Parody. Paizo Publishing printed a four-part poster map of Greyhawk in Duneon Magazine issues 118 through 122; it's well-wroth buying the b… Yax over at dungeonmastering.com posted a long list of free modules. T2, T3 and T4 were never released as individual modules. The page contains two images just … Living Greyhawk also called " LG ") was a massively shared living campaign administered by the RPGA which ran from 2000 to 2008. Any region not listed below—such as the Free City of Greyhawk, the Duchy of Tenh or the Amedio Jungle—was a "Core" region, and could not be used by characters as a home region. For example, Onnwal was assigned to the United Kingdom, Sunndi to the Benelux countries, and Ekbir to France. RPGA already knew from their experience with Living City that an adventure in a shared campaign had to be run the same way by every DM, in order to be equitable for all players. 3 other modules written during 1st Editions era (B2[1],C3[2](p.17), I2[3](p.17), I7[3](p.19), and UK6[4](p.155)) were retroactively set in Greyhawk after 1999. This module unlike any others made for Greyhawk is both extremely dangerous and potentially world changing. There will be little to no Living Greyhawk modules on here, as I feel all Living Greyhawk needs to be set on fire. Please visit the Edit Encyclopedia Index page to contribute to the wiki database. Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . Living Greyhawk also called "LG") was a massively shared living campaign administered by the RPGA which ran from 2000 to 2008. Most regional adventures cost 1 TU to play (double if the character was visiting from another region), and most Core adventures cost 2 TUs. In 2005, the campaign saw the first of several direct tie-ins to new rule expansion books published by Wizards of the Coast, with the launch of a new story arc set in the Bright Lands desert that coincided with the publication of Sandstorm. Code MINI: Shorter modules. In 2005, an exception was made to this rule--if a player created a new character specifically for the core adventure COR5-06. For example I9: Day of Al'Akbar deals with the Cup and Talisman of Al'akbar, but is set in a generic arabian setting. [3] ‘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. User summary: The Dullstrand is a region on the eastern coast of the Flanaess, mainly known for the many colorful smugglers, pirates, and fugitives that use its coast and ports as a refuge from authorities. Pages given alone refer to the module's own source. Instead of one city and its environs, this campaign would cover 30 in-game regions, each linked to a real-world area, as well as "core" in-game regions that were not assigned to any specific real-world area. Mostly unconnected modules set in various locations- only some modules take place in Greyhawk. It … LIVING GREYHAWK MODULES PDF. This living greyhawk module does 4 suites to seek and leaves how they can escape been in plump balconies, gaming a bigger tub. Darlene Pekul's maps from the 1980 Greyhawk Folioremain the defacto standard for all Greyhawk maps. First run in 1976 to introduce concepts for Metamorphosis Alpha (predecessor to Gamma World) a Sci-fi RPG. Production of Core adventures was overseen by the Circle member with special responsibility for the Core regions. Designed to follow on from the T1-T4, A1-A4 series. Only N1 is set in Greyhawk.N2-N3 are generic. At the end of 2001, campaign administrators changed the treasure rewards from a certificate-based system (a special item discovered during the adventure was given to one of the players as a certificate or "cert") to an equal-access system in which a special item could be purchased at the end of the adventure by any player. These are not. This is a list of all official modules released for or set in the Greyhawk campaign setting. Had a collection of short dungeons written by different authors. L3 of the series was delayed, and L4 and L5 were never officially published, but were posted onto Dragonsfoot by Lenard Lakofka. Some commercially produced adventures published by Wizards of the Coast (such as Red Hand of Doom[11]) were selected by the Circle and adapted for play in Living Greyhawk. Modules used an average of the character levels (also known as APL - Average Party Level) to determine the difficulty. The full series is set in Greyhawk. Designed to be a sequel to the A series. No True modules, but 6 adventure hooks. In return, the campaign region became the "property" of its real-world "owner"—only players who were physically in the real-world location could play the adventures of that location's campaign region. The module series follows adventure dismantling the Titular slave lords along the wild coast. A0-4. I7 could also easily take place in the Hool Marshes. Because these regions did not belong to a real world area, they could be played by players living anywhere in the real world. This series was mainly set in the Mystara setting, but a few of the modules (B1 and B2) are set in Greyhawk in some versions. T1 and T1-4. Some are related to Greyhawk through deities and themes, but set in a non specific setting. World of Greyhawk Boxed Set contained six adventure hooks, that were basic concept for a campaign: Greyhawk Adventures contains six mini modules or adventure hooks, with a few basics already plotted out: Against the Giants: The Liberation of Geoff 1999, Return to the Keep on the Borderlands 1999, Izek's Slumber (Dungeon Magazine 42), 1993, A Serenade Before Supper (Dungeon Magazine 53), 1995, Kingdom of the Ghouls (Dungeon Magazine 70), 1998, Priestly Secrets (Dungeon Magazine 71), 1998, The Setting Sun (Dungeon Magazine 73), 1999, Ex Keraptis Cum Amore (Dungeon Magazine 77), 1999, Return to the Temple of Elemental Evil 2001, Alterations (Dungeon Magazine 83, base on Greyhawk:2000 a futuristic Greyhawk setting from Dragon Magazine 277), 2000, Lord of the Scarlet Tide (Dungeon Magazine 85), 2001, Kambranex Machinations (Dungeon Magazine 91), 2002, The Cradle of Madness (Dungeon Magazine 87) 2001, Racing the Snake (Dungeon Magazine 105), 2003, Tammeraut's Fate (Dungeon Magazine 106), 2003, Mad God's Key (Dungeon Magazine 114), 2004, Raider's of the Black Ice (Dungeon Magazine 115), 2004, Touch of the Abyss (Dungeon Magazine 117), 2004, Shadows of the Abyss (Dungeon Magazine 118) 2005, The Clockwork Fortress (Dungeon Magazine 126), 2005 (Follows on from Raider's of the Black Ice), The Hateful Legacy (Dungeon Magazine 131), 2006, Ill Made Graves (Dungeon Magazine 133). Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . This page may be a Stub or not include some information. Alas, it also meant that if the player couldn't travel, the player character couldn't experience the fruits of that work. This is the category of modules or adventures taking place in, or featuring characters of, the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game . Based on the 1979 'Lost Caverns of Tsojconth'.Also given the 'WG3' code. Part of the T1-4, A1-4, GDQ1-7 series. WG4 Forgotten Temple of Tharizdun by Gary Gygax WG5 Mordenkainen's Fantastic Adventure by Robert Kuntz and Gary Gygax "The continent of the Flanaess in the game world is divided into several nations and political states. In order to try to avoid these problems, Living Greyhawk used Dungeons & Dragons Third Edition (later v3.5), but modified by a set of "house rules" set out in the Living Greyhawk Campaign Sourcebook. room is in good show. Generally, Living Greyhawk modules were password-protected. If done regularly, this would halve the number of adventures this character could play each year. 1. To enable the Circle to monitor this, at the conclusion of some adventures, the DM was required to submit the results to the Circle (campaign administrators), which then planned future plotlines based on these results. The module series follows adventure dismantling the Titular slave lords along the wild coast. A series based on tournament modules, except for A0, which is a module written far later to act as an introductory module to the series. In 2007 at Gen Con Indy, concurrent with the announcement that the 4th edition of Dungeons & Dragons would be published the following year, RPGA announced that the Living Greyhawk campaign would not be converted to 4th edition, but would instead be brought to a close.[4]. Basic D&D. Also used and 'completed' in the super campaign chain T1-4, A1-4, GDQ1-7. GH. This included the Free City of Greyhawk, the Amedio Jungle and the Northern Wastes, among others . The page for the Encyclopedia Greyhawkania Index has a list of sources, full product names, abbreviations, and a link to the full, downloadable index. Lack of players and published adventures caused the RPGA to remove this region from the list of active regions by April 2005. Aseries: Aerie of the Slave Lords. After the publication of the Living Greyhawk Gazetteer, Living Greyhawk disappears from the publication record of Wizards of the Coast for several years. GH. Written by TSR's UK branch, this was a lovecraftian trilogy. Written to transition from 1e to 2e. In return, the real-world location was the only place where one could play adventures belonging to that region. This world eventually grew to encompass a nearby city and then some neighboring states, but since Gygax, and eventually his co-DM Rob Kuntz were making up the story as they went, there was no need for an elaborate historical backgr… Vecna the Archlich, his cult and his artifacts is hard to beat. Code I: Interactives. Living Greyhawk Journal #4 Wizards of the Coast: Dungeons & Dragons 3 (2001 ) Living Greyhawk Journal #5 ... WGR (World of Greyhawk Reference) Modules and Sourcebooks: Self-published TSR: AD&D 2: White Plume Mountain Modules: TSR Wizards of the Coast: AD&D 1-2 Dungeons & Dragons 3.5: Related Articles. This is a subcategory of the general category for Dungeons & Dragons modules. These LIVING games spring from the fundamental idea that a home-style roleplaying campaign can be expanded into a B1 was set in Greyhawk in early publications, then changed to Mystara. Return to the Keep on the Borderlands, John D. Rateliff, 1999, 2e, ISBN 0-7869-1327-4, Living Greyhawk Journal #05, Zeif: Rock of the West, Fred Weining, July 2001, 3e, Living Greyhawk Journal #01, The Kingdom of Keoland, Gary Holian, September 2000, 3.5, Living Greyhawk Gazetteer, Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining, 2000, 3e, World of Greyhawk Boxed Set: Glossography, Gary Gygax, 1983, 1e. During the lifespan of the campaign, more than a thousand adventures were published, and these were played by tens of thousands of players[1] around the world. When creating a character, the player had to choose a "home region" for it, which could be any one of the thirty regions linked to a real-world location. If you also want the Adventure Record files, e … UK6 was retroactively adopted into the Greyhawk setting by implied references to the Hek Tribe[1]. CY 591 Modules (2001) Edit The table below shows the real-world areas that were linked to each region, grouped by metaregion. Generally, Living Greyhawk modules were password-protected. The full series is set in Greyhawk. The final adventures of the Living Greyhawk campaign premiered at the Origins convention in June 2008, and play ended on December 31, 2008. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). In October 2006, with the division of Perrenland responsibilities, Hawaii was moved back to Ratik shared it with the other places listed. Given the "regionality" of the campaign, the Living Greyhawk campaign produced five categories of role-playing adventures: LIVING GREYHAWK – EKBIR – Biblio_Modules Stuff that was easy for the beginners, without difficult fights relying on equipment that a starting character would not have, and so forth. I12: Egg of the Phoenix, is the compilation of R1-R4 of the Role Playing Game Association series written by Mentzer (Not to be confused with the RPGA series of the same namesake), which was intended to be set on Greyhawk's Oerth but never officially became so, in the Aquaria continent. For a full article on the topic with citations, please see Portal:Modules at Greyhawkonline.com. Given the "regionality" of the campaign, the Living Greyhawk campaign produced five categories of role-playing adventures: These were produced by the regional Triad and approved by the corresponding Circle member. The first series of modules set in the World of Greyhawk campaign, for AD&D (along with the companion WGA and WGR series). Most regional and meta-regional adventures cost a player one TU for in-region play and double that for out-of-region play. One of the great things about the Living Greyhawk campaign was the focused world building that each region's administrators could indulge in. The original campaign setting of Greyhawk was a home campaign world invented by Gary Gygax in 1972 while playtesting the game that would become Dungeons & Dragons. The responsibilities of the Circle included approval of all adventures that rewarded treasure, coordination of overall campaign and metaregional story arcs, approving story ideas for Core and metaregional adventures and editing same, producing campaign documentation and rules, ruling on reports of cheaters and unsportsmanlike conduct, and appointing and maintaining a Triad for each region. LIVING GREYHAWK MODULES PDF. Bottle City, The Original Living Room) This Knights-n-Knaves thread Code IS : Introductory Modules for first level characters only. GH, Comp. The Living Greyhawk campaign was an immense game played out in regional events throughout the real world, from 2000 to 2008. In 2006, Zeif was assigned to these provinces and placed in the Velverdyva, Tuflik and Fals Trade Route metaregion. During that period, these Canadian provinces were part of the Duchy of Urnst in the metaregion of Nyrond. After the end of the campaign was announced in August 2007, the rules concerning TUs were relaxed. From 2000-2005, Zeif was a Core region, unassigned to any real-world area. 1. a Magic Item Creation sheet (MIC), which logged magic items created by the character, any campaign documentation or certificates earned during adventures, This page was last edited 15:04, 3 November 2020 by Greyhawk Wiki user. This is a summary to the TSR Living GreyHawk Bandit Kingdoms for the 3 and 3.5 editions of Advanced Dungeons and Dragons. Mostly they sought a peaceful existence and did not venture far when they entered the Flanaess. It contains adventures either written specifically for Greyhawk, or written to be used in Greyhawk as well as other settings. Encyclopedia Greyhawkania Index Five of the members had individual oversight for one of the five metaregions; the sixth Circle member had responsibility for Core adventures. Each region was overseen by its Triad (three volunteers who lived in the region), who reported to their respective Circle member. The others in the series are easily adaptable to fit Greyhawk as well. However to promote an esprit de corps within each region, Living Greyhawk rules made it more costly in terms of Time Units for a character to participate in adventures outside of its "home region". The campaign setting and storyline were based on Gary Gygax's World of Greyhawk setting and used the Dungeons & Dragons 3rd Edition (later v3.5) rules. They settled the high valleys between the Jotuns and the Tors and mingled freely with the local Flan inhabitants. Wake of the Ravager Dark Sun Online: You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. Generally, Living Greyhawk modules were password-protected. If you also want the Adventure Record files, e … The first three modules were specifically set in Greyhawk, by UK4-6 were set generically. While 1 TU was ostensibly equal to one week of game time, in fact this was simply an arbitrary number designed to limit how many adventures one character could play in a calendar year, and therefore restrict how much wealth and power a single character could accumulate in a single year. Many modules have been written for 1st Edition AD&D after 1989, and the introduction of other editions. Below is a list of modules released for 1st Edition AD&D and D&D Basic. Generally, Living Greyhawk modules were password-protected. Code SM: Special Mission. D1-3, and the D1-2 compilation module. Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . The adventures are available to download officially from Dragonsfoot (links in the table above). Greyhawk Wiki is a FANDOM Games Community. GH, Comp. At the start of each calendar year, each character in the campaign started with 52 time units (TUs). For this reason, most players simply made their characters' home region the region that they physically lived in. E5-137 and F5-138 Sea Princes, Hool River Lake. October 2006–December 2008: Hawaii, Japan, New South Wales, Victoria, ACT, Tasmania, South Island. One of the main differences between Living Greyhawk and previous shared-world campaigns was regionality: thirty regions of the campaign world were linked to thirty real-world locations. EX1 and EX 2. Gen. greyhawk modules the cardboard is attached to the shrinkwrap, only the SW value here is World of Greyhawk Series (WG4 - 12) The first series of modules set in the World of Greyhawk campaign, for AD&D (along with the companion WGA and WGR series). Adopted, Tourny. These are not. These nations are mapped onto sections of the real world. This provided a level of storyline that fell between the strictly local interests of regional adventures and the continent-wide story arcs of "core" adventures. S4: Lost Caverns of Tsojcanth was thought to be originally intended for a WG code, as was parts of the T series. Thanks for this peek at … There was also the problem of certain character classes and items that could unbalance the campaign by providing one character with too much power. Step 3 – Race Copy your character's race to the character sheet. A series written by Lenard 'Len' Lakofka, set on the isles that were part of his own campaign setting, but would be adopted into Greyhawk during the creation of Greyhawks map. The module involves some exotic locations, the Circle of Eight and some good artwork overall. In Living Greyhawk, each character starts out the new year with 52 time units (TUs), which while ostensibly equal to one week of game time are really just an arbitrary delimitation of how often a character can be played in a year. If you also want the Adventure Record files, e … It is an extensive list, but it is missing many of the Living Campaigns (see yesterday’s post), so I am posting the following to fill out the list. That consisted of Texas and Oklahoma region tournaments and (as mentioned) call the Bandit Kingdoms. I2 was retroactively adopted in 2000. [5] Some of these house rules included: The various adventures themselves were loosely tied together and storylines were developed based on general successes or failures from previous adventures. Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . The campaign setting and storyline were based on Gary Gygax 's World of Greyhawk setting and used the Dungeons & Dragons 3rd Edition (later v3.5) rules. The effect was to allow each character an unrestricted amount of play in order to reach 16th level and "retire" by the end of the campaign. Contains 6 mini modules/adventure hooks. During the 1990s, a shared RPGA roleplaying campaign called Living City that used the Dungeons and Dragons 2nd edition rules had been relatively successful. The modules are mostly unconnected other than setting. These modules are based on Alice on wonderland, and while set in Greyhawk the modules take place in another plane. These adventures had to be played within the borders of the corresponding real world Metaregion and dealt with events set within that portion of the World of Greyhawk corresponding to the Metaregion. Retro, GH. 1-3 were never given to published works. The T2 and T3 modules were never released independently. All Core adventures cost a minimum of 2 TUs. At the start of the campaign, Ratik belonged solely to Hawaii. During the Living Greyhawk campaign, Dullstrand was apportioned to two areas: 2001 - 2003: South Africa 2004 - 2008: Switzerland Ex… Most are”Dungeons and Dragons” but a few are for other games. L4C is the Lendore Isle Companion Guide, designed to help run L4. The thirty regions linked to real-world locations were in turn grouped into one of five metaregions. [12], October 2006 until end of campaign: South Australia, Western Australia, Northern Territory, Queensland, North Island, Hong Kong, Malaysia, Singapore, South Korea, Guam, Feb 2004–October 2006: inactive (treated as Core region) (, Wizards of the Coast's Official Living Greyhawk site, https://web.archive.org/web/20090603045017/https://www.wizards.com/rpga/downloads/LGCS_597_v7-5.zip, http://www.wizards.com/default.aspx=lg/region/regionsystem, https://greyhawkonline.com/greyhawkwiki/index.php?title=Living_Greyhawk&oldid=48294, Creative Commons Attribution-NonCommercial-ShareAlike, Start of campaign until 2003: South Africa, Living Greyhawk, Living Onnwal Gazetteer, D&D 3.5e. TUs could also be spent for out-of-adventure reasons such as crafting a magical item or being a member of an organization or a guild. Designed to be played between A0 and A1. Six years passed between module publications, and the notes finally given to Frank Mentzer to complete, as Gygax was busy working on other projects. Pretty standard fare, mostly. Only produced in the first two years of the campaign, these adventures were published by the Circle and sent to each regional Triad, which could then modify aspects of the adventure to fit the story arc and characteristics of their region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. These are not. The Core mods tend to be pretty good. A player sitting at a table in Manchester, England could play an Onnwal adventure, but could not play an adventure set in Ekbir or Sunndi, since those adventures could only be played in France and Benelux respectively. A series based on tournament modules, except for A0, which is a module written far later to act as an introductory module to the series. Patons 9146: … an Adventure Record (AR) for each adventure played by the character, which tracked accumulated gold pieces, experience points and Time Units spent, as well as access to magic items and spells, and any favours or curses gained during the adventure; a Master Item Logsheet (MIL), which described when each special or magical item had been bought or created by the character. Included in 'Against the Slave Lords'. Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . These new lands extended as far as the Javan River and were well explored. These adventures counted as Core adventures, although they had not been published by the Circle. Retro, GH. The Living Greyhawk Gazetteer was thus important not just as the setting book for Living Greyhawk, but also as its core organizational map! The modules are not connected. Posted on August 25, 2020. 1st released with 1978 boxed set. This created problems with some of the rules, which could be adjudicated several different ways according to circumstance. Once one character had run out of TUs, the player could simply switch to playing another character until the start of the new year reset TUs back to 52. Living Greyhawk Campaign Sourcebook: “Core Adventures are RPGA Living Greyhawk scenarios that take place in the nonregional areas of the game world: . The Lost Caverns of Tsojcanth (adventure), The Hidden Shrine of Tamochan (adventure), Against the Giants: The Liberation of Geoff, https://greyhawk.fandom.com/wiki/Portal:Modules?oldid=10429. Places listed WG code, as was parts of the Living Greyhawk campaign (! D Basic instead of AD & D Basic instead of AD & and. Given responsibility for Core adventures, Living Greyhawk modules PDF be used in the! If applicable, subrace or human heritage, do not change as a of... A Sci-fi RPG thought to be originally intended for a WG code, was... 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