Living Greyhawk Adventures Pdf Download __FULL__

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Elcira Rohla

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Jan 25, 2024, 2:57:21 AM1/25/24
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The RPGA Living Greyhawk events occurred in eight play seasons, from 2001 through 2008, and used the D&D 3/3.5 Edition rules. The scenarios were presented primarily at game conventions, though a few were intended to be played "at home" by RPGA members. These adventures transpire during CY 591 - 598 of the Greyhawk calendar.

For those that don't know, Living Greyhawk was something WoTC did in 3-3.5 Edition that was a massive campaign set in Greyhawk. Local volunteers made 8 years of adventures to be run for just about each area in the World of Greyhawk. Keoland was run in the NY-NJ area of the US. There were some adventures created that dealt with the Dreadwood.

living greyhawk adventures pdf download


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A friend of mine recently acquired the URL to a website that hosted all the adventures ever made for Living Greyhawk (D&D 3.5). Unfortunately this friend did not save the URL after he finished downloading all the adventures for the Highfolk region. I was hoping to get the adventures for another region but the person he got the URL from refuses to give me the address. Why? Not because it's his site or the adventures are copyrighted or anything like that, but because he actually played through all the years of Living Greyhawk and apparently those people are really stingy about who they share that (LG) material with.

So does anyone out there care to help a fellow Reddit-RPGer by pointing me in the direction of some LG material? I'm a DM and would really want to run a home-brew LG campaign. I love the LG adventures I've been playing through in Highfolk and would love to run my own non-Highfolk adventure if I could.

UPDATE: Found it. Simply click on the LG region you want, select the year you want (LG started in 591 CY), then select "normal scenarios". All the PDF's for the adventures are there. Awesome.

Living Greyhawk ("LG") was a massively shared Dungeons & Dragons living campaign administered by RPGA that ran from 2000 to 2008. The campaign setting and storyline were based on Gary Gygax's World of Greyhawk setting, and used the Dungeons and Dragons Third Edition (later v3.5) rules. 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.

The first introductory adventures of the campaign premiered at Gen Con in August 2000,[1] and the Living Greyhawk Gazetteer, which contained background material, was published in November 2000. Volunteers were recruited to handle regional storylines, and regional play began in 2001.

The various adventures themselves were loosely tied together and storylines were developed based on general successes or failures from previous adventures. 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. This interactivity was what inspired the word "Living" in the title of this type of shared campaign.

The LG campaign differed from previous shared-world campaigns in one important respect: thirty of the regions from World of Greyhawk were linked to real-world areas;[9] volunteers from these real-world locations then assumed responsibility for the storyline and administration of that particular region. In return, the real-world location was the only place where one could play adventures belonging to that region. Any adventures set outside these thirty regions were "core" adventures that could be played by anyone anywhere. See Regions of LG below.

To present story arcs with larger themes than the local concerns presented in regional adventures, the Circle gathered the thirty regions into five larger metaregions.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.

The campaign was overseen by the Circle, a group of six RPGA staff. Five of the members had individual oversight for one of the five metaregions; the sixth Circle member had responsibility for Core adventures. 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.

Each region was overseen by its Triad (three volunteers who lived in the region), who reported to their respective Circle member. The Triad was responsible for finding writers for regional adventures (or writing the regional adventures themselves), approving story ideas, editing adventures and submitting finished adventures to the Circle for approval, writing special missions for individual players, answering questions from players, arbitrating disputes regarding play, auditing players' documents, and maintaining a regional website.

These were produced by the regional Triad and approved by the corresponding Circle member. The adventures could only be played within the borders of the corresponding real world Region, although players from other Regions could, while visiting the Region, play them at double the cost of Time Units.

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. Production of Metaregional adventures was overseen by the Circle member or Metaregional Coordinator.

Core adventures dealt with events in regions that had not been assigned to a real-world counterpart. This included the Free City of Greyhawk, the Amedio Jungle and the Northern Wastes, among others. Because these regions did not belong to a real world area, they could be played by players living anywhere in the real world. Production of Core adventures was overseen by the Circle member with special responsibility for the Core regions.

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. These adventures counted as Core adventures, although they had not been published by the Circle.

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.

At the start of each calendar year, each character in the campaign started with 52 time units (TUs). Most regional adventures cost 1 TU to play (double if the character was visiting from another region), and most Core adventures cost 2 TUs. 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. Once a character spent 52 TUs, that character could no longer be played until the start of the following calendar year. This was ameliorated by the fact that each player could have as many characters in play at the same time as desired. 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.

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.

After the end of the campaign was announced in August 2007, the rules concerning TUs were relaxed. From November 1, 2007 until the end of the campaign, adventures no longer cost any TUs (although "in-game" activities such as crafting magic items still had a TU cost). The effect was to allow each character an unrestricted amount of play to reach 16th level and "retire" by the end of the campaign.

For example, Onnwal was assigned to the United Kingdom, Sunndi to the Benelux countries, and Ekbir to France. 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. However, if that player travelled to France or Benelux, the player could play Ekbir or Sunndi adventures respectively.[5]

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. 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".

For instance, nothing in the rules prevented a player living in France from making the character's home region Sunndi (belonging to Benelux) rather than Ekbir (belonging to France). However, any time the player used that character to play Ekbir adventures in France, it cost the Sunndi character double the number of Time Units, since the character was effectively playing out of region. If done regularly, this would halve the number of adventures this character could play each year. For this reason, most players simply made their characters' home region the region that they physically lived in.

There is virtually no chance the LG adventures will be made available for general release.
This is because the RPGA contracts for them are only allow for their use for a limited time, for RPGA events, with rights reverting to the author at the end.
Theoretically, the RPGA could suddenly decide to try and contact every author and buy the adventures, but I can not imagine that happening with a new edition coming out.
The best you should expect is summaries of past adventures at various regional websites, along with a rare chance an author will strip the Greyhawk IP and decide to distribute the adventure himself. Any other use would be a violation the author's or WotC's or both's IP rights, as noted on each adventure. That includes distributing the adventures, even after the LG campaign comes to an end.

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