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Your ultimate source for official D&D® adventures. | Cra Sem eT ae adventures in every issue! : = Featuring new Dunceons & Dracons® game é scenarios perfect for your campaign and suitable for all levels of play. 2 Save 40% or more ectire off the cover price! 1-800-395-7760 , : _ dungeon@pespublink.com \\ Places of Mystery. Oh ay By Erik Mona sete Oerth stands on the axis of a multitude of sites pro- vide gateways to the adventurous realms ont pofreality ‘The Kingdom of Keoland .... "21. 8 By Gary Holian One of the oldest kingdoms of the Flat remain for years. Journey to the most influent the Kin cn er puis espn een a Playing Pieces: The Despotrixof Han By Fred Weining The matriarchal leaders of Hardby havelong to the mayors of Greyhawk. The city’ imterstng plans about how the tab gBE The fist in a eres of articles revisiting the new edion ofthe Duncxons 6 ‘News from around the Flandess: The Regional Triads. Contact information for your Hone Region. Art Director Robert Raper Graphic Designer Leanne Kerrigan Production Donna Woodcock Worldwide RPGA Manager Dwvid Wise Publisher ‘Wizards of the Coast, ln. E On the Cover "The mysterious Mantartigan Mellix. keeper of the Secret of Passage atthe fabled Belching Vortex of Leok-O, stands guard with the Barrier © Golem, welcoming adventurers to his enigmatic hair, Painted by the incomparable Brom. ‘Map Ulestrations Rob Lazaretti Spring ICE September 2000 es ee ee Campai 74 pnts At Last, A Lauach Whew. ‘After more than two years of prepara tion, the Livin GREYHAWK™ campaign debuted lst weekcod, atthe Gen CON” ‘Game Fair ia Milwaukee, Wisconsin, Reaction to the new campaign was over- swhelmingly positive. We an 305 tables of LIVING GREVHLAWK events, most of which seated seven plyers and a Dungeon Master. (Our offerings this yea included at Morningtide, by Yong: time Greyhawk designer Sean K Reynolds, apattcoarly nasty dungcoa craw called The Reckoning by Circle of Six member Joha Richardson abd Sean Flaherty. nd ‘what turned out t6 he a rther controversial “dark” adventure called River of Blood by ‘yours truly. This later event was the frst in a continuing sties of “core” adventures, called Absolute Power. Lessons learned in ealiest of LIVING GREYHAWK adven- tures might come back to help. o haunt adventurers year in the campaign’ future ‘The LIVING GREYHAWK excitement ‘725 not limited t0 the adventures at the ‘convention, however. When faced with the problem of thousands of gamers ‘wanting to make characters in a ume sys- tem that debuted at the show itself, we decided to trap Circle of Six members ntest lets you be any type of Our first character you vih Lrving Sreyhork Fora) David “Tip” Vaught and Cheryl Llewellyn behind a series of tables et upasa “Character Creation Station.” With assistance from Triad members ‘Sam Weiss, Clay Hinton, Nick Perch, and a host of others whose names elude me at the moment, Tip and Chery! helped hundreds of players create their first third edition DUNGEONS & DrAGONS" characters, Eich Regional ‘Triad had prepared a two-page inform: tional flier on ther region, allowing players to Jeara about their homeland before playing their first lot at the show. The able Shy Aberman ran several groups of adventurers on side-missions based on maps discovered in River of Blood as an adjunct to the activities at ‘the Character Creation Station. ‘Seeing the constant swatms of people at that Character Creation Station was a teal affirmation for the Circle of Six ‘We've labored long and hard to make this ‘ampaigo a reality, but until last weekend it existed primarily on paper and inthe hheads of the campaiga administrators. ‘Three days ago, the camptign took its first glorious breath, It was sight to behold, Outdraving the D&D Open (hich itself had a record-breaking yest), LIVING GEYHAWK was quite simply the ‘most popular and best attended roleplay: ing event at Gen Con US. Ta the coming weeks the campaign will see its first play at GEN CON UK and GEN CoN Benelux, as well a several smaller shows across the world, where we expecta similarly warm reception. By the time you get this, Ge CONUS will have ‘been over for atleast 2 month, and the bindings of your brand new Player Hanelb0oks are no doubt cracked beyond repair from frenzied reading and re-reading, Here at HO, we're busy reading the feed ack on the three premier events and our character creation roles, and sing that information to improve the eampuign 25 it ‘goes forward. As I write this regional se tarios are about to debut allover the ‘orld, bringing the action ofthis global ‘ampaiga home fo your Let us know what you think of LivING Greviaw in these erly days. Your input is crucial tothe sucess of the campaign. Our First Contest: We Give You the World The first issue of a magizine dedicated to our newest, most ambitious campaign seems like an ideal venue for the announcement of 2 new contest, created specifically to get you in the mood to Circle of Six member David “Tip” Vought mans the character creation station with an inviting smile and an coil twinkle in his eyes ‘teate your own LiviNG GREYHAWK character. The character creation rules on the following pages give you a good set of guidelines with which to ereate char- acter, But they dos' allow for the really crazy really special stuff. Write a letter cof up to 500 words telling us, the Circle of Six, one special “thing” you'd like for your character: Maybe its a non-standard race, Maybe it’ a magical item, a special title, an NPC relationship, or even a wiz ards tower, Whatever. Be creative. ‘The Circle will review lentes, and will gant the five wishes we deem 38 “coolest” additions to the campaign. Theres really no objective criteria here save that wel rewatd creativity and players who com- sider the world and their region asa whole ‘when making ou difficult decisions. Entry is limited to GuiLD-LevEL” ‘members only. Each member may enter up to three times, but a given member be limited to the granting of only a single “wish” Send hard copies of sub missions fo: We Give You the World Contest/RPGA Nerwork/PO Box 707/Reaton, WA 98057-0707. Sorry. no clectronic submissions will be accepted. Deadline: November 15. Character Creation Guidelines Version LI ~ August 2000 ‘These guidelines give you the basic information you need to create 2 starting Lavine GrevHawk” character, and to advance your character. Please be aware that these goidclines, lke the LIVING ‘CREYHAWK campaign, will change. Our commitment to you is that any changes will dd options to characters (a8 more DOD" or GrEYHAWK® material is pub- lished), not take avay options. but very infrequently we may have to restrict ‘options that were previously available. ‘We will oaly do so after careful consider- ation. These guidelines have a version snumber and date, All LIVING GREYHAWK characters must comply with the most current version of the D&D Players Handbook and these guidelines. ‘Whea new options become available, you may take advantage of them by adding them to your character at the ‘ext normal opportunity (usually level advancement). You may not retroactive ly change your character to take advan- tage of new options. LivING GREVHAWK players are required to keepa character sheet 2n4 Jog book for each oftheir characters For 8 sample character sheet and log book, visith8e¢4 not (but may) serve a patron deity. swwelivinggreyhawk.com. ‘To create your LIVING GREYHAWK character, follow these steps: Step I: Ability Scores ‘To put all players on an ven footing, the LiviNc GREYHAWK campaign uses the Nonstandard Point Buy methed of abili- ty score generation, found io Chapter 2 of the DOD Dungeon Master’ Guide. ‘The LIVING GREYHAWK setting is con sidered a "Tougher Campaign"; hence, each character uses 28 ‘of the subraces of humanity (or admixture thereof), s explained in Chapter 2of the Living Greyhawk Gazetteer. EM charac ters must be of the gray. high, or wood subraces. Dwarves may be bill oF moun: tain dwarves. Gomes most be rock ‘gnomes. Halflings must be ofthe light foot variety. All halforcs are considered fhoman/ore crossbreeds, ‘You must choose 2 no-evl alignment that also mecis all requirements for your character’ class, A cleric must serve specific non evil Aeify from the Players Handbook or the LIVING GRevHAWK Gazetteer. A paladin Step 5: Equipment Purchase equipment for your character from the Weapons, Armor, snd Goods and Services sections of Chapter 7: Equipment in the Players Handbook. ‘The only exception is that you may not purchase Masterwork items (manacles, toolkits. etc.) from these sections. You may purchase holy water from the Special, Superior, or Masterwork see- tion of Chapter 7, but nothing else. You _may not purchase magical items for your character except through play opportuni- ics. Special, Superior, and Masterwork iy. ‘The Carrying Capacity rule is used in the LiviNG GREvHAWK campaign, s0 ‘keep track of what your ying and how much it weighs. Step 6 Home Region All Livin GreYHawk characters are based in one of the nations of the Flaniess, as detailed jn the LIVING Garvnawe Gazetteer. (There is 0 such thing as a“regioniss” character) ‘The default home region where your starting character operates is determined ‘A character may begia play at any age from Adulthood to Old Age, as defined inthe Age section of Chapter 6: Description, in the Player's Handbook ‘Age modifier to ability scores ae not sed in the LIVING GREYHAWK cam- paign. The character may be of any ‘height and weight allowed by the height and weight tables for ihe characte’ race. Prestige Classes: The following Prestige Classes ar allowed for PCs arcane archer, dwarven defender, lore: is a ‘master, and shadowdancer, PCs must ce Se, points distributed among squlify for these clases a described in PY Whete you actaly live. You may 2” eeitt dix eratiiiell : choose a different home region for your rae the Dungeon Master’ Guide starting character, but your character 0 8 4 | Forexample, using the 2 sartg character reteives the mani sity out-of-region Time Unit, 12 4 fall poingrechane: magamonat of gold pitts for its clam ties wen you uot thdgane 3 1 a, ettanteibates might be S.-5 3: Hi Poets, region assigned to where you live. If you + 2 | Purchased as follows ‘Assign your starting character the maxi’ change your address in real life: your a $8 4 TSteieipalai, ‘mum hit points possible for its clas. For characters default home-region moves 55 2 sllanle2 poate cach additional character evel assign hit with you. If you\move, butjehoose not D6 Dex 13:5 points “points according to the new class by tak-"’ to\change your character's home region, Ra If the maximum value for the ‘your character again suffers penalties for » 4:6 po Cha 12:4 points Apply racial modifiers to ability points after the hase scores are determined. Thus, ability pois range from 8-18 for humans, and 6-20 for nonhumans. Ability points ‘ined 2s your character advances in level cdo not use this char: they are full points and may be added as explained inthe Players Handbook ‘Step 2: Race and Class You, may choose any race and class ‘option described in the Player's Handbook, The Livinc GaeyHAwK ‘campaign als6vuses the following special rules for character creation. These over: tide or limit the character options in the Player's Handbook. “ “Human characters should choose ong lisa then add 1 point. For example, a “Character adds 3 hit points upon gaining a new level ‘ithe sorcerer class. Step 4 Skills and Feats ‘A few skills need brief additional rufings: Alchemy Skill and Craft Skill: These do not allow you to craft items other than the ones that PCs can pur chase normally (see Step 8). In other vwords, no acid or masterwork equipment, Kaowledge skill: Knowledge skills can not be anacronistic. Remember that the more specifica field of knowledge, the lower the difficulty class for informa- tion related to that knowledge ~ itis better to be specific in what you ketiow. Profession Skill: At this time, profes sion skills can only bethosen from thot Fisted in the Profession skill description in the Player’ Handbook. ‘outof-region play when you play in the new area to which you moved. A player may not choose asa yrac- ters home region the Free City ¥ ‘Member Shi Aberman (bottom left) ruas & _group of adventerers through a dangerous dun- ‘geon i the Caird Hills oe 9 z = 2 % 4 Spring ICE epee, 1000

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