁ nish their ARs, tally resources 
  consumed, pay upkeep, resolve special issues from past 
  certs, calculate new XP and gp totals, and decide if they 
  are going to purchase any items from the AR. Do not sign 
  the ARs until you have checked everything especially the 
  calculations and resources spent.
  If you have time, review players’ complete paperwork 
  (past ARs, MILs, etc.) after a game. This helps catch 
  potential problems, provide important instruction about 
  proper record keeping, prevent rampant cheating and 
  helps the entire campaign run smoothly.
   
  RPGA PAPERWORK
  Detailed instructions regarding RPGA paperwork are 
  included on each scoring packs. Here is a summary of 
  important points:
  • Complete the top of the RPGA network table tracking 
  form. 
  • Make sure each player is listed on the form and their 
  RPGA numbers are included and legible.
  • Make sure your own name is on the form and your RPGA 
  number is included.
  Once completed, give this form to the event 
  coordinator. 
   
  WHAT YOU CAN AND
   
  CANNOT DO AS A DM 
  A Living Greyhawk DM’s principle job is running 
  the game, making it fair and fun, and completing the 
  accompanying paperwork. Remember, you are also an 
  administrator in a huge Living campaign. The RPGA 
  General Rules describe your role as a RPGA GM. The 
  following section details more about your additional 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  53
  powers, rights and responsibilities in Living Greyhawk. 
  Many points are covered in the RPGA General Rules but we 
  want to highlight some and provide more detail for others.
  • If a player’s documentation or character is incorrect or 
  invalid, sit down with the player and audit the character. 
  Key elements to check are magic items on the MIL, gold 
  piece and experience point totals, and the acquisition of 
  non-core items, feats, spells, etc.
  • If you ﬁ nd a problem, help the player correct it.
  • If a player’s magic item log is too full or incomprehensible, 
  make the player rewrite the MIL.
  • If you ﬁ nd items on the MIL lacking correct 
  documentation, remove those items from the MIL.
  • If you suspect cheating, contact the Senior GM for the 
  event or a triad member.
  •  If several discrepancies are discovered, then request the 
  character, adventure records and MIL from the player. 
  Turn these over to the Senior GM or a triad immediately. 
  This character is out of play until the matter is resolved. 
  If the player refuses to turn his paperwork over then 
  make a note of this and forward it to your local triad. 
  • Remove players that cheat from the game per the 
  RPGA General Rules. The player receives an AR with the 
  experience and treasure earned up until that point. You 
  may deny the character experience points or treasure if 
  those points and treasure were gained through cheating.
  • You may request the Senior GM to remove a troublesome 
  player from the game per the RPGA General Rules.
  • A character that purposefully attacks other PCs is 
  immediately removed from play. See the FAQ in Chapter 
  9 for more details.
  •  If a PC performs an evil act, warn the player that you 
  consider it evil at your ﬁ rst opportunity. If character acts 
  regardless of the warning make a note on the AR. Also 
  send this information to the local triad. Triads compile 
  these reports to determine if the player needs to be 
  removed from play. See Chapter 9.
  • The DM is the ﬁ nal authority. Players can appeal a DM's 
  rulings to the Senior GM or designated Appeals GM 
  if they are unhappy with a ruling. Lacking a Senior or 
  Appeals GM, the table DM’s decision is ﬁ nal. Think hard 
  when making decisions. They could have far reaching 
  effects on players and the campaign.
  • While DMs have these rights, remember you are there to 
  make sure everyone is having fun. Let players play their 
  characters as they see ﬁ t and be the heroes. Work with 
  them toward a fun and memorable game.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  54
  Chapter 9: LIVING 
  GREYHAWK FAQ, Errata & 
  Rules Variants
  The following rulebooks and editions are the ofﬁ cial 
  sources for the Living Greyhawk campaign.
  The current printing of the following books and their 
  published errata are considered core for the campaign:
  • Players Handbook v.3.5*
  • Dungeon Master’s Guide v.3.5*
  • Monster Manual v.3.5*
  • Living Greyhawk Journal – Campaign News (found in 
  Dungeon Magazine)
  • Living Greyhawk web articles found on the RPGA 
  website
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details.
  The following sources and their published errata are used 
  in the campaign but require campaign documentation for 
  use by players. The book or article must be brought to the 
  session by the person using it.
  • Complete Warrior
  • Complete Divine*
  • Complete Arcane 
  • Complete Adventurer  
  • Races of Stone 
  • Races of Destiny 
  • Races of the Wild
  • Frostburn 
  • Miniatures Handbook*
  • Arms & Equipment Guide
  • Living Greyhawk Journal articles
  • Dragon Magazine #315 and #319 Greyhawk feat articles 
  (either D315 or D319)
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details.
  Only authors and triads may use the following books. 
  Material from these sources may have limited availability 
  to players with campaign documentation. Contact your 
  local triad for information on using them in adventures.
  • Monster Manual II
  • Monster Manual III
  • Fiend Folio
  • Manual of the Planes
  • Savage Species
  • Draconomicon
  • Book of Vile Darkness
  • Book of Exalted Deeds
  • Libris Mortis*
  • Planar Handbook*
  * Errata exists for this book. Consult the D&D website at 
  www.wizards.com/dnd for details.
  The following FAQs are ofﬁ cial sources for the Living 
  Greyhawk campaign. They are located on the D&D 
  website at www.wizards.com/dnd. Rule variants in this 
  document take priority over the FAQs listed below for the 
  Living Greyhawk campaign.
  • Main v.3.5 D&D FAQ
  • Monsters FAQ
  • Book of Vile Darkness FAQ
  • Manual of the Planes FAQ
  DMs may use “Sage Advice” to help clarify rules, but 
  rulings are not ofﬁ cial for the campaign until published in 
  one of the FAQ’s listed above.
  The Living Greyhawk FAQ as listed in this document 
  is ofﬁ cial for the campaign. Rule variants in this document 
  take priority over the FAQs listed above for the Living 
  Greyhawk.
   
  CAMPAIGN ERRATA
  Dungeon Master’s Guide v.3.5:
  • Prestige Classes (page 176):  Prestige classes do not count 
  towards the multiclass XP penalty as described on page 
  60 of the Players Handbook v.3.5. 
  • The correct cost for a strand of prayer beads is 45,800 gp and 
  not 25,800. If you have paid the incorrect price then you 
  must correct this by paying the additional 20,000 gp or 
  selling it back for full on your next AR.
  Adventure Boiler Plate:
  • Under Living Greyhawk Levels of Play:
  Replace, “APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower than 
  the APL this adventure is being played at, that character 
  will receive only half of the experience points awarded for 
  the adventure.”; 
  With, “APL also affects the amount of experience and 
  gold you may gain at the end of the adventure. If your 
  character is three character levels or more either higher or 
  lower than the APL this adventure is being played at, that 
  character will receive only half of the experience points for 
  the adventure. If your character is three character levels or 
  more lower than the APL this adventure is being played 
  at, that character will receive half gold for the adventure 
  as well.”
  • Under the Living Greyhawk Levels of Play:
  Add the following:  “If a character has the Mounted 
  Combat feat he may bring a single standard PHB mount, 
  with them in this adventure and it will not count towards 
  the APL calculation.”
   
  CAMPAIGN RULES
  Q: When am I allowed to spend time units from the 
  upcoming year?  
  A: You may not spend TUs from next year unless one of 
  three things happens. 
  1. An adventure speciﬁ cally forces you to spend a certain 
  amount of time units above and beyond the normal 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  55
  cost for the adventure. You MUST still have enough 
  time units left to pay the TU cost for the event when it 
  starts.
  2. You have campaign documentation allowing you to 
  spend TUs from the coming year. 
  3. You are paying for a raise dead or resurrection spell using 
  the alternate rules from Chapter 6.
  Obviously if you spend TUs from coming year your 
  TU total does not reset to 52 on the ﬁ rst of a new year.
  Q: Where are the conversion rules for removal of the 
  builder book items? What’s going to happen with 
  conversion?
  A: They are in a separate document. Conversion for builder 
  book removal mostly affects characters that relied heavily 
  upon rules items that are removed from the campaign 
  effective March 1, 2005. Characters that did not use the 
  optional old builder book material don’t need changes.
  Q: How many evil acts before my character is taken 
  away? 
  A:  Varies. There is no set number to how many evil acts 
  it takes to change your character’s alignment. It is up to 
  the DM. These acts are noted in the play notes section 
  of your adventure record. Once enough accumulate 
  your character becomes evil and is removed from the 
  campaign (see below for how this happens). If you do 
  something bad enough the DM can deem you evil on the 
  spot and you are done playing in that adventure. The DM  
  marks this infraction on your sheet and inform the local 
  triad at the ﬁ rst opportunity. You can appeal this decision 
  to your local triad but do not expect to win this argument 
  often. If you’re worried about losing your character this 
  way, do not commit evil acts.
  Only a triad or circle member can remove a character 
  from play in the campaign. The DM’s job is threefold 
  concerning this issue: warn players when their action 
  is considered evil, note evil acts on player’s adventure 
  records, report evil acts to the local triad. Triads handle 
  it from there.
  Q:  When I lose a level how do I determine what class 
  I lose a level in?
  A:   When you lose a level you lose the last class gained. You 
  also lose all beneﬁ ts gained with that level (base attack 
  bonus, saving throws, skill points, spells learned, feats, 
  etc.)
  Q:  My paladin’s mount was killed. How long do I 
  wait before I call a new one; and if I have TUs left 
  at the end of the year, can these count towards that 
  number? 
  A:  You must wait 4 TUs or until you gain a new level in 
  the paladin class. Having leftover TUs does not count as 
  spending them.
  Q:  If I live near the border of another region can I rent 
  a hotel room over the border and run sanctioned 
  events for my friends and myself?
  A:  No. Regional (or metaregional) adventures must be run 
  by a DM from that region (or metaregion). It is acceptable 
  to ﬁ nd a GM over the border to run these adventures for 
  you. The only exceptions to this ruling are conventions 
  that may use GMs from other regions in their judge 
  pool.
  Q:  What are the big three shows and why can’t they 
  run regionals?
  A:  The big three shows are Winter Fantasy, Origins, 
  and Gen Con (all 3 of them). They are international 
  showcases for the campaign and thus do not count as 
  regional show. They are given special events that only 
  run at select shows or are altered before being released to 
  the rest of the campaign. It would not be fair to give the 
  shows special events and let them have regional events 
  as well.
  Q: Do I have to have a speciﬁ c spell component listed 
  on my sheet to use a spell? 
  A: No. As long as the component is readily available (does 
  not require campaign documentation, is from the PHB 
  and is not a planar fork) then you merely need to cross 
  the cost in gold off your AR at the end of the event.
  Q: Can two spells that increase size increase your size 
  two steps?
  A: No. Two spells that increase size do not stack. See the 
  special considerations for enlarge person in Chapter 6 for 
  more details. 
  Q: Can I use Racial Substitution Levels as presented 
  in Races of Stone and Races of Destiny? What about 
  Variant Versions of the core classes like paladin and 
  ranger as presented in Complete Warrior?
  A: No. The Living Greyhawk campaign does not use 
  those rules options.
  Q: Can I use the rules for Weaponlike Spells as 
  presented in Complete Arcane?
  A: Yes. Your character may select the feats listed and apply 
  them to spells as listed in Chapter 3 of that book.
  Q: Can I use the new skill rules for various skills (and 
  also take ranks in the new subskills) as presented 
  in the core supplements (the Complete and Races 
  series of books)?
  A: Yes, although you must provide the book to show the 
  DM the rule. The allowance of an alternate skill use is 
  subject to DM approval.
  Q: Can my character use the Mastering Spellbooks 
  rule from Complete Arcane to use a foreign spellbook 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  56
  like his or her own?
  A: Yes. As presented in Chapter 5 of that book, you may 
  make a Spellcraft check (DC 25 + the highest-level spell 
  in the spellbook) during an adventure to forever after use 
  the acquired spellbook as though it was your own. The 
  DM should witness the skill check and note the result 
  in the play notes section of the adventure record for 
  that adventure. Only one skill check of this kind may be 
  attempted per adventure played.
  Q: If I have a cleric domain from a core supplement 
  such as Complete Divine, do I have to wait until 3rd 
  level to cast a 1st-level spell not found in the Player’s 
  Handbook?
  A: No. As an exception to the core access rule, you may 
  access the domain’s granted power (or powers) and cast a 
  1st-level spell from the domain’s list provided the spell is 
  allowed in the campaign.
  Q: I want to take a warhorse for an animal companion 
  for my druid or ranger. Can I do this?
  A: Not unless you have campaign documentation allowing 
  access to that speciﬁ c animal. As noted on page 35 of the 
  Player’s Handbook v.3.5, a druid may select horse (light or 
  heavy) for a starting animal companion, and the warhorse 
  is not listed in the sidebar on page 36, Alternate Animal 
  Companions.
  Q: Is it possible to purchase an item at a price that 
  would then allow it to be sold for half and a proﬁ t 
  made?
  A: No. No item may be sold for more than it was purchased 
  at any time. Sometimes errors have crept into adventure 
  records allowing the possibility of this happening. If 
  your character has done this then it needs to reverse the 
  proﬁ t made immediately. This is your warning to correct 
  that error. 
  Q: Does the campaign use the Death from Massive 
  damage rule, and how does the harm spell work with 
  this?
  A: Yes, the campaign does use the rules (PHB page 145). The 
  Sage gives two possible answers to the harm question in 
  the D&D FAQ. The Living Greyhawk campaign uses 
  the No Instant Death from Harm Spells option.
  Q: I made a mistake on my last adventure record. How 
  do I go about ﬁ xing it? 
  A: No matter how careful we are mistakes still creep into 
  our lives from time to time. Honest mistakes happen and 
  ﬁ xing them as soon as you ﬁ nd them is the way to go. 
  Inform your next DM of the mistake, what is needed to 
  ﬁ x it and have the DM signoff on it. If it is something 
  serious that you are worried might cause further 
  problems, contact your local triad and they will be happy 
  to help you out.
  Q: What happens if I lose my adventure records or 
  they are stolen?
  A: If it is a small number of adventure records (for example, 
  from your last convention or game day), try to have them 
  replaced as soon as possible (contact your the convention 
  organizer for replacements). Have your DMs sign off on 
  them or bring the matter to the triad’s attention.
  For a larger loss (or loss of all records), report your 
  loss to your triad immediately. Your triad will assign 
  your character a total gp value that can be used to re-
  equip the character with items that character currently 
  has access. 
  Q: Are photocopies of my adventure records OK?
  A: Yes. You are encouraged to keep photocopies (or scanned 
  copies) of all your adventure records. These photocopies 
  serve as legitimate representations of your adventure 
  records in the event of their loss. If you have the originals, 
  however, they must be used.
  Q: I am confused on time units and lifestyle. When 
  I spend TUs on various play options, which ones 
  require me to pay lifestyle and which ones do not?
  A: You must pay lifestyle on any TUs spend on the following: 
  adventuring, 
  meta-orgs 
  (unless 
  the 
  organization 
  states otherwise), magic item creation, time spent on 
  spellcasting or NPC spellcasting, or time spent in jail or 
  out of play. You do not have to pay lifestyle on TUs spent 
  on nonadventuring activity as described in Chapter 6.
   
  CHARACTER CREATION
  Q: The FAQ just came out and clariﬁ ed one of my feats. 
  Can I get rid of it and pick another one? 
  A:  No. You may not change feats, skills points, spells 
  known or anything else when rules change or new cool 
  item or rule comes out. Choose carefully when selecting 
  these character options; you cannot go back and change 
  them unless speciﬁ cally stated in ofﬁ cial campaign 
  documentation.
  Q: When I earn enough XP to gain a new level can I 
  delay taking that level until a later date?  
  A:  No. If the XP total in the ﬁ nal total XP box on your 
  adventure record is enough to gain a new level, you must 
  take that level before playing that character again.
  Q:  When gaining a level can I leave a feat slot empty or 
  not spend skill points until later? 
  A:  No. When you gain a level you must follow the chart 
  under Level Advancement on pages 58-59 in the Player’s 
  Handbook v.3.5 in the exact order it shows before you next 
  play that character.
  Q:  Can my wizard copy a non-core spell out of another 
  PC’s spellbook and have it noted in the play notes 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  57
  section on my adventure record? 
  A:  No. You must have campaign or regional documentation 
  to have a spell appearing on the limited list. A note in 
  the play notes section of your adventure record does not 
  qualify.
  Q:  Does my character have to carry all his possessions 
  with him at all times?
  A:  You can leave things at home when you adventure. 
  If you do so, items must be clearly labeled on your 
  master item logsheet and/or character sheet. It is also 
  common courtesy to inform your DM that you are 
  leaving equipment at home. If you leave items at home, 
  you cannot use the Charity of Friends Clause if you die, 
  because you have not lost everything you own.
  Q:  I worship a deity with the War domain. If my 
  deity’s favored weapon is exotic, do I gain that exotic 
  weapon proﬁ ciency?  
  A:  No. If you are not proﬁ cient with the weapon, you must 
  spend a feat to avoid taking a penalty while using it. If 
  a deity’s favored weapon has both a martial and exotic 
  version you do gain the martial version. An example 
  would be the bastard sword or the dwarven waraxe
  Q:  Does Weapon Focus in longbow also apply to 
  composite longbows? 
  A:   Yes.
   
  ITEM PURCHASE
  Q: Does, “DM’s choice,” that shows up on several tables 
  in the DMG give me access to items not on the list? 
  A:  No. When something gives you access to items on a 
  table in the PHB, DMG, or other source, it only gives you 
  access to what is on that table – nothing else.
  Q:  Can I purchase scrolls and potions from the DMG 
  at a higher caster level than the minimum?
  A:  All scrolls in the DMG are listed at minimum caster level 
  and are bought as such. Potions can be bought at higher 
  caster levels if they are listed on the chart.
  Q:  Can I make my mithral chain mail masterwork 
  and do the bonuses from being masterwork stack 
  with the beneﬁ ts for it being mithral? 
  A:  No and No. Mithral and adamantine items are already 
  considered masterwork and thus cannot gain additional 
  bonuses by being made masterwork again.
  Q:  Does the monk’s  belt from the Dungeon Master’s 
  Guide v.3.5 allow me to add my wisdom score to my 
  armor class?
  A:  No. The belt grants +1 AC bonus from the monk chart in 
  the Player’s Handbook v.3.5. It does not grant the Wisdom 
  bonus to armor class.
  Q: Do I have to have a master item logsheet? 
  A: Yes. If your character owns anything not in the PHB then 
  it must be recorded on a MIL and signed off by a DM.
  Q: We did not ﬁ nish an encounter or the bad guys 
  used/destroyed an item found on the adventure 
  record. Do we still get it?
  A: Nope. You must ﬁ nd and/or recover an item in order to 
  get the access described on the AR. If you sunder the bad 
  guy’s +3 longsword, then access to it is crossed off the AR. 
  If the evil wizard teleports away, then you do not gain 
  access to anything he had on him.
   
  ADVENTURE RECORD AND 
   
  MASTER ITEM LOGSHEET
  Q:  If I attempt to live off the wild and fail my Survival 
  check can I pay normal adventurer’s lifestyle?
  A:  No. If you fail your check, you do not gain any of the 
  beneﬁ ts of living off the wild. You are dirty and disheveled 
  and are considered to have picked none as your lifestyle 
  cost for this event.
  Q: If I convert a year one certiﬁ cate over to the new 
  MIL does it lose any special abilities it had? 
  A:  No. It works exactly as it did before.
  Q:  I have an item that grows in power as it is used. 
  How do I determine its value?
  A:  This one has two answers. If the item grows in power 
  and stays at that higher power regardless of owner then 
  its value is equal to its current enchantment. If the item 
  reverts to its initial stage if the owner changes, such as 
  with the sword of the rogue then its value is always the 
  original value of the item.
  Q: After the adventure is over we managed to obtain 
  gold that is over and beyond what the adventure 
  records states as the maximum reward. What can 
  we do with this extra gold? 
  A: This gold can be used for several things during the 
  adventure. It can be used to pay for services such as 
  a room in the inn, NPC spellcasting, or bribing a local 
  guard. What it cannot be used for is anything that 
  happens after the adventure is over (unless it is paying 
  for NPC spellcasting) or anything that will add an item 
  to a character.
  Q: How do I determine what spells are available to copy 
  into my wizard’s spellbook during an adventure?
  A: If an NPC doesn’t have a spellbook listed in inventory, spells 
  cannot be copied
   
  BEYOND THE CORE RULES
  Q:  My character gained access to an item after my 
  cohort’s creation. Can my cohort now purchase that 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  58
  item when he next plays?
  A:  Yes. Cohort and character use the same list.
  Q:  Can I have an NPC cast spells that are not on Table 
  6-3: Spell Costs?
  A:  No. Unless speciﬁ cally documented in an adventure, 
  you cannot have NPCs cast spells not listed on Table 6-3: 
  Spell Costs.
  Q: What happens if my character dies and gets 
  reincarnated as a new race but has racial feats, a racial 
  prestige class or receives spells that come from a 
  racial deity?
  A: In the case of feats, if you no longer qualify for a racial 
  feat because of a change in race; pick another feat you 
  qualify for from the feats your character has access. Have 
  the DM note the selection on the play notes section of 
  the AR in where you were reincarnated or had the racial 
  change. 
  For prestige classes (including those tied to the 
  worship of a deity you no longer qualify to venerate), 
  you cannot advance any further in the racial prestige 
  class, but you retain levels you already gained. You may 
  request a special mission from your triad to swap out all 
  racial prestige class levels for levels in any of the core 
  classes from the PHB. 
  If you are a cleric or favored soul, in this speciﬁ c 
  instance only, you may continue to worship your deity 
  and receive divine spells and other abilities associated 
  with the worship of that deity. 
  Q: What happens when my familiar, animal companion 
  or paladin’s mount dies?
  A: It is the circle’s ruling that paladin’s mounts and animal 
  companions would not want to be raised from the dead 
  and are therefore cannot be raised. When they die their 
  soul departs to the relevant plane. This also applies if 
  the PC wants to employ a resurrection or true resurrection 
  spell. Reincarnation only works on PCs or their cohorts, 
  if applicable.
  The death of familiars is described in the Player’s 
  Handbook. Note that when a familiar dies, the player 
  must immediately determine whether or not he has 
  lost XP as a result of the familiar’s death. This XP loss 
  does not take place at the end of the adventure or after 
  the player has decided he will not raise his familiar but 
  immediately on the death of the familiar (if the Save is 
  failed).
   
  MAGIC ITEM CREATION
  Q:  Is the caster level of an item a prerequisite for 
  making it?
  A:  Yes. You must have a caster level equal to or higher than 
  the one listed to create a magic item.
  Q:  What about the pearls of power? 17th level to make 
  any of them seems a bit steep.
  A:  Pearls of power are the exception to this rule. The caster-
  level requirement to make a pearl of power is the spell level 
  of the pearl times 2 plus 3 (minimum 5th). A 3rd-level 
  pearl of power has a 9th-level caster requirement, and a 
  7th-level pearl of power has a 17th-level requirement. The 
  two spell pearl has a requirement of 17th level.
  Q:  Can I make an item off somebody else’s adventure 
  record?
  A:  No. It is what you have encountered in your adventures 
  not somebody else.
  Q:  I have gained access to an item or weapon upgrade 
  via an adventure record. Can I use this upgrade on a 
  nonstandard item? 
  A:  No. Only standard items (as deﬁ ned in Chapter 7: 
  Magic Item Creation) can be upgraded in any fashion. 
  If you ﬁ nd an upgrade to add ﬂ aming to a weapon, you 
  cannot add it to the sword of the rogue for example. This is 
  retroactive to all items. If you have an item that this rule 
  applies to, contact your triad immediately.
  Q:  When I use Scribe Scroll, can I put more than one 
  spell on a scroll and get more than ﬁ ve spells onto 
  scrolls for my 1 time unit?
  A:  No. For purposed of MIC, one day equals one scroll 
  equals one spell. 
  Q:  Can I use an item or affect to temporarily increase 
  my caster level during magic item creation?
  A:  No. Unless the item or effect is a constant 24-hour long 
  effect you cannot use it during magic item creation. For 
  example, a bead of karma cannot be used to raise your 
  caster level by +4 and grant you access to items you would 
  normally be unable to create.
  Q: I have a favor or inﬂ uence point that grants me 
  access to an item or an upgrade to an item. Does this 
  count as access for purposed of MIC?
  A: No. Somebody else being willing to craft, upgrade or 
  sell you an item does not count as having access to that 
  item. The item must appear in the items round during 
  the adventure box of an AR to qualify for MIC.
  Q: I have gained access to a bane (undead) weapon. 
  Can I now create bane weapons of any type?
  A: No. You can only create bane weapons of creature types 
  that you have access to.
   
  COMBAT
  Q:  Can I attack another character to inﬂ ict permanent 
  harm or death if the PC is being controlled by the 
  DM?
  A: Only if it is unavoidable. If the character is under the 
  DM’s control then you may defend yourself as needed, 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  59
  but you still may not kill the character unless you cannot 
  avoid it (DM’s discretion here). The character is being 
  manipulated and is still a fellow party member and 
  killing it is an evil act.
  On the other hand, as soon as you freely attack 
  another character to cause serious physical harm while 
  not defending yourself, your character is removed from 
  the campaign. Obviously there are times in which you 
  may inadvertently hurt another character through 
  your actions. The intent behind the actions is what is 
  important here and can only be judged on a case-by-
  case basis by the DM at the table.
  Q: When I use the Leap Attack feat from Complete 
  Adventurer combined with Power Attack how much 
  damage do I deal?
  A: You deal either 2 points of damage per point of Power 
  Attack with a one-handed weapon or 3 points of damage 
  per point of Power Attack with a two-handed weapon. 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  60
  So you made it this far: good. This document and the Living 
  Greyhawk campaign can seem pretty intimidating to a 
  new player. Fortunately, there are plenty of people out there 
  who are more than happy to help you get started. There 
  are discussion lists for each region as well as the campaign 
  itself. From a group dedicated to nothing but discussing 
  rules to a group for people with curses, there is something 
  for everybody. Each region also has a website stocked full of 
  information on play opportunities, metacampaign groups 
  and upcoming adventure schedules.
  As you know, the campaign is broken up into regions. Each 
  region corresponds to an area in the real world. Greyhawk 
  regions sharing a common plot interest are also grouped 
  into ﬁ ve metaregions. The websites, discussion groups 
  and point of contact for all the campaign regions are listed 
  below and sorted by metaregion. Find you local list and 
  stop in to say hi. There are probably games running right 
  now closer than you think, and new friends who share your 
  interests waiting to meet you.
  Campaign Administration–The Circle
  Creighton Broadhurst  
  creighton@greyworks.fsworld.co.uk
  Steven Conforti 
  scon40@aol.com
  Craig Hier  
  craig@hierview.com
  Paul Looby 
  woesinger@hotmail.com
  Tim Sech 
  timsech@hotmail.com
  Chris Tulach 
  dragotha@gmail.com
  Campaign Web Resources–Official
  Website:   
  www.wizards.com/lg 
  Discussion board: 
  www.wizards.com/lists 
  Newsboard: 
  groups.yahoo.com/group/LG-news  
  Draft ules: 
  groups.yahoo.com/group/lg_draft_discussion_group
  Campaign Web Resources–Unofficial
  DMs’ support: 
  groups.yahoo.com/group/LGDMs 
  Discussion board: 
  groups.yahoo.com/group/Living_Greyhawk 
  Writers’ discussion: 
  groups.yahoo.com/group/lgwriters 
  RPGA GMs: 
  groups.yahoo.com/group/rpga_gamemasters   
  Chapter 10: Contacts, Websites, & Message Boards
  Metaregion One: 
  Circle Representative: Steven Conforti (scon40@aol.com)
  The Sheldomar Valley 
  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, to form 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
  Triad Website Address
  Discussion Group
  Point of Contact
  Bissel
  bissel.living-greyhawk.com 
  groups.yahoo.com/group/bissel 
  Raj Shah
  rshah21@delic.com
  Geoff
  www.living-geoff.com 
  groups.yahoo.com/group/living-geoff 
  Marc Yudson
  marc@yudson.com 
  Gran March
  granmarch.living-greyhawk.com 
  groups.yahoo.com/group/GranMarch 
  John Freeman
  pjf@cetlink.net
  Keoland
  keoland.living-greyhawk.com 
  groups.yahoo.com/group/keoland 
  Christian Alipourarian
  chrisinpm@aol.com
  Principality of Ulek
  www.thepou.net
  groups.yahoo.com/group/PoU_Triad 
  Christopher Reed
  Fltriad@aol.com 
  Yeomanry
  yeomanry.living-greyhawk.com 
  groups.yahoo.com/group/yeomanry 
  Rich Oliver
  skridlowe@earthlink.net
  Campaign Core: 
  Circle  Representative: Creighton Broadhurst (creighton@greyworks.fsworld.co.uk) 
   
  Metaregion Representative: 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 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.
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  61
  Metaregion Two: 
  Circle Representative: Tim Sech (timsech@hotmail.com)
  Tuflik, Fals and Velverdyva Trade Route Metaregion Representative: Michael Moore (steveb@planeteer.com)
  Before you, adventure beckons. Disembarking from the lake of unknown depths you’re drawn into the bustling 
  mercantile city of Dyvers. Traveling through the Gnarly Forest into the heart of Old Ferrond the halls of the Viscount of 
  Verbobonc await. All is not well here as they are the uneasy keeper of the ruin known as the Temple of Elemental Evil. 
  Though destroyed many years ago, 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 ﬁ nest 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 ﬁ nding it and living to tell the tale?
  Region
  Triad Website Address
  Discussion Group
  Point of Contact
  Dyvers
  dyvers.living-greyhawk.com 
  groups.yahoo.com/group/dyvers 
  Joe Selby
  outlaw658@yahoo.com
  Ekbir
  www.ekbir.org 
  fr.groups.yahoo.com/group/lg-ekbir 
  Gael Richard
  gael.loic.richard@wanadoo.fr
  Ket
  ket.living-greyhawk.com 
  groups.yahoo.com/group/ket 
  Dave Kristensen
  silverdak@yahoo.ca 
  Tusmit
  tusmit.living-greyhawk.com  
  groups.yahoo.com/group/lg-tusmit 
  JP Chapleau
  jpchapleau@hotmail.com
  Veluna
  veluna.living-greyhawk.com 
  groups.yahoo.com/group/Veluna-lw 
  Chris Johnson
  veluna_poc@thejohnsons.cc
  Verbobonc
  www.verbobonc.net 
  groups.yahoo.com/group/Verbobonc 
  Vernon L. Vincent
  poc@verbobonc.net
  Metaregion Three: 
  Circle Representative: Chris Tulach (dragotha@gmail.com)
  Iuz’s Border States 
  Metaregion Representative: Rob Little (rzlittle@austin.rr.com)
  There are many in the Flanaess who believe that Iuz is a spent force. There is much recent evidence that suggests 
  that Old Wicked has been content to merely tease the fringes of his border states as an annoyance rather than as a 
  true threat. But it takes time to hatch new plots and spawn unmentionable offspring; and, time to delve deeper into 
  the darkest places and create armies that will not be vulnerable again. Now the border states of Iuz, who have been 
  rebuilding and reorganizing since the Flight Of Fiends, are about to discover what new nightmare Iuz The Old is ready 
  to unleash upon the lands of the Flanaess! Are you prepared to ﬁ ght?
  Region
  Triad Website Address
  Discussion Group
  Point of Contact
  Bandit Kingdoms
  www.bandit-kingdoms.net 
  groups.yahoo.com/group/bandit_kingdoms 
  Britt Frey
  poc@bandit-kingdoms.net
  Furyondy
  www.furyondy.com 
  groups.yahoo.com/group/furyondy-discussion 
  Brian J Benoit
  furypoc@wmis.net
  Highfolk
  www.highfolk.net
  groups.yahoo.com/group/nl1triad 
  Greg Marks
  skerrit@wi.rr.com 
  Perrenland
  perrenland.lythia.com 
  groups.yahoo.com/group/perrenland 
  Bruce Paris
  paris@hn.ozemail.com.au 
  Shield Lands
  www.shieldlands.net 
  groups.yahoo.com/group/shield-lands-lg 
  Jeff Dobberpuhl
  jeff@shieldlands.net 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  62
  Metaregion Five: 
  Circle Representative: Paul Looby (woesinger@hotmail.com)
  Splintered Suns and Scarlet Signs 
  Metaregion Representative: Pieter Sleijpen (madfox@planet.nl)
  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 ﬁ ght desperately to resist the insidious tendrils of the Scarlet 
  Brotherhood and their nested conspiracies to restore another lost empire – the ancient Suel Imperium.
  Region
  Triad Website Address
  Discussion Group
  Point of Contact
  Ahlissa 
  (Adri)
  www.livinggreyhawk.de.vu 
  de.groups.yahoo.com/group/living_Adri 
  Dr. Rainer Nagel
  GH_Adri@web.de 
  Ahlissa 
  (Naerie)
  www.thesplinteredsun.info/naerie/
  groups.yahoo.com/group/naerieLG 
  Paul Bendall
  paul.bendall@telia.com 
  Bone 
  March
  www.cman.gr
  groups.yahoo.com/group/bonemarchlg
  Spyros Giannoutsos
  cman@cman.gr
  Lordship of 
  the Isles
  lordshipoftheisles.living-greyhawk.com 
  groups.yahoo.com/group/lordshipLG 
  Marco Saoner
  Msaoner@infonegocio.
  com 
  Onnwal
  www.onnwal.org.uk 
  groups.yahoo.com/group/living-onnwal 
  Jeny MacPhee
  jeny_triad@hotmail.co.uk
  Sea Barons
  www.seabarons.it 
  it.groups.yahoo.com/group/seabarons 
  Lorenzo Latella
  celebdel@yahoo.it 
  Sunndi
  www.sunndi.org 
  groups.yahoo.com/group/sunndi 
  Bas Vermeulen
  poc@sunndi.org
  Dullstrand
  None
  groups.yahoo.com/group/living_dullstrand 
  Stefan Lang
  altongreenbottle@yahoo.de 
  Metaregion Four: 
  Circle Representative: Craig Hier (woesinger@hotmail.com)
  Nyrond and Her Environs 
  Metaregion Representative: Troy McNemar (madfox@planet.nl)
  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 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 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 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
  Triad Website Address
  Discussion Group
  Point of Contact
  County of 
  Urnst
  www.countyofurnst.org
  groups.yahoo.com/group/CountyofUrnst 
  Jeanne Scharfenberg
  coutriad@yahoo.com 
  Duchy of 
  Urnst
  www.duchyurnst.com 
  groups.yahoo.com/group/duchyofurnst    
  Denise Mauldin
  denise_triad@yahoo.com
  Nyrond 
  Imperium
  www.nyrond.org 
  groups.yahoo.com/group/Nyrond-lw 
  Tom Kee
  tfkee@cox.net
  Theocracy of 
  the Pale
  www.theocracyofthepale.com 
  groups.yahoo.com/group/ThePale 
  Lance White
  poc@theocracyofthepale.com 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  63
  Glossary
  adventure record (AR): After each Living Greyhawk 
  adventure, you receive a full page certiﬁ cate. This certiﬁ cate is an 
  adventure record and details what you gained or lost during the 
  course of the adventure. Together with your previous ARs, they 
  form the recorded history of your character from creation until 
  the present. Without these documents you have no record of 
  what your character has seen, accomplished or found. Keep track 
  of your ARs, and do not lose them.
  average party level (APL): In order for the Living Greyhawk 
  campaign to accommodate the different combinations of player 
  levels sitting down at a session, we use a system of tiering known 
  as the APL system. It calculates the average party level and then 
  runs the event at an appropriate level to challenge that group. 
  Though described in detail at the beginning of each adventure, 
  here is a brief description. 
  To determine the APL of the party, ﬁ rst determine the effective 
  level of each character at the session. Generally, a character’s class 
  level is used for the APL calculation. Characters accompanied 
  by animals that are not gained as class abilities (druid animal 
  companions and paladin’s mount are gained as class abilities) use 
  the chart in Chapter 6 to determine how many levels to add to 
  the character. Once this calculation is complete, add up the levels 
  for everybody at the table and divide that sum by the number 
  of characters. Use standard rounding rules to round to a whole 
  number (fractions of .5 or more round up). Add one to this number 
  if there are 6 members in the party. Since APLs in an adventure 
  are only even numbers, you may pick which APL to play at if 
  calculations results in an odd number. With an APL 7 group, the 
  DM could choose to run either APL 6 or 8. If calculations results 
  in an even number, the adventure must play at that APL.
  base class: Also known as a standard class, this is any 20-level 
  character class. Examples include the ﬁ ghter from the Player’s 
  Handbook and the favored soul from Complete Divine.
  campaign documentation: An ofﬁ cial certiﬁ cate issued by the 
  global campaign staff. In most cases this is an ofﬁ cial adventure 
  record from an RPGA-sanctioned, Living Greyhawk event. 
  The cracked shield devices of the region denote these certiﬁ cates. 
  The shield device on those shields sports the coat-of-arms for the 
  region that issued the certiﬁ cate (or the City of Greyhawk shield 
  device as a default), and has no overlay text across the shield. A 
  DM’s signature must appear on this documentation to be valid.
  campaign year:  A campaign year in Living Greyhawk runs 
  from January 1 to December 31. Each campaign year has a 
  Greyhawk year assigned to it as well. For example, the real year 
  2003 corresponds to 593 CY in the game. When one year passes in 
  the real world, one year passes in the game as well. 
  circle, the: Each metaregion in the Living Greyhawk 
  campaign is overseen by a circle member. These ofﬁ cials are 
  collective known as the circle. The circle represents the top of the 
  hierarchy in the campaign, and all triad members report to one 
  of the ﬁ ve members. The circle is responsible for setting all the 
  rules in the campaign, creating all campaign ofﬁ cial documents 
  (such as the one you are reading right now), core plotlines, triad 
  recruitment and management, approval and sanctioning of all 
  Living Greyhawk adventures, conﬂ ict and appeal resolution, 
  and many other tasks that keep us very busy. The circle represents 
  the campaign on a global scale, and when it comes to Living 
  Greyhawk and rules, should be accorded all due respect. The 
  circle reports to RPGA Content Developer Stephen Radney-
  MacFarland at Wizards of the Coast. 
  class guidebook: One of ﬁ ve Dungeon & Dragons accessories 
  series published by Wizards of the Coast, also known as builder 
  books. They are titled: Sword and Fist: A Guidebook to Fighters and 
  Monks, Defenders of the Faith: A Guidebook to Clerics and Paladins, Tome 
  and Blood: A Guidebook to Wizards and Sorcerers, Song and Silence: A 
  Guidebook to Bards and Rogues, and Masters of the Wild: A Guidebook to 
  Barbarians, Druids and Rangers. These supplements are phased out 
  of the campaign.
  Complete book: One of four Dungeon & Dragons accessories 
  series published by Wizards of the Coast. They are titled: Complete 
  Adventurer, Complete Arcane, Complete Divine, and Complete Warrior. 
  These books are fully v.3.5 compliant and have replaced the older 
  class guidebooks.
  core adventures usually take place in the non-regional areas of 
  the game world:  the City of Greyhawk, the Nyr Dyv, Duchy 
  of Tenh, or the Underdark. Core adventures can be played by 
  any character, anywhere in the world. Core adventures advance 
  campaign-wide plots, and usually cost your character 2 TUs. On 
  average there are twenty rounds of core adventures each year 
  plus several more special adventures that run at certain shows or 
  venues.
  core class: One of the eleven 20-level character classes appearing 
  in the Player’s Handbook. The eleven core classes are: barbarian, 
  bard, cleric, druid, ﬁ ghter, monk, paladin, ranger, rogue, sorcerer 
  and wizard.
  core supplement: A collective name for the Complete and Races 
  series of books. These books form the majority of player option 
  material for the Living Greyhawk campaign.
  during play: Any point after the character starts play in its 
  ﬁ rst adventure. From that point on, the character is considered 
  in play when it is being played at an RPGA-sanctioned Living 
  Greyhawk event. If the character dies permanently or gains 
  230,000 experience points, it is considered out of play. Be aware 
  that a character may be in play but not immediately controlled 
  by its player. Imprisonment, some spell effects and other factors 
  may take the control of a character out the player’s hands and put 
  control into the hands of either the DM or the campaign staff.
  home region: Unlike other Living campaigns, Living 
  Greyhawk has assigned real world locations to a corresponding 
  Greyhawk location. So for example if you live in Ohio, your 
  default home region is the Archclericy of Veluna. Your home 
  region represents where that character calls home and effects 
  what options the character has access to. It also effects how many 
  time units are spent on different activities. You may choose a 
  region other than your default home region but, for most players, 
  choosing the default is the best option.
  master item logsheet (MIL): A single page document that 
  contains every item that your character owns and  that is not 
  found in the Player’s Handbook v.3.5. It shows where you found 
  them, when you purchased it and when you sold it. It keeps track 
  of charges left in wands or how many +2 arrows you have left in 
  your quiver. 
  metaregional representative: Each metaregion in the Living 
  Greyhawk campaign is overseen not only by a circle member 
  but also by a metaregional representative. The metaregional 
  representative helps direct the metaregional adventure plotline 
  
  LIVING GREYHAWK CAMPAIGN SOURCEBOOK
  64
  and reviews submitted metaregional adventures. This individual 
  also assists the circle member with other duties, as the circle 
  member sees ﬁ t, and is the acting circle member in an emergency. 
  Except in cases where the metaregional representative is an acting 
  circle member, they have the same authority in the campaign as 
  other triad members and should be accorded the same respect.
  metaregional adventures: All of the regions are grouped into 
  one of ﬁ ve metaregions, which unite regions that share a similar 
  theme. For example, the Bandit Kingdoms, Perrenland, Highfolk, 
  Furyondy, and the Shield Lands all border the realm of the 
  evil Iuz, and are therefore connected as the Iuz’s Border States 
  metaregion. Like regional adventures, metaregional adventures 
  can only be played in the real-world regions that make up the 
  metaregion. Metaregional adventures advance larger plots 
  and introduce non-player characters important to the entire 
  metaregion. Metaregional adventures usually cost your character 
  1 TU if it contains you home region, or 2 TUs if it does not. Each 
  metaregion is allowed eight rounds of adventures each year.
  A metaregional adventure can only be ordered and run by a 
  DM from that metaregion. The only exception to this rule is for 
  shows that qualify for convention status based on the RPGA’s 
  current rules. Those shows may use out-of-region GMs to run their 
  events. Under no circumstances can a metaregional adventure be 
  run out of region without campaign approval. 
  Races book: One of three Dungeon & Dragons accessories 
  series published by Wizards of the Coast. They are titled: Races 
  of Stone, Races of Destiny, and Races of the Wild. Along with the 
  Complete series of books, these books are where the majority 
  of player option material is used for the Living Greyhawk 
  campaign.
  regional documentation: Usually a regional certiﬁ cate, but 
  includes any other form of region-sanctioned documentation 
  that outlines regional requirements for metagame groups or 
  other ofﬁ cial regional details. It should clearly state the ofﬁ cial 
  region on whatever form of documentation a particular region is 
  ofﬁ cial, and a list of regional documentation should appear on the 
  region’s website. It must contain the heraldry of the region it is 
  from with the words, “Regional Certiﬁ cate,” over the top of the 
  shield device. A triad member’s or DM’s signature must appear on 
  this documentation for it to be valid.
  regional adventures: Adventures that can only be played in 
  their real-world region. Each region has several adventures 
  published each year, and these regional adventures can only 
  be played in the corresponding real-world region. Regional 
  adventures for Highfolk, for example, can only be played in the 
  state of Wisconsin and nowhere else. If you visit Wisconsin from 
  somewhere else, your character can play these Highfolk regional 
  adventures but cannot play its own home region adventures 
  while visiting. Regional adventures advance plots and introduce 
  non-player characters important within that region. Regional 
  adventures usually cost your character 1 TU if it is the PC’s home 
  region or 2 TUs if it is not the home region. Each region is allowed 
  eight rounds of regional adventures each year. 
  A regional adventure can only be ordered and run by a DM 
  from that region. The only exception to this rule is for shows that 
  qualify for convention status based on the RPGA’s current rules. 
  Those shows may use out-of-region GMs to run their events. 
  Under no circumstances can a regional adventure be run out of 
  region without campaign approval. 
  slot zero: A game run before a convention or game day 
  for GMs. This allows them to play the adventure 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 both a player’s and GM’s point of view.
  time units (TUs): In a normal year of the Living Greyhawk 
  campaign, your character only has so much time to do things. 
  This is represented by time units. Each character you have has 
  52 TUs to use in a year. Various activities, such as adventuring, 
  creating magic items or becoming a squire to a knight, all use up 
  time units. Once a character run out of time unites, you cannot 
  play that PC again until TUs reset again on January 1 of the next 
  year. While a time unit is approximately the same as one week of 
  real time it is not the same thing. They are an abstract amount of 
  time and can vary. 
  triad: Each region in the Living Greyhawk campaign is 
  overseen by three individuals collectively known as the triad. 
  These hard-working volunteers are the ones in charge of adventure 
  production, meta-orgs, interactives, special missions and many of 
  the exciting developments that occur in your region. They are the 
  campaigns representation at the local level and, when it comes to 
  Living Greyhawk and rules, should be accorded all due respect. 
  Your triad reports to the circle member for their metaregion.(See 
  Chapter 9 for more details on what metaregion you are in.)
  Year One certiﬁ cate: August 11, 2000 to December 31, 2001 was 
  considered Year One of the Living Greyhawk campaign. At 
  this time magical items and non-standard items were represented 
  in the campaign by individual certiﬁ cates. These were usually 1/3 
  of a page sized sheets of paper, printed in color and signed by the 
  DM that gave them out. They have since been removed by the 
  campaign staff and are now recorded on the master item logsheet 
  instead. A few of these are still ﬂ oating about representing 
  inﬂ uence points and other oddities; for the most part, they were 
  removed from the campaign. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Greyhawk Campaign Setting/Living Greyhawk Campaign Sourcebook.pdf