Download as pdf or txt
Download as pdf or txt
You are on page 1of 32

CAMPAIGN GUIDE

Version 1.0
CY 615
July 24, 2015
Tony Antonich, Allen Davis, Dave Guerreri, Keith Garrigan, Nick Haws,
Anthony Keller, Sam McMullen, Dave Peterson, TJ Shorb
GREYHAWK REBORN: BEHIND THE SCENES

Campaign Organization Tell Us What You Think


The campaign staff is always eager to hear what your
GHR LEAD: enjoyed, what you didn't enjoy, and, most importantly,
 Dave Guerrieri why. You may ask questions of the campaign staff or ask
for rules clarification We’d love to hear any suggestions
or comments you may have.
PLOTS AND STORIES LEADS:
 Hold of the Sea Princes Lead: Anthony Keller FIND US ONLINE
 Keoland Leads: Dave Guerrieri & Keith Garrigan  The Greyhawk Reborn website at
www.greyhawkreborn.net (under construction)
CAMPAIGN GROUP LEADS:  The GHR Facebook Group at
https://www.facebook.com/groups/greyhawkreb
 Nick Haws & TJ Shorb orn/
 The GHR Facebook Page at
CONVENTION AND GAME DAY SUPPORT: https://www.facebook.com/greyhawkreborn
 The GHR Yahoo Groups page at
 Samantha McMullen
https://groups.yahoo.com/neo/groups/ghr/info

CAMPAIGN GUIDE CREATION AND DESIGN: All Greyhawk Reborn campaign announcements will be
made in the above locations.
 Anthony Antonich
In addition, you may contact Dave Guerrieri at
 Allen Davis [email protected] with general Greyhawk
 Keith Garrigan Reborn questions.
 Dave Guerreri
 Nick Haws
 Anthony Keller
 Samantha McMullen
 Dave Peterson
 TJ Shorb

GHR Staff Playing in the


Campaign
We feel it is very important that GHR campaign staff
stay fully involved and invested in the campaign itself,
so we encourage our staff and leads to play PCs at tables
whenever possible.
Greyhawk Reborn Campaign Guide

TABLE OF CONTENTS
Welcome to Greyhawk Reborn! 1 Practicing a Profession 9
Post-LG Greyhawk 1 Recuperating 9
Running a Business 9
Rising from the Ashes, Greyhawk is Reborn! 1 Training 9
Greyhawk Reborn Overview 2 Combat 9
Bloodied 9
Living Campaigns 2 Masterwork Weapons 9
Using the Greyhawk Setting 2 Spells 10
Central Campaign Rules 2 Conjuring Spells 10
Rule One: Fun & Entertainment 2 Reincarnate 11
Rule Two: It’s About the Story 2 Spellcasting Services 11
Rule Three: Things are Handled at the Table 2 Summoning Spells 12
Other Campaign Rules 2 Miscellaneous Campaign Rules 12
Rules Updates and Changes 2 Changing Deity 12
Ethical Play Guidelines 3 Equipment 12
Character Creation 4 Feats 13
Starting Player Characters 4 Lycanthropy 13
Multiclassing 13
Starting Ability Scores 4 Scroll Levels 13
Races 4 Selling Items 13
Languages 5 Trading Items 13
Using the Dead Character’ Equipment 13
Classes 5
Customizing Backgrounds 5 Adventure Records & Rewards 14
Alignment 5
Favors & Influence 14
Hit Points 5 Favor Worth 14
Starting Equipment 5 Out of Region Favors 14
Additional Equipment 5 Lifestyle & Upkeep 14
Home Region 5 Treasure & Rewards 14
APL and Rewards 14
Stories & Adventures 6 Items Found 14
Adventures 6 Magic Items Found 15
Adventure Tiers 6 Upgrading an Item to Magic Item Slot 15
Adventure Types 7 Magic Item Body Slots 15
Interactive Adventures 7 Campaign Groups 16
Adventure Categories 7
Adventure Settings 7 Campaign Groups 16
Adventure Records 7 Adventuring Companies 16
Description 16
Adventuring Days (ADs) 7 Sponsorship 16
Travel between Regions 8 Petition for Sponsorship 16
Changing Home Regions 8 Benefits 16
Constraints 16
At the Table 8
Average Party Level (APL) & Rewards 8 Appendix A—Additional Character Creation
Table Size 8 Options 17
Online Play 8 Appendix B—Greyhawk Reborn Deities 23
Playing Again 8
Appendix C—Join the GHR Team! 29
Greyhawk Reborn Rewards Cards 8
Adventure Play & Campaign Rules 9
Adventuring Days 9
Building a Structure 9
Crafting 9
Performing Sacred Rites 9
Greyhawk Reborn Living Campaign Guide

WELCOME TO GREYHAWK REBORN!


We welcome you to our Greyhawk Reborn (GHR)
organized play campaign. Our primary goal is
entertainment for everyone involved, players and DMs
alike, while advocating for the gaming community. The Guiding Principles of the
Greyhawk Reborn is a new type of living campaign, one Greyhawk Reborn Campaign
in which adventures are created and judged by each  Have fun. Everyone at the table should be
individual DM. At the same time, the campaign staff a part of the enjoyment of everyone else.
manages the campaign guidelines and documents and
oversees the campaign story lines. We are using the  Story is king.
Dungeons and Dragons 5E as a basis for our Greyhawk
Reborn campaign. However, where there a differences  PCs actions should have consequences for
between the D&D 5E rules and GHR campaign, the rules the character and in the campaign
in this document have precedence.  Players should feel invested in the
One of the main goals of the Greyhawk Reborn campaign.
campaign is to bring gamers together. As such, it will  Role-playing and roll-playing are not
primarily be offered at conventions and game days. We mutually exclusive.
believe that the more often gamers get together, and the
greater numbers of gamers that get together, the  To involve as many people in the creative
greater the benefits to the gaming community overall. process as possible.

Please keep in mind that the Greyhawk Reborn


campaign will constantly strive to provide the best play
experiences possible for our players. We will tweak,
change and maybe even overhaul things to improve our
campaign. What were once powerful, unified empires have now
become small city-states, barely controlling the
Understand that the rules in this document, and other territory with a day’s ride of their walls. Kings, lords
Greyhawk Reborn documents to follow, may always be and nobles now clash against one another, trying to
changed or tweaked, whether to adjust to rules updates, become the one who is able to unite the various small
allow for better game balance, or simply to create more political entities. Some want to do it for the benefit of
player enjoyment. all, others only to feed their own egos and power.
No, it is not a safe world anymore, not since The
Post-LG Greyhawk Breaking.
The Flanaess needs new heroes. Are you ready to
answer the call? Rising from the Ashes,
It is no longer safe to be out at night. It is dangerous to
travel from town to town, except in groups. The night
Greyhawk is Reborn!
somehow seems darker, more sinister. Only the very Once again explore one of the oldest, most beloved
powerful travel alone or after dark. Or the very foolish. campaign worlds of all time. The world of Greyhawk
will come alive again as your characters, your HEROES,
What was once thriving farming hamlets are now
wander upon the Flanaess, pushing back the darkness.
walled villages. Towns are heavily fortified. Only the
desperate are outside the safety of town walls at night; Venture forth anew in the realm that brought you
even the farmers travel to the fields to mind their crops classics such as The Village of Hommlet, White Plume
during the day, returning to the protection of Mountain, Against the Giants, Slavers, and the Living
civilization at dusk. Greyhawk campaign. Revisit places such as Saltmarsh,
Greyhawk City, the Vast Swamp and the Amedio Jungle.
Goblin, kobolds and their ilk fill the vast spaces between
towns now, bullied by hobgoblins, and gnolls, and orcs. Create new player characters in your favorite world,
It is said that their evil grows stronger each day. There with classic races and classes. Create mighty warriors,
are likely fouler, more evil masters above them, such as powerful wizards, saintly clerics and dubious rogues.
trolls, and giants, and drow, with even more hideous Your characters have a place in the world and their
evil creatures above them. It is even rumored that great actions will help shape the world.
fiends and other abyssal creatures now sit at the top
rung of the ladder, with the strong ruling the weak.

1
Greyhawk Reborn Campaign Guide

GREYHAWK REBORN OVERVIEW


Living Campaigns RULE TWO: IT’S ABOUT THE STORY
The campaign staff strongly believes that Greyhawk
A “living” campaign comes from the idea that more than Reborn is a shared storytelling campaign. We have tales
one table, at more than one time, can exist and help we’d like to share with you and have you become a part
shape a campaign. A living campaign springs from the
of. You, and your player character, likely wish to
idea that a home-style role-playing campaign can be become part of the stuff of legends. Together, we strive
expanded to include tens, hundreds, or even thousands
for fun, interactive play opportunities for all involved in
of different players and characters. In essence, when
the Greyhawk Reborn campaign.
you play an adventure, other players with other
characters can experience the same adventure, and
maybe have a completely different experience than you. RULE THREE: THINGS ARE HANDLED AT THE TABLE
So many players (and many characters) can share the Since the DM is judging their own adventure, the DM
same world, and have some shared experiences, and has final say over all rules decisions at their table.
some not-so-shared experiences. Adventure Records and certificates will not be emailed
One of the main principles of our living campaign is that or mailed to players, so please make sure when you are
your characters actions mean something within the done at the table that you have everything you need.
campaign, and can have a lasting impression. For As with any game, sometimes people at a table will have
instance, during a royal wedding festival, the local different interpretations of a given rule. We don't want
rogues' guild has a contest in which a Quall’s Tree interpretation of the rules to grind your gaming session
Token is to be placed in the most outrageous or to a halt. One of the DM's tasks is to listen to all sides
inappropriate location. If you place the Tree Token in and then make a decision. Whenever there is any
the reflection pool in the royal palace, it may show up confusion or contradiction about a rule, the table DM is
there in future adventures. You and your characters’ the final arbiter, using the current version of the
actions have meaning!! Dungeons and Dragons 5E rules.
The campaign staff also believes strongly in both the
Using the Greyhawk Setting letter of the rules and the spirit of the rules, balancing
between fair and fun, game balance and individual play
Greyhawk is one of the first, and therefore one of the
styles.
oldest, published campaign settings. Created by E. Gary
Gygax and Dave Arneson, and originally published by
TSR, now owned by Wizards of the Coast/Hasbro, the Other Campaign Rules
Greyhawk setting is one of the most loved and deepest
detailed settings in the history of role-playing.
RULES UPDATES AND CHANGES
Greyhawk Reborn aims to keep the feel and flavor that
Mr. Gygax and Mr. Arneson developed in the early years We want everyone to enjoy themselves; players and DM
of Dungeons and Dragons, and we often refer back to alike. In any shared world campaign, we need a
both the 1st edition World of Greyhawk Fantasy Game semblance of structure, organization and rules to keep a
Setting (often called the WoG boxed set) and the 3 rd level playing field.
edition Living Greyhawk Gazetteer. We are also inspired We will be using the Dungeons and Dragons 5E rules
by Living Grehawk Campaign adventures and set, with some changes for our campaign. As additional
documents. options become available, the campaign staff will
examine them carefully, and adjust the campaign rules
Central Campaign Rules accordingly. The campaign staff will be weighing fun
and enjoyment for all, as well as campaign balance. Who
No matter the specific game or campaign, there are knows, we may even create some rules and materials of
always certain rules to follow. These are those rules. our own.
With the D&D 5E rules as our rules set, we expect no
RULE ONE: FUN & ENTERTAINMENT significant changes in the rules in the near future. If
changes do occur, there may be instances where the
Everyone seated at the table is sacrificing time and/or
changes in the rules significantly alter the way
money to be able to play this particular game, including
characters play. When changes occur, the campaign staff
the DM. Let’s all have fun together, and respect other
will allow characters to be tweaked so that they can
people’s play styles and our DMs.
remain within the rules of the game, and so that they
are true to your original character concept. Guidance for
those changes will be provided when needed, usually
with a window of opportunity to make those changes.

2
Greyhawk Reborn Campaign Guide

Ethical Play Guidelines


In the Greyhawk Reborn campaign, we expect all of our
players, DM's, and staff to conduct themselves with
integrity and in a manner compatible with group
cooperation and everyone's enjoyment of the game,
including the DM.
Specifically:Be considerate of the fun of everyone at the
table, and be understanding of all variety of play styles.
 Remember it is a game of heroes, and requires
group cooperation to be successful, both in-
character and out-of-character.
 Play fair and honestly, and stay away from
"Shadyville" in rules interpretations.
 Follow both the spirit and the letter of the rules.
 You cannot intentionally damage or hinder other
player characters without their permission.
 Respect the authority and decisions of your DM and
play styles and decisions of your fellow players.
 Play adventures for the story and challenges, not
for specific rewards.
 Please stay focused on the game. We understand
that smart phones and tablets are often part of a
gamer’s arsenal today, but be polite to everyone
around the table. Please be conscious that
continuous texting and web surfing pulls your
attention away from the game at hand.

3
Greyhawk Reborn Campaign Guide

CHARACTER CREATION
Before you can play, you need a player character. To Demi-human races that are currently not available for
create a Greyhawk Reborn character, you will need the play in Greyhawk Reborn:
following:
Dwarf, Duergar Human, Rhennee
 D&D 5E Basic Rules and/or Player’s Handbook
Elf, Gray Human, Olman
 A character sheet of some sort
Elf, Valley Human, Touv
 device pencil or pen
Elf, Dark (Drow) Dragonborn
The following rules are for character creation and
Elf, Wild (Grugach) Tiefling
advancement. All GHR PCs must conform to the
following rule: All PCs start at 1st level with zero XP.
A standard human is considered to be a mix of several
Starting Player Characters races, with no discernible dominant race. Each of the
human sub-races have distinguishing physical features,
All player characters begin play at level 1. Your and PCs will have physical traits denoting their main
character will advance a level approximately every 3 to heritage. Greyhawk has traditionally had several human
5 adventures. Play a character that you will enjoy and sub-races, such as Baklunish, Flannae, Oeridian and
that other players at the table will enjoy interacting Suloise.
with.
Greyhawk Reborn human PCs may be either a
standard human as described in the Player’s
Starting Ability Scores Handbook, or one of the following sub-races listed
below.
You may use one of the following methods to determine
your starting ability scores:
 You may use the following ability scores and assign
them to your abilities as you prefer; 15, 14, 13, 12, Playable Human Sub Races
10, and 8, and then make any changes necessary
based upon your choice of race Baklunish:
+1 to Strength, two other abilities
 you may use the variant 27 point buy ability score Bonus Feat: Mounted Combat
system as described in the PHB on page 19 Bonus Language: Ancient Baklunish
Due to the nature of a living-style shared world Flan:
campaign, you may not determine your ability scores +1 to Constitution, two other abilities
using any type of dice rolling method. Proficient in Nature & Survival;
+5 foot bonus to speed;
Races Bonus Language: Flan.

To create the traditional feel and flavor of the World of Oeridian:


+1 to Wisdom, two other abilities
Greyhawk, we allow all standard demi-human races
Bonus Feat: Savage Attacker;
(dwarf, elf, halfling, gnome, half-elf and half-orc) and
their sub-races that inhabit Greyhawk. Bonus Language: Old Oeridian

The following demi-human races are currently available Suloise:


for play in Greyhawk Reborn: +1 to Intelligence, two other abilities
Bonus Feat: Magic Initiate;
Dwarf, Hill Halfling, Stout Bonus Language: Suloise.
Dwarf, Mountain Gnome, Rock
Elf, High Gnome, Forest
Elf, Wood Half-Elf You may not create a human using the Variant Human
Traits sidebar on page 31. Other human sub-races, as
Halfling, Lightfoot Half-Orc well as other races, may become available in the
campaign at a later date.

4
Greyhawk Reborn Campaign Guide

Deities worshipped in the campaign, as well as other


Languages information regarding deities, their clerics, and their
worshippers, maybe found in Appendix A. Deities may
The following are languages that can be learned in the be added, edited, or removed from the campaign in the
GHR campaign: future.
Ancient Baklunish Common Draconic
Flan Dwarvish Giant Hit Points
Keolandish Elvish Goblin At first level, a PC receives maximum hit points for its
Old Oeridian Gnomish Sylvan class. For each additional level, they the fixed value of
hit points as shown in their class entry, plus their
Suloise Halfling Undercommon Constitution modifier. For example, when a fighter gains
Orcish a level, she will gain 6+CON modifier.
Other languages may become available through
campaign play. Starting Equipment
You may choose the suggested equipment listed in class
Classes and background descriptions, or you may choose your
All of the classes in the Player's Handbook are available own equipment. To begin play a PC starts with the
for play in the Greyhawk Reborn campaign. You may maximum total gold pieces funds for their class as listed
use the Quick Build option and Equipment suggestions on page 143 of the PHB.
as recommended for your chosen class and background,
or you may make your own choices regarding ability ADDITIONAL EQUIPMENT
scores, class features, backgrounds, equipment and the
Anything 75 gold pieces or less from the follow tables is
wie.
available for purchase for a starting character:
You may choose the suggested background for your
class, or choose any of the backgrounds available in the  armor
Player's Handbook. You must take the skill proficiencies  weapons
and languages as listed in the backgrounds, but you may  adventuring gear
choose your own equipment if desired (see the  tools
Equipment section below for more details). You should  mounts and other animals (except camels)
choose a personality trait, ideal, bond and flaw for your  tack, harness & drawn vehicles
character from the lists for each background.  waterborne vehicles
 trade goods
Additional Greyhawk Reborn class options are available
in Appendix A of this document. Other items will be available with campaign
documentation.
CUSTOMIZING BACKGROUNDS
You may create your own background for your Home Region
character, but it must be submitted and approved by the
Every player character hails from somewhere, whether
campaign before you may use it. Use the backgrounds as
it is a specific village or town or simply a country. Every
written in the Player's Handbook as both a template and
PC must choose a home region from the areas listed on
guideline for creating your new background. The
a Greyhawk map. It could be a hamlet or large city, a
Greyhawk Reborn campaign reserves the rights to use
country, or even a mountain range or forest. This may
any original submitted backgrounds in the GHR
have an impact upon your use of Adventuring Days or it
campaign. Approved backgrounds are listed in
could help or hinder you during and adventure.
Appendix A of this document.
Other backgrounds may become available for the
campaign in the future.
Additional Greyhawk Reborn backgrounds are available
in Appendix A of this document.

Alignment
You may choose any non-evil alignment for your PC.
You are not required to choose a deity, however any PC
that casts a divine spell must have a deity and the PC’s
alignment must be within one step of that deity's
alignment.
5
Greyhawk Reborn Campaign Guide

STORIES & ADVENTURES


Each Greyhawk Reborn player will have a different play encounters are meant to be solved by battle. There may
style, and that is a part of what makes a living campaign even be some encounters that retreat is the best option
interesting to play. In a shared-world campaign, we all for survival.
need to agree on some ground rules. The following are
some general guidelines that in which our campaign ADVENTURE TIERS
staff strongly believe:
In Greyhawk Reborn, your heroes will begin their
 We are all here to have fun! This is the most adventuring careers on the local level, helping out
fundamental rule; after all, it is called a game. towns and villages. They are not yet well known, and
Please try not to take things personally, or become are not very powerful. As they continue to adventure,
antagonistic or abusive. Have a hearty rules they will become more recognized and more powerful.
discussion, but don't let it slow the game down. Try
to find compromises so that all can enjoy The adventure tiers for Greyhawk Reborn will reflect
themselves, including the DM. When the DM makes that concept. Characters will at first influence Greyhawk
a final decision, respect the decision and move on. at the local level, and as they increase in power, so will
their influence. The PCs will progress through the local
 Remember that it is a team game. Even the gloomy level to where they are now dealing with nobles that
outsider character should be able to function well rule a city or province. From there, they will deal with
in the team environment. D&D has always been the problems of kingdoms, and eventually the PCs will
about shared storytelling and overcoming be involved with Oerth-shattering events. Our tiering
obstacles as a group. Role-play how you wish, but system is as follows:
support your fellow heroes.
 Local tier adventures are the lowest level in GHR,
 You cannot intentionally hurt, damage or hamper and will involve the PCs in events at the town and
other PCs without that player's permission. village level. These adventures will be of levels 1
Obviously, sometimes PCs can be forced to attack through 4.
other PCs, such as when dominated. In that case,
those attacks are chosen by the DM, not by the  Regional tier adventures will bring the heroes into
player of the dominated character. conflicts that involved provinces and baronies,
and possibly even kingdoms. These adventures
will be of levels 5-10.
Adventures  Multi-Regional tier adventures will concern the
Each time you sit down at a Greyhawk Reborn PCs in the events of kingdoms and empires. These
adventure it will be a unique experience, one created by adventures will be of levels 11-16.
the particular combination of players around the table
as well as the individual DM. Some adventures may be a  Global tier adventures will engage the heroes in
classic dungeon crawl, while others may require you to struggles against threats to all of the Flanaess, the
solve a mystery. Some will be combat intensive, and Oerth and planar menaces. These adventures will
others will focus upon character interactions with NPCs. be of levels 17-20.
Many more will be some combination of the above. Adventures will be written for a specific level range, and
You could be hired as guards for a caravan carrying some overlapping of tiers may occur. For instance, an
something vitally important or you could be sent to introductory adventure may only be for level one
investigate why an ore shipment is overdue from a characters, while other adventures may be for levels 1-
silver mine. You could be sent to rescue a princess, a 5. Each adventure offers different challenges for
merchant, or another adventurer. Or you could be sent different levels. Perhaps monsters will be different
to deal with a group of bandits, eliminating the threat between levels, or the numbers of monsters could be
once and for all. increased or decreased. Skill challenges may have
different difficulty levels, or similar adjustments can be
Most adventures will be planned to play in about a three made to alter the level of difficulty based upon the PCs.
to four hour time frame, from the time everyone sits This allows us to keep the challenges faced by the PCs
down at the table to the time everyone leaves after the appropriate, and will make adventure creation much
adventure is wrapped up and paperwork completed. easier to the DM/author.
This would be considered a one-round adventure and
most of our adventures will fall into this category. Some Adventures will have a brief description (called a blurb)
adventures will be longer, and become two-round or that tells you a little about the adventure, such as where
three-round adventures, but these will be rare. it occurs. It will also include level range, as well as the
type, category and setting of the adventure.
It is possible that there may be encounters in
adventures that you are not meant to fight. Not all
6
Greyhawk Reborn Campaign Guide

ADVENTURE TYPES A universal adventure would be one somewhere in the


middle. It may have alternate paths to success or it may
Adventures will be designated as either stand-alone have some combat and some role-playing necessary to
adventures or story arc adventures. The type of be successful. Or the DM may create a more freeform
adventure will be noted in the adventure blurb. adventure and allow the heroes to find their way
A stand-alone is a separate adventure all unto itself, to through it.
be played completely in one session. The story will have
a beginning, middle, and an end. No other adventures ADVENTURE SETTINGS
will directly relate to a stand-alone adventure.
Adventures will also be noted as set in urban, dungeon,
Story arc adventures will be a connected series of wilderness, or planar settings. As play numbers and
adventures that will be told over time through several interest dictates, it is possible that other types of
adventures. It may be composed of as little as two adventures and events could be offered.
adventures, or a series of six or more, depending upon
An urban adventure will take place in a city or large
the author/DM. It will likely be beneficial for you to play
a story arc adventure with the same character for each town, and the majority (or all) of the adventure will
take place within that setting.
as well as to play them in the intended order. The story
arc, and each adventure’s place in it, will be noted in A dungeon adventure will take place in a smaller space,
each adventure’s blurb. likely in a series of connected or interconnected rooms,
such as a dungeon or a mine. It would likely be
Interactive Adventures underground, though adventuring through a wizard’s
Primarily scheduled at conventions, IAs offer a unique tower or evil temple would also fall under this category.
experience to players as their characters are brought
together with not just one table but many tables for a A wilderness adventure would take place in the great
singular cause. IAs are only offered once, making them outdoors. You could be trying to find ancient ruins or
exclusive to the particular event at which they are acting as caravan guards for a long trek. Or you could be
offered. sent on a discovery and exploration mission to a
sparsely populated area.
These events, commonly referred to as “battle
interactives”, feature more than battles, armies and A planar adventure would take place on other planes of
opposing forces. IAs include battles for the small, existence. It would likely involved strange beings and
adventuring party all the way to the adventuring party surviving adverse condition. It could involve aspects of
acting on battleships to recover treasure. IAs may also other adventures, but in a landscape foreign to your
offer heavy amounts of role-play in the form of social characters.
events to make significant changes in the world of We are currently focusing our attention in the
Greyhawk while others may require characters to use southwestern section of the Sheldomar Valley, including
their refined skills in infiltration, cooperation, and even Keoland, the Hold of the Sea Princes, and the Free City
friendly competition. of Westkeep. Adventures at this time will be occurring
As the campaign grows, it is possible other types of in one of those regions. As the campaign grows, and
adventures and events could be created. more people become involved in the campaign, it is
likely that adventures will be created for other areas.
ADVENTURE CATEGORIES
ADVENTURE RECORDS
We realized our players come in all shapes, sizes, and
style. As such, we plan to let them know what each Adventure records will be provided to track experience
adventure is about so that they may make intelligent and access to found items and influences gained
choices as to which adventures to play and with which through play.
character.
Adventures will fall under one of three categories: Adventuring Days (ADs)
tactical, social, or universal. A tactical adventure will
have more of an emphasis on combat and tactical The campaign staff feels strongly that time plays a
situations. The use of combat and brute force is likely factor in the campaign. Each character should have a
necessary to be successful in this type of adventure. It fixed amount of time to adventure and explore our
could include scenarios such as a classic dungeon world each year, and that will be represented in
crawls, mass combat scenarios, and the like. Adventuring Days (AD). At the beginning of each
calendar year your PC will have 364 AUs to use, unless
A social adventure will have more of an emphasis on something from the previous year reduces this total.
role-playing. It will be more focused on character This represents one AD for each day in the Greyhawk
interaction and the use of social skills to be successful. calendar.
Samples would be a classic murder investigation,
negotiating diplomatic relations, and so forth. The most common way of spending Adventuring Days is
by adventuring, but you might also spend them other
ways. Each time you sit at a table, your character will
7
Greyhawk Reborn Campaign Guide

take a certain amount of game time to play each they would receive level 2 rewards. This represents the
adventure. Each actual day of adventure time counts as approximate proportional contribution to the table and
one AD. So, each play session could take a different the adventure.
amount of time, depending upon how many days the
adventure takes, how often you take a long rest, how TABLE SIZE
fast you travel, and where you call home.
Table size for all normal Greyhawk Reborn adventures
Your character might also spend Adventuring Days by at a convention or game day event is 4-7 players and 1
joining Campaign Groups, or being imprisoned or DM. This gives an optimal game experience for the
captured, or volunteering to help NPCs or those less players and DM alike.
fortunate.
When a PC is out of Adventuring Days for the year, you ONLINE PLAY
cannot play them until the start of the next calendar
year. Greyhawk Reborn is intended to bring gamers together,
and as such, it's primary focus is face-to-face at game
days and conventions. Since it is also intended to foster
TRAVEL BETWEEN REGIONS gaming, we also allow for online play. Obviously, online
When determining the total Adventuring Days for an play must follow all Greyhawk Reborn guideline,
adventure, a player should compare the Adventure including the adventure being run by its author.
Record of the prior adventure to the current adventure. Adventure Records must be distributed properly and in
a timely manner.
If the region for the prior adventure record matches the
current record, there is no additional AD cost to the
character.
PLAYING AGAIN
If the region for the prior adventure record does not A character can only play an adventure once. Most
match the current record, the character must pay an adventures can be played again by the same player
additional five (5) ADs to reflect the time traveling unless specifically noted. If playing the adventure again,
between regions. please don’t ruin the fun or surprises for anyone else
that may be playing the adventure for the first time.

CHANGING HOME REGIONS Authors/DMs may only play their own adventures if the
adventure is co-written with other authors and ran by
A character who wishes to change home regions must those authors/DMs.
expend thirty (30) Adventuring Days to reflect the time
moving his or her residence. A PC may only be a
resident of one region. Greyhawk Reborn Rewards
Cards
At the Table Greyhawk Reborn Rewards Cards are given away at
To determine the Average Party Level of the table, add conventions and each card is specially created for that
the number of total character levels of the PCs at the event. The rewards cards grant PCs benefits not limited
table and divide by the number of players. Fractions ½ to rerolls and special reactions. Players may use the
and above round up while fractions below ½ round rewards cards at any GHR event for any character.
down. This is the APL of the table. The players at the
table may then decide to either play up one level above  Players start with one card in their stack at first
APL, play at table level, or play down one level below level. They may add an additional card to their
APL. If playing up, please be aware that our DMs are stack at level 5, level 9, level 13 and level 17.
instructed to “take the gloves off”.  Players may choose the cards in their card stack
between adventures.
In addition, all PCs at the tables must be within a range
of 5 levels. For instance, a level 1 and a level 5 character  The card stack must be placed on the table before
may play at the same table, but a level 6 character and a the adventure starts.
level 1 may not play at the same table.
 Only one card may be used per round.

AVERAGE PARTY LEVEL & REWARDS  Card effects must be used before the roll, unless
otherwise stated.
Rewards after the adventure for each character are
determined by the level of the PC at the start of the  Cards cannot be loaned to another player before,
adventure, and then adjusted if the adventure was during or after the adventure.
played either up or down. So, a level 3 character will get
level 3 rewards if the table is neither playing up or
down. If a level 3 PC is playing up at a table, they would
receive level 4 rewards, and if the table is playing down,
8
Greyhawk Reborn Campaign Guide

ADVENTURE PLAY & CAMPAIGN RULES


The purpose of house rules is to tailor a specific subset
of rules released by Wizards of the Coast to best meet PERFORMING SACRED RITES
the intended play experience for the Greyhawk Reborn A divine character may spend adventuring days
Campaign. performing sacred rites as described on page 129 of the
While the administration recognizes there are many Dungeon Master's Guide.
additional rules that could benefit from tailoring for the
Greyhawk Reborn Campaign, it is the position of the PRACTICING A PROFESSION
campaign administration that the Campaign House
Rules remain limited to a minimal number. You may use adventuring days to practice a profession
as per the rules in the Players Handbook page 187.
The campaign staff prefers to limit the number of
published house rules to avoid establishing a
cumbersome reference guide or to introduce additional
RECUPERATING
campaign paperwork. You may spend adventuring days after an adventure
attempting to shake off the effects of a debilitating
injury, disease, or poison, as per the rules in the Player's
Adventuring Days Handbook, page 187. If you do not succeed, or do not
The following are permissible uses for Adventuring spend the adventuring days to attempt to remove the
Days in the Greyhawk Reborn campaign. condition, you begin the next adventure affected by it.

BUILDING A STRUCTURE RUNNING A BUSINESS


A character may spend adventuring days between A character may run a business as per the rules on page
adventures building a structure, assuming they had 129 of the Dungeon Master's Guide, assuming that the
GHR campaign documentation providing an appropriate PC has actually built a business before, or has other
plot of land for the structure. The rules are as in the campaign documentation stating they own a business.
Dungeon master's Guide, page 128, with the following
structures as the only ones available at this time. For TRAINING
any structure 5,000 gp and over, you will also need the
You may use adventuring days between adventures
expressed permission to build of the local powers in
learning a new language or training with a set of tools,
charge.
as per the rules in the Player's Handbook, page 187. In
Structure Cost in gp and AD addition, you must have GHR campaign documentation
Cottage 500 gp & 15 days providing an instructor willing to teach you, or belong
Residence, simple house 1,000 gp & 30 days to a Campaign Group providing access to an instructor.
Residence, grand house 5,000 gp & 60 days
Noble estate w/ manor
Business, basic w/ residence
25,000 gp & 150 days
1,000 gp & 30 days
Combat
Guildhall, town of city 5,000 gp & 60 days
Religious, shrine 1,000 gp & 30 days BLOODIED
Religious, church 5,000 gp & 60 days You have a bloodied value equal to half your hit point
Religious, cathedral 25,000 gp & 150 days maximum. When your hit points are equal to or less
Trading post 5,000 gp & 60 days than your bloodied value, you are bloodied. We find this
Outpost or fort 15,000 gp & 100 days a good house rule to represent damage levels in the
Tower, fortified 15,000 gp & 100 days game without using hit point numbers.
School of magic or training 5,000 gp & 60 days
College of magic or training 25,000 gp & 60 days MASTERWORK WEAPONS
A masterwork weapon is a superbly constructed
CRAFTING version of a normal weapon, which provides a +1 bonus
You may use Adventuring Days to craft non-magical on attack rolls only. A weapon must be crafted as a
items (PHB, p. 187), however multiple characters may masterwork weapon. Creating a masterwork weapon
not combine to create items. costs 100 gold pieces plus the cost of a normal weapon
of the same type. A weapon must be masterwork quality
before it can become a magic weapon, and the +1 bonus
to attack rolls does not stack with the magic bonus.
Masterwork weapons are only available for purchase
with Adventure Record documentation.
9
Greyhawk Reborn Campaign Guide

 Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
Spells raven
 Beasts (CR 1/8): mastiff, mule, poisonous snake
CONJURING SPELLS  Beasts (CR 1/4): boar, constrictor snake, panther,
wolf
The player whose character casts the spell may select
an appropriate creature from the list below. Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following:

Wild Shape  Beasts (CR 0): baboon, badger, crab, deer, eagle,
Player's Handbook, Appendix D: giant fire beetle, goat, hyena, jackal, lizard, octopus,
quipper, scorpion, seahorse, spider, vulture
 Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,  Beasts (CR 1/8): blood hawk, flying snake, giant
raven crab, giant rat, giant weasel, pony
 Beasts (CR 1/8): mastiff, mule, poisonous snake  Beasts (CR 1/4): giant badger, giant centipede,
 Beasts (CR 1/4): boar, constrictor snake, panther, giant frog, giant poisonous snake, giant wolf spider
riding horse, wolf
Undead Thralls:
 Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse  Player's Handbook: skeleton, zombie
 Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger Awaken
Player's Handbook, Appendix D:
Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following:  Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
 Beasts (CR 0): baboon, badger, crab, deer, eagle,  Beasts (CR 1/8): mastiff, mule, poisonous snake
giant fire beetle, goat, hyena, jackal, lizard, octopus,
 Beasts (CR 1/4): boar, constrictor snake, panther,
quipper, scorpion, seahorse, spider, vulture
riding horse, wolf
 Beasts (CR 1/8): blood hawk, camel, flying snake,
 Beasts (CR 1/2): black bear, crocodile, reef shark,
giant crab, giant rat, giant weasel, pony warhorse
 Beasts (CR 1/4): axe beak, draft horse, elk, giant
 Beasts (CR 1): brown bear, dire wolf, giant eagle,
badger, giant bat, giant centipede, giant frog, giant
giant spider, lion, tiger
lizard, giant owl, giant poisonous snake, giant wolf
spider Monster Manual, Appendix A - All of the beasts from
 Beasts (CR 1/2): ape, giant goat, giant seahorse, the Player's Handbook, plus the following:
giant wasp
 Beasts (CR 0): baboon, badger, crab, deer, eagle,
 Beasts (CR 1): giant eagle, giant hyena, giant giant fire beetle, goat, hyena, jackal, lizard, octopus,
octopus, giant toad, giant vulture, tiger
quipper, scorpion, seahorse, spider, vulture
 Beasts (CR 2): giant boar, giant constrictor snake,
 Beasts (CR 1/8): blood hawk, camel, flying snake,
giant elk, hunter shark, polar bear, rhinoceros, giant crab, giant rat, giant weasel, pony
saber-toothed tiger
 Beasts (CR 1/4): axe beak, draft horse, elk, giant
 Beasts (CR 3): giant scorpion, killer whale badger, giant bat, giant centipede, giant frog, giant
 Beasts (CR 4): elephant lizard, giant owl, giant poisonous snake, giant wolf
 Beasts (CR 5): giant crocodile, giant shark spider
 Beasts (CR 6): mammoth  Beasts (CR 1/2): ape, giant goat, giant seahorse,
For use in conjunction with the 10th level druid class giant wasp
feature, elemental wildshape.  Beasts (CR 1): giant eagle, giant hyena, giant
octopus, giant toad, giant vulture, tiger
 Dungeon Master's Basic Rules: air elemental, earth  Beasts (CR 2): giant boar, giant constrictor snake,
elemental, fire elemental, water elemental giant elk, hunter shark, polar bear, rhinoceros,
Find Familiar (Familiars in italics are only available to saber-toothed tiger
chain-pact warlocks)  Beasts (CR 3): giant scorpion, killer whale
 Beasts (CR 4): elephant
 Player's Handbook: bat, cat, frog, hawk, poisonous  Beasts (CR 5): giant crocodile, giant shark
snake, owl, rat, raven, imp, pseudodragon, quazit,
 Beasts (CR 6): mammoth
sprite
 Beasts (CR 7): giant ape
 Monster Manual: crab, lizard, octopus, quipper,
seahorse, spider, weasel Dungeon Master's Basic Rules:
Ranger's Companion  Plants: awakened shrub, awakened tree
Player's Handbook, Appendix D:
Conjure Celestials
10
Greyhawk Reborn Campaign Guide

 Dungeon Master's Basic Rules: pegasus


REINCARNATE
Conjure Elementals
Any rolls that result in a dragonborn, dark elf or tiefling
 Dungeon Master's Basic Rules: air elemental, earth must be rerolled. If a human is indicated, use the
elemental, fire elemental, garygoyle, water following chart to determine sub-race:
elemental
01-60 Standard Human
61-70 Human, Baklunish
Conjure Minor Elementals
71-80 Human, Flan
 Dungeon Master's Basic Rules: gargoyle 81-90 Human, Oeridian
Conjure Animals/Fey 91-100 Human, Suel
Player's Handbook, Appendix D:

 Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat, SPELLCASTING SERVICES
raven
Any community the size of a thorp will have some
 Beasts (CR 1/8): mastiff, mule, poisonous snake
availability of spellcasting available. The level of spells
 Beasts (CR 1/4): boar, constrictor snake, panther, available are primarily determined by the size of the
riding horse, wolf town, as per the chart below.
 Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse Name Population Spells Available
 Beasts (CR 1): brown bear, dire wolf, giant eagle, Thorp 0-80 Level 1 spells
giant spider, lion, tiger
Hamlet 81-400 Level 2 & 3 spells
Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following: Village 401-900 Level 4 & 5 spells
 Beasts (CR 0): baboon, badger, crab, deer, eagle, Town 900-6,500 Level 6 & 7 spells
giant fire beetle, goat, hyena, jackal, lizard, octopus,
quipper, scorpion, seahorse, spider, vulture City 6,500+ Level 8 & 9 spells
 Beasts (CR 1/8): blood hawk, camel, flying snake,
giant crab, giant rat, giant weasel, pony Characters must be able to travel to the settlement to
 Beasts (CR 1/4): axe beak, draft horse, elk, giant purchase spellcasting. Spellcasting services available
badger, giant bat, giant centipede, giant frog, giant are generally healing and recovery spells, as well as
lizard, giant owl, giant poisonous snake, giant wolf informational spells. Other spell services may be
spider available if specified in the adventure or per the DM's
 Beasts (CR 1/2): ape, giant goat, giant seahorse, discretion. The DM may also limit the number of spells
giant wasp available.
 Beasts (CR 1): giant eagle, giant hyena, giant A sample of spells and their costs, this is only a
octopus, giant toad, giant vulture, tiger guideline:
 Beasts (CR 2): giant boar, giant constrictor snake, Name Cost
giant elk, hunter shark, polar bear, rhinoceros,
Cure Wounds (1st) 10 gp
saber-toothed tiger
Identify 20 gp
 Beasts (CR 3): giant scorpion, killer whale
Lesser Restoration 40 gp
 Beasts (CR 4): elephant Prayer of Healing (2nd) 40 gp
 Beasts (CR 5): giant crocodile, giant shark Remove Curse 90 gp
 Beasts (CR 6): mammoth Speak with Dead 90 gp
 Beasts (CR 7): giant ape Divination 210 gp
Conjure Woodland Beings Greater Restoration 450 gp
Raise Dead 1,250 gp
 Player's Handbook: sprite (CR 1/4)
Create Undead Any and/or all character may contribute to purchase a
spellcasting service.
 Dungeon Master's Basic Rules: ghoul, mummy,
wight At least one character in the party must survive the
 Monster Manual: ghast adventure in order to have a Raise Dead or other similar
spell option available. Characters participating in the
adventure may contribute Time In Service to pay off the
gold piece cost required for the Raise Dead or similar
spell casting. The exchange rate available to the
characters is 1 Adventuring Day (AD) yields 2gp.
11
Greyhawk Reborn Campaign Guide

Characters may expend Favors to reduce the cost of a  Beasts (CR 1): giant eagle, giant hyena, giant
Raise Dead spell in bringing a dead comrade back to life. octopus, giant toad, giant vulture, tiger
The spell casting may be reduced by the following  Beasts (CR 2): giant boar, giant constrictor snake,
amounts: giant elk, hunter shark, polar bear, rhinocerous,
saber-toothed tiger,
 Type A – contributes 1,250 gp  Beasts (CR 3): giant scorpion, killer whale,
 Type B – contributes 937 gp  Beasts (CR 4): elephant,
 Beasts (CR 5): giant crocodile, giant shark,
 Type C – contributes 625 gp
 Beasts (CR 6): mammoth
 Type D – contributes 312 gp  Beasts (CR 7): giant ape
Beasts in italics have a flying/swimming speed
In the event that characters contribute enough favors to (relevant for wildshape restrictions).
exceed the cost of the above spell casting, the characters
do not receive “change” or any gp in excess of the cost of Fey
the spell casting.  PHB: sprite (CR 1/4)
A character with the acolyte background may request  The Blink Dog (DM Basic Rules, CR1/4) is not
one spell each day for free from the spellcasting legal. Players summoning CR 1/4 fey must
services listed above. It must be requested from a choose the sprite as their only option.
temple of their faith, and any material cost must be paid Undead
for by the character or their party.  PHB: Skeleton, Zombie
 DM Basic Rules: Ghoul, mummy, wight (create
SUMMONING SPELLS undead)
The player whose character casts the spell may select  Monster Manual: Ghast (create undead)
an appropriate creature from the following list. Celestials
Complete List of GHR Legal Creatures (by source).  DM Basic Rules: Pegasus
Familiars Elementals
 PHB: bat, cat, frog, hawk, poisonous snake, owl,  DM Basic Rules: Air Elemental, Earth Elemental,
rat, raven, imp, pseudodragon, quazit, sprite, Fire Elemental, Gargoyle, Water Elemental.
 MM: crab, lizard, octopus, quipper, seahorse,  When casting conjure minor elementals, your only
spider, weasel. CR 2 option is the Gargoyle.
Familiars in italics are only available to Chain
Plants
Warlocks.
 DM Basic Rules: Awakened Shrub, Awakened
Beasts (PHB Appendix D) Tree
 Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, Fiend
rat, raven
 PHB: Imp, Quazit.
 Beasts (CR 1/8): mastiff, mule, poisonous snake,
 Characters summoning fiends with planar ally are
 Beasts (CR 1/4): boar, constrictor snake, panther, stuck with Imps and Quazits as their only options.
riding horse, wolf
 Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse Miscellaneous Campaign
 Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger Rules
Beasts (MM Appendix A) - All of the beasts from the
PHB, plus the following: CHANGING DEITY
 Beasts (CR 0): baboon, badger, crab, deer, eagle, Please contact campaign staff if your PC wants to
giant fire beetle, goat, hyena, jackal, change deity, along with the specific reason. The
lizard, octopus, quipper, scorpion, seahorse, campaign staff will work with you directly to determine
spider, vulture how best to proceed, including the possibility of a
 Beasts (CR 1/8): blood hawk, camel, flying special mission.
snake, giant crab, giant rat, giant weasel, pony,
 Beasts (CR 1/4): axe beak, draft horse, elk, giant EQUIPMENT
badger, giant bat, giant centipede, giant frog, giant
lizard, giant owl, giant poisonous snake, giant wolf Any community the size of a thorp will have some items
spider, available for purchase. As the population increases, so
 Beasts (CR 1/2): ape, giant goat, giant does the items available. The items available are
seahorse, giant wasp, primarily determined by the size of the town, as per the

12
Greyhawk Reborn Campaign Guide

chart below. Other items may be available if specified in


the adventure or per the DM's discretion. SELLING ITEMS
Name Population GP Value of Items Players may sell mundane items from the tables in
Chapter 5: Equipment section for ½ the full cost of the
Thorp 0-80 75 gp or less item. No other items may be sold at this time.
Hamlet 81-400 76 to 150 gp
TRADING ITEMS
Village 401-900 151 to 400 gp
Items may not be traded to another PC. During
Town 900-6,500 401 to 1,000 gp adventure play you may loan items and coin to other
PCs for the duration of the adventure, but loaned items
City 6,500+ 1,000 gp and up and anything purchased with borrowed GP reverts back
to your PC at the end of the game. If a loaned item is
Note: Poisoner's kits, poisons, camels, elephants, and destroyed, its loss is reflected on your AR and coin
ships other than a rowboat may only be purchased with totals at the end of the game. You may not loan money
campaign documentation. to a friend to buy an item you cannot normally buy for
yourself.
FEATS
USING A DEAD CHARACTER’S EQUIPMENT
Feats are allowed using the rules on pages 165 - 170 of
the Player's Handbook. It is possible that other feats Equipment left behind from a dead PC may only be used
may become available in the future. by other PCs until the end of the adventure. If the dead
PC is not raised or resurrected, all of their items are
considered buried/destroyed with the body. The only
LYCANTHROPY exception allowed, at the DM's discretion, is if the dead
A PC afflicted with lycanthropy, vampirism or similar PC was carrying an item vital to the plot of the
misfortune are not playable in the Greyhawk reborn adventure story arc.
campaign. These conditions allow PCs powers and
abilities not suitable for GHR, as well as likely changing
their alignment to a non-playable one. Before the PC
may be played again, they must remedy the situation in
one of the following ways.
Lycanthropy: A remove curse spell with cure the
afflicted character. This spell is available as a
spellcasting service for 90 gp, or it may be cast by
another PC at the table.
Vampirism. This PC may be cured by a wish spell cast by
a fellow PC or an NPC as determined by the DM, or they
may be killed and returned to life by a raise dead spell,
at the normal cost of 1,250 gp.
The GHR campaign staff is willing to discuss other
options for solving these issues with you.

MULTICLASSING
Multiclassing is allowed using the rules on pages 163 -
165 of the Player's Handbook.

SCROLL LEVELS
All scrolls found during an adventure are of the lowest
level that the spell can be cast, unless otherwise stated
on the Adventure Record.

13
Greyhawk Reborn Campaign Guide

ADVENTURE RECORDS & REWARDS


You must declare your desired upkeep to the DM before
play starts, and may not change upkeep during the
Favors and Influence adventure. Use the lifestyle rules and costs on page 157-
158 of the Player's Handbook for your lifestyle. Multiply
FAVOR WORTH the price per day by the number of Adventuring Days
for the adventure to determine final lifestyle cost for
Characters may gain the favor of NPCs through play. each adventure, rounding up.
Favors are tiered by grade and worth.
It is possible that certain situations provide bonuses
 Type A – Royalty and penalties for an individual PC or the entire group.
For instance, if trying to infiltrate a secret rogue
 Type B – Major Noble
organization, or attempting to gather rumors in certain
 Type C – Lesser Noble / Notable Organization areas of town, it may not be beneficial to have a luxury
lifestyle. Conversely, a character may not be allowed
 Type D – Other into certain places if they are living a Wretched or
Squalid lifestyle.
OUT OF REGION FAVORS
When expending a favor from another region, a favor is Treasure & Rewards
treated as one grade lower.
In the world of Greyhawk, magic items are very rare.
Example: When using the Favor of the Longbowmen They are powerful, magnificent items found in an old
(Type C, Region: Geoff) in the region of Keoland, the Favor tomb, a dragon’s hoard, or with a powerful person.
is treated as a Type D. Many magic items have been lost to the passage of time,
while others have been forgotten. Others are resting,
Lifestyle & Upkeep maybe in the skeletal hand of a dead adventurer,
waiting to be found and used once again.
Players will choose a lifestyle for their character at the After you successfully finish a Greyhawk Reborn
beginning of each adventure. This will define their adventure, you will be rewarded. Your rewards will
standard of living for the adventure. Background may include experience points, gold, and likely access to
dictate a minimum lifestyle cost for the character, as per some items. Those items could be magic items, such as
the table below. weapons, armor, shields and the like. They could also be
masterwork items, silvered items, scrolls, potions, or
Lifestyle Costs other unique items, both magical and mundane, unique
Background Minimum Lifestyle to the adventure. These items will be listed in the Items
Found section of each Adventure Record.
Acolyte Modest
Charlatan Comfortable APL AND REWARDS
Criminal Poor Rewards after the adventure for each character are
determined by the level of the PC at the start of the
Entertainer Modest adventure, and then adjusted if the adventure was
played either up or down. So, a level 3 character will get
Folk Hero Modest level 3 rewards if the table is neither playing up or
Guild Artisan Comfortable down. If a level 3 PC is playing up at a table, they would
receive level 4 rewards, and if the table is playing down,
Hermit Poor they would receive level 2 rewards. This represents the
approximate proportional contribution to the table and
Noble Wealthy the adventure.
Outlander Poor
ITEMS FOUND
Sage Modest
In every adventure you will find treasure locked in a
Sailor Modest chest, the loot of your foes, or receive rewards from
Shaman Modest grateful individuals or groups. We feel that in each
adventure, you should be able to pick something up that
Soldier Modest makes your character a little better, a little stronger, or
a little more versatile.
Urchin Modest
In each adventure you will be able to take an item that
is listed in the Items Found section of the Adventure
14
Greyhawk Reborn Campaign Guide

Record. This must be chosen at the end of the adventure


and written in the Item Found line on the AR before you MAGIC ITEM BODY SLOTS
leave the table. These items will tend to be mundane Each PC may have items in the following slots, and must
items, masterwork items, potions, scrolls and the like. choose what is in that slot before the adventure begins.
When you choose an item to fill the Item Found section The slots that each character has are as follows:
after an adventure, you don't have to pay any gold for
the item. Simply write down the item in the "Item 2 hands slots, includes weapons
Found" section of your Adventure Record. 1 armor/chest/torso slot
1 head slot
MAGIC ITEMS FOUND 1 neck/cape slot
1 arm/bracer slot
Each player character also will have a maximum of 20 2 ring slots
Magic Item Found slots. Each PC will begin with one 1 gloves slot
Magic Item Found slot and gains one additional Magic 1 boot/feet slot
Item Found slot every time they advance a level. Items
that use these slots will be listed in the Magic Items Characters also can carry wondrous items such as
pearls of powers or bags of holding that do not need to
Found section of your AR (though not every adventure
will have this section on its AR, especially lower level be equipped to gain the magical effects they offer.
adventures). If this section is present, you may select
one of the items (presuming you have an empty magic
item found slot) by writing it in the Magic Item Found
line on the AR before you leave the table. When you
choose an item to fill a Magic Item Found slot after an
adventure, you don't have to pay any gold for the item.
Once you have used a Magic Item Found slot to acquire
an item, you never get that slot back even if you later
sell or otherwise dispose of the item in question.
More than one player at a table may select the same
item, even if it isn't totally realistic. However, each PC
can only have one of any item in the game unless the
items are a matched set.
You may not sell magic items without campaign
documentation.

UPGRADING AN ITEM TO MAGIC ITEM SLOT


One of your Item Found slots could become a Magic
Item Found slot. For instance, maybe you find a
masterwork long sword in an adventure and choose it
for an Item Found slot. Several adventures later, you
gain a story award in an adventure that allows you to
upgrade a masterwork weapon to a +1 weapon for no
gold. This long sword now takes up a Magic Item Found
slot, and you would need to have an open Magic Item
Found slot to be able to choose this.
Alternately, in another adventure, you gain a story
award that allows you to upgrade a masterwork
weapon to a +1 weapon, but it will cost your character
200 gold to make the upgrade your character's weapon.
This weapon would not take up a Magic Item Found
slot, as you are using gold to upgrade it.
Generally, if you receive an item for no cost, it will use a
Magic Items Found slot. If you use some resources
(gold, AU, etc.) to obtain and item, it will use an Items
Found slot. Of course, there may be exceptions as well,
so always refer to the Adventure Record for the details
in each instance. Each specific story award and
Adventure Record will have the specific details.

15
Greyhawk Reborn Campaign Guide

CAMPAIGN GROUPS
PETITION FOR SPONSORSHIP
CAMPAIGN GROUPS To request sponsorship, a group of adventurers must
draft a Petition for Sponsorship. A petition for
Campaign groups are organizations primarily focused sponsorship should be an In Character document of no
on pursuing goals and activities that further their own more than one page in length submitted to the Regional
agenda. Each campaign group will have their own Administration.
motives, goals, agendas and philosophies. Some
campaign groups will be larger, and others small. Some Each Petition for Sponsorship must include five (5)
will be very public, while others prefer to operate in the characters of at least 3rd level interested in creating the
background. Sometimes groups with similar goals may Adventuring Company.
work together, while at other times groups may oppose Petitions for Sponsorship will be reviewed by each
one another.
sponsor and the Adventuring Company that best fits the
Campaign groups will be introduced through play, and interests of the sponsor will be selected.
your character will be given the opportunities to join
campaign groups based upon their interactions with BENEFITS
NPCs and actions at the table.
A character with membership in an Adventuring
More information regarding campaign groups will be Company may gain some in-game benefits.
forthcoming in the months ahead.
Each character in an Adventuring Company gains the
following benefits:
ADVENTURING COMPANIES  Favor of the Sponsor (reusable, once per
adventure)
DESCRIPTION  Possible benefits per interactive
 Possible item access through play
A group of characters may organize and establish their  Other secret benefits
own Adventuring Company. An Adventuring Company
is a formal organization, which is recognized through
play and may grant the characters in game benefits (and
CONSTRAINTS
potentially hindrances) depending upon character A player may only have one character in an Adventuring
choices. Company at any given time.
Each Adventuring Company should have the following: A character may resign from an Adventuring Company
without penalty. The player must notify the
 Purpose
Adventuring Company POC.
 Theme
 Eligibility Requirements Each Adventuring Company must maintain a current
 Base of Operations roster of participants.
 Sponsor Each Adventuring Company must maintain five (5)
members in order to maintain its sponsorship.
SPONSORSHIP
Each Adventuring Company must have a sponsor in
order to receive formal recognition.
A sponsor may take the form of an NPC of some
influence or an organization. Each NPC will typically
only elect to sponsor one Adventuring Company.
An organization may elect to sponsor more than one
Adventuring Company.
An Adventuring Company should select a sponsor
whose beliefs the characters align with. An Adventuring
Company that performs actions, which conflict with the
beliefs of the sponsor, may lose any in-game benefits.

16
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

APPENDIX A – ADDITIONAL CHARACTER CREATION OPTIONS


the given level. They do not count against the number of
OPTIONAL DOMAIN: CLERIC__________________________ spells you can prepare each day.
In addition to the domains available in the PHB, you 1st protection from evil and good, sanctuary
may also choose the domain of Protection as listed 2nd aid, warding bond
below. 3rd dispel magic, protection from energy
4th death ward, freedom of movement
Protection Domain 5th dispel good and evil, raise dead
The gods of protection are gods of defensive strength,
an unyielding force that guards against the forces of OPTIONAL OATHS: PALADIN_________________________
evil. Sometimes the god of protection is a martial deity, THE VALIANT OF MAYAHEINE
usually male, who stands as the ideal for sentinels and The last two decades have been good to the order since
paladins. Other times they are a god of community, the arrival of their patroness in the Flanaess during the
often female, who embodies the community’s Greyhawk Wars. Once a mortal paladin of Pelor herself,
cohesiveness and responsibility to protect and care for the faithful of Mayaheine emerged for the most part
each other. from within the ranks of existing Pelorian knighthoods,
The Protector entrusts you with the strength and Many women who were considered too weak to serve
endurance to protect the innocent so that you can by this orders found the Order of the Valiant welcoming
become a beacon of hope in a darkened world. You them with open arms. Worshippers of the Shield
protect the weak from the wicked, and nothing stirs Maiden tend to have a martial attitude, but are known
your righteous fury so much as witnessing harm for their unending optimism. The Valiant of the Shield
brought to those your god calls you to protect. The most Maiden tend to prefer bladed weapons, particularly the
devoted and enlightened followers of the Protector are bastard sword. They always carry shields.
bulwarks of defense in a violent world. Many seek to
take the fight to the enemy, delving into dungeons to TENETS OF MAYAHEINE
root out threats before they can spread. On the edge of 1. The Shield Maiden does not judge others by their
civilization, the Protector’s clerics organize defenses, gender, but the valor of their hearts.
train local militias, and bring justice to a lawless land. 2. The Shield Maiden always protects the good, the
downtrodden and the innocent.
Bonus Proficiency: When you choose this domain at 3. Honor and honesty are the greatest defenses we
1st level, you gain proficiency with heavy armor. have against the wicked.
Holy Guarding: Also starting a 1st level, when a
OATH SPELLS
creature you can see attacks a target other than you that
You gain oath spells at the paladin levels listed.
is within 5 feet of you, you can use your reaction to
Paladin Level Spells
impose disadvantage on the attack roll. You must be
wielding a shield. 3rd Healing Word, Hellish Rebuke
Divine Shelter: Starting at 2nd level, you can use your 5th Hold Person, Warding Bond
Channel Divinity to defend one of your allies. When a
creature within 25 feet of you takes damage, you may 9th Beacon of Hope, Protection from
use your reaction to reduce the damage the creature Energy
takes by 2d8. If you are at least 11th level, reduce the 13th Fire Shield, Guardian of Faith
damage by 4d8 instead.
17th Hallow, Hold Monster
Blessing of the Protector: At 6th level, you can use
your Channel Divinity to create a 30 foot burst of divine
energy centered on you that removes the following CHANNEL DIVINITY
conditions on all creatures within the burst: blinded, When you take this oath at 3rd level, you gain the
charmed, deafened, frightened, paralyzed, poisoned and following two Channel Divinity options:
stunned. Shield Maiden’s Grace. As a reaction, when you are
hit with an attack, you can add your Charisma modifier
Sacred Defense: At 8th level, you and all allies within to your armor class until the end of your next turn. It
30 feet of you gain a +1 bonus to saving throws. When this bonus would cause the attack to miss, you take no
you reach level 14, this bonus becomes +2. damage from the attack.
Divine Resistance: At 17th level, you can use your Shield of the Innocent. As a reaction, when a non-
action to allow you and your allies to gain resistance to evil creature who is adjacent to you is targeted by an
one damage type for one minute. attack or about to be caught in the area of harmful spell
effect, you may swap places with that creature. It takes
Domain Spells: You always have the following spells no damage from an area spell, and any attack that
prepared, provided you are able to cast cleric spells of would have resolved against the creature instead
resolves against you. If the creature you are shielding
17
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

was unconscious, you have advantage on your saving You gain oath spells at the paladin levels listed.
throw against the spell and any attacks that are now Paladin Level Spells
resolving against you are made with disadvantage.
3rd Magic Missile, Shield
HEAL THE WEAK 5th Shatter, Heat Metal
Starting at 7th level whenever you restore hit points to
a creature, you heal double the normal amount if that 9th Dispel Magic, Counterspell
creature has a level or challenge rating lower than 13th Otiluke’s Resilient Sphere, Leomund’s
yours. Secret Chest

AURA OF GRACE 17th Animate Objects, Contact Other Plane


Beginning at 15th level, all allies within 10 feet of you
benefit from your Shield Maiden’s Grace when you use CHANNEL DIVINITY
that feature. At 18th level, the area of this aura increases When you take this oath at 3rd level, you gain the
to 30 feet. following two Channel Divinity options:
Arcane Insight. As an action, you can activate any
BULWARK AGAINST EVIL
spell scroll you possess, even if that spell does not
At 20th level, as an action, you can take up a defensive appear on your spell list or is of a higher level than you
stance to protect others from the onslaught of evil. For normally can cast. No Intelligence (arcana) check is
1 minute, any hostile creature that can see you must required.
make a Charisma saving throw against your Spell DC Piecemeal Patchwork. As a bonus action you may
whenever it tries to target a creature other than you activate the features of any additional piece of worn
with an attack or cast a harmful spell that does not equipment you possess, those features lasting for 10
include you in its area of effect. If it fails the saving minutes. This is an exception to the general rule that in
throw, its attacks must target you and it must change order to operate, items that are intended to be worn as
the direction of its spell such that you are caught in its pairs must be worn together, and that you can only
area of effect. Once you use this feature, you can’t use it benefit from one item of particular kind at a time. For
again until you finish a long rest. example, you could not normally benefit from both a
THE WHITE PALADINS OF MURLYND Cloak of Protection and a Cloak of Elvenkind, or one
The White Paladins of Murlynd are the most esoteric Boot of Speed and one Boot of Springing and Striding.
holy warriors in all of the Flanaess, a narrow sect, However, Murlynd’s followers are known for piecing
existing outside of the standard traditions of together individual parts to make a new whole. As a
Heironeous. They have an unquenchable curiosity for result, the paladin may benefit from wearing one boot
all things otherworldly and mechanical, and seek to use from a set of Boots of Springing and Striding, and then
technology to aid the struggle against evil. They are use this feature to activate the powers from a one Boot
non-conformists and trailblazers with a strong will, but of Speed.
also an equally strong sense of honor and justice. They
usually wear a hodge-podge of strange self-crafted REPLACEMENT FIGHTING STYLE
armor and clothing: foreign hats, odd breastplates, or At third level, whatever fighting style you chose at 2nd
shirts of chain in combination with leather breaches or level is lost and replaced with:
pantaloons are common. All of the White Paladins
incorporate the six-pointed star of Murlynd into their Archery
raiment. The most jealously guarded inventions of the You gain a +2 bonus to attack rolls you make with
White Paladins are called firebrands, remarkable (some ranged weapons.
think magical) devices that can fire small metallic balls
with sufficient force to pierce flesh and penetrate hide In addition, any paladin spells or features that normally
at great distances. can be used with melee weapon attacks, can now only
be used with ranged attacks.
TENETS OF MURLYND
1. Talk slowly, think quickly. THE SECRET OF THE FIREBRAND
2. Tomorrow is the most important thing in life. It's Starting at 7th level, you may purchase any of the
perfect when it arrives and it puts itself in our Firearms listed in the Renaissance Item table (see pages
hands. It hopes we've learnt something from 267-268 of the Dungeon Master’s Guide), and you are
yesterday. considered proficient in their use. Any feat, spell or
3. Generally, you ain't learnin' nothing when your class feature that applies to use of other ranged
mouth's a-jawin'. weapons can be applied to the use of firearms you
4. Tellin' a man to git lost and makin' him do it are possess.
two entirely different propositions.
5. Courage is being scared to death - and saddling up REVERSE ENGINEERING
anyway. Beginning at 15th level, you have learned to unlock the
formulae of magic items in your possession. For one-
OATH SPELLS half of the cost shown under Crafting Magic Items on

18
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

page 129 of the Dungeon Master’s Guide, you may CHANNEL DIVINITY
transfer any magical enchantment from one item to When you take this oath at 3rd level, you gain the
another. The time it takes to transfer a magical following two Channel Divinity options:
enchantment is as follows: Common: 2 days, Disrupt Undead. As a bonus action, when you hit an
Uncommon: 10 days, Rare: 50 days, Very Rare: 150 undead creature with a weapon attack, you may disrupt
days, Legendary: 365 days. There are no additional its negative energy by channeling divine power into
lifestyle costs due while magic is being transferred. your assault. If, after you resolve the damage from your
attack, the target has 25 hit points or fewer, it must
LAST MAN STANDING make a Wisdom saving against your spell DC or be
At 20th level, when all of your allies have died or been destroyed. On a successful save, the creature becomes
knocked unconscious in a battle against a major foe frightened of you until the end of your next turn.
(DM’s discretion), you remain upright even after having Reveal the Hidden. As a bonus action, you emit a
been dealt mortal wounds. You does not fall sudden burst of tangible light. All obscurement, natural
unconscious at 0 hit points and do not die until you and magical, is instantly negated in a 30 foot radius
reach negative your hit point maximum or until your foe centered on you. Spells that create obscurement are
is defeated (whichever comes first.) While below 0 hit immediately dispelled, and creatures that were hidden
points, you cannot take reactions – the will of Murlynd are suddenly evident until they hide again. Natural
is slow but implacable. You continue to make death darkness returns at the end of your next turn as the
saving throws as normal and if you fail three such light fades.
saving throws, normal healing magic will not work on
you – you are considered “dead” for purposes of such SCALDING FAITH OF THE SUN
spells and can only be restored by magic that would Starting at 7th level, any time you deal radiant damage
return the dead to life. Once you use this feature, you to an undead creature, it is treated as being vulnerable
can’t use it again until you have completed a long rest. to that damage. If the target is already vulnerable to
radiant damage, it takes triple damage instead of double
THE CRUSADERS OF PELOR from your radiant attacks. Your attacks ignore radiant
Pelorian paladins tend to be altruists and selfless immunity.
crusaders, always willing to make great sacrifices to
save the helpless. Paladins of Pelor are sworn foes of the THE SUN SHINES ON US ALL
undead, whose presence their religion finds anathema Beginning at 15th level, the effects of your Scalding
to all living things. They always honor the Sun God with Faith of the Sun feature affect allies within a 30 foot
a gold orb holy symbol worn somewhere on their radius as well as you.
person, usually emblazoned on chest-plates or shields.
All paladins of Pelor wear a so- emblazoned inky black LET THE LIGHT GUIDE YOUR PATH
cloak on formal occasions or when engaging in a At 20th level, as an action, you can allow the light of
planned battle with the forces of darkness (such as a Pelor to guide your actions. For 1 minute, your eyes are
war). When so garbed, the Pelorians blend into the replaced by glowing motes of pure sunlight. You have
darkness, looking like floating suns charging into battle. advantage on all attacks against fiends or undead and
you have truesight out to the range of your normal
TENETS OF PELOR vision. Once you use this feature, you can’t use it again
1. In the deepest darkness, even the smallest light until you finish a long rest.
shines true. Anyone can be a hero if they are but
given the chance. THE HERALDS OF RAO
2. Never back down before the forces of darkness and Paladins of Rao place their faith in the concepts of peace
decay, the sun is always there even if you can’t see and reason. Many believe that his adherents would
it. rather die than lift a sword in anger, preferring to
3. Seek not power for your own sake: the sun doesn’t outwit or outmaneuver their foes by guile or magic.
keep it’s warmth for itself but gives freely with all Although few in number, Raoan paladins are
that it is. exceedingly formidable individuals chosen for both
their martial abilities and their keen wisdom and
OATH SPELLS intellect. They are excellent negotiators, diplomats, as
You gain oath spells at the paladin levels listed. well as nuanced tacticians and field commanders. While
Paladin Level Spells the image of the "man with the swordless scabbard"
pervades their legends, Heralds of Rao are no fools to
3rd Guiding Bolt, Healing Word wander the wilds unarmed: they generally wear
5th Enhance Ability, Prayer of Healing chainmail or leather armor and wield light, single-
handed weapons such as shortswords and maces. They
9th Beacon of Hope, Mass Healing Word rarely wear helms and almost never carry shields.
13th Divination, Wall of Fire Serene, patrician figures, most possess spotless
manners and erudition. Rao's symbol, the white mask of
17th Flame Strike, Mass Cure Wounds serenity, is embroidered over their chests.

19
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

TENETS OF RAO
1. The god of reason knows well that peace is rarely THE GIFT OF FORESIGHT
bought cheaply, but that it must often be won at the At 20th level, you may cast Foresight without using a
point of a sword and enforced through strength of spell-slot or any components. Once you use this
arms. When conditions make discourse impossible, feature, you can’t use it again until you finish a long rest.
do not hesitate to use force to keep the peace.
2. Know your enemy. Learning their every vice and THE VOTARIES OF ST. CUTHBERT
weakness, and use your knowledge to quell tumult Paladins of St. Cuthbert are forthright and deliberate
and violence. warriors who seek to apply the common sense and
3. Calm is the father of wisdom – make decisions not truth embodied in their god's teachings while
from a fiery heart, but from a tranquil and detached combating those who would deceive the good or injure
place, free from emotional confusion. the unenlightened. They emphasize practicality over
honor or pride. Once a decision has been made, the
OATH SPELLS Votary takes swift and efficient action. Votaries focus on
You gain oath spells at the paladin levels listed. living a lawful and orderly life, and place little value on
Paladin Level Spells wealth or titles: only forthrightness and perspicuity
3rd Charm Person, Comprehend Languages gain their admiration. St. Cuthbert's paladins tend to be
dour, sober folk, favoring drab clothing and heavy,
5th Augury, Calm Emotions practical armor with no filigree. The often-repaired
(seldom replaced) armor frequently shows signs of
9th Clairvoyance, Sending
battle, including dings and dents. Cuthbertines tend to
13th Divination, Mordenkainen’s Private have long facial hair and a common man's taste for
Sanctum smoke and fermented drinks. They wear no other
particular symbols and do not to tend to offer other
17th Legend Lore, Scrying obvious displays of their association.

CHANNEL DIVINITY TENETS OF ST. CUTHBERT


When you take this oath at 3rd level, you gain the 1. Protect the common folk from those who would
following two Channel Divinity options: use power and wealth to deny them the fruits of
Calm the Many. So long as you are not wearing heavy their labor.
armor and do not have a weapon drawn, as an action, 2. If you beat your head against the wall it is your
you can use the teachings of Rao to defuse a dangerous head which breaks and not the wall; don’t waste
situation. Any creatures within 30’ feet of you must your efforts where they are of no value.
make a Charisma saving throw, with a difficulty equal to 3. Teach others through your actions.
8+ the better of your Charisma (Persuasion) or Wisdom 4. Fight against the forces of disorder and confusion
(Religion), or have their attitude towards you and your that distract men’s minds and distort the truth.
allies improved by one (hostile creatures become
indifferent, indifferent creatures become friendly). This OATH SPELLS
effect lasts as long as you concentrate, or until any of You gain oath spells at the paladin levels listed.
the targets are attacked. Paladin Level Spells
3rd Goodberry, Shillelagh
Knowledge is Power. As a bonus action, the paladin
opens himself to the vast stores of knowledge of his 5th Shatter, Spiritual Weapon
patron. As a result, he gains insight into the inner 9th Protection from Energy, Glyph of
workings of his foes. He instantly knows the alignment,
Warding
maximum hit point total, armor class, saving throws,
resistances, weaknesses and immunities of one target 13th Fabricate, Stone Shape
creature.
17th Creation, Wall of Stone
SERENITY
Starting at 7th level, you may add your Wisdom CHANNEL DIVINITY
modifier to your saving throw DC, spell attack modifier, When you take this oath at 3rd level, you gain the
and Aura of Protection, in addition to your Charisma following two Channel Divinity options:
modifier Practical Wisdom. As a bonus action, you may grant
a bonus equal to your Wisdom modifier to any
AURA OF CALM untrained skill check or saving throw made by you or
Beginning at 15th level, you emit an aura of wisdom, any friendly creature who can see and hear you.
inner calm and sagacity. You and any allies within 30’ of Simple Faith. As an action, you can dispel any mind
you may draw upon your confidence to gain a bonus to controlling effects in place on all creatures within 30’ of
any one d20 roll per turn, equal to your Wisdom you. To successfully dispel an effect, make a spell attack
modifier. This does not cost any actions and may be against the saving throw DC of the caster. If the target
declared after you know the results of the die roll. under the mind controlling effect is a good aligned
20
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

humanoid who is not considered nobility, you get travel to the cairn of an ancient tribal hero and
advantage on this roll. commune with her spirit. For many shamans, a vision
quest is less specific and more about seeing the world
CUTHBERT’S SMITE and learning all there is to know about it before
Starting at 7th level, all spells or features that you have returning home to enlighten the members of their
which normally only work on evil, fiendish or celestial tribes.
creatures also work on chaotic creatures as well. This
While you are on your vision quest, you are considered
includes the extra 1d8 damage that you deal with Divine
Smite. to be protected by the gods. Those who share a similar
culture or religious belief with you will assist you in
completing your vision quest. If you need supplies or
HUMBLE HEART
You are immune to charm and compulsion effects. seek shelter, they will accommodate you as best they
can, supporting you and any companions or guardians
THE CUDGEL at a modest lifestyle. However, there are also enemies
At 20th level, you are the embodiment of St. Cuthbert’s of your gods, and they will see you as an opportunity to
holy mission to thwart the machinations of Iuz the Evil strike out, perhaps furthering the will of their gods.
One. You are instantly aware of the presence of any Work with your DM to determine the nature of your
worshippers of Iuz within 100 feet, and cannot be vision quest and its impact on the campaign.
surprised by them. In addition, all attacks you make
against worshippers of Iuz are made with advantage, all Suggested Characteristics
saving throws they make against your spells are at Shamans are more often found in the far reaches of the
disadvantage, all saving throws you make against their wilderness or amongst uncivilized humanoid and
spells are at advantage, and all attacks they make goblinoid tribes, where they often have power rivaling
against you are at disadvantage. You ignore all of their that of the tribe's chieftain. Many shamans receive
resistances and immunities. vision quests during their youths, sending them across
the world in search of knowledge and enlightenment so
More to Come: that when they return home they can share the
Heironeous (Glory Axe) knowledge they acquired in the wider world with their
Al’Akbar (Exalted One) kin. Unlike trained clerics, shamans tend to worship a
Azor’alq (Ascendant) pantheon of gods rather than a specific deity, although
Pholtus (Inquisitor) they do often favor one or two gods whose portfolios
Allitur (Holy Judge) and ideals most closely match their own.
Trithereon (Hound)
Hextor (Scourge)
d8 Personality Trait
1 I want to see as much of the wider world as I can
before I return home to my people.
OPTIONAL BACKGROUND: SHAMAN __________________ 2 It is my duty to enlighten and educate those around me
Creator: Sean McClellan about the will of the gods.
3 I believe that everything that happens in this life is
You grew up in the wilderness, amongst a tribe you only to prepare us for the life hereafter.
called kin. While your brothers, sisters, and cousins 4 The gods speak to me constantly, often distracting me
would go out on hunting expeditions, you were called to from the words of the mortals around me.
study under the tribe's high shaman, the eyes and ears 5 I fear nothing, for I am always with the gods.
of your gods. You were chosen to become the tribe's 6 I tend to speak in the chosen language of my gods
next shaman, handpicked by the gods themselves. You rather than the language of mortals, switching tongues
can hear them whisper in your ears, see their faces in only when necessary.
7 I see omens and signs from the gods all around me, and
your dreams. Some would be driven mad by such do my best to help others see them too.
things, but to you it is pleasant and comforting. You are 8 I have been chosen by the gods to serve as their eyes
never alone, for you walk with the gods. and ears. Those who do not respect my power by
choice will respect it by force.
Skill Proficiencies: Insight, Religion
Tool Proficiencies: Herbalism Kit
d6 Ideal
Languages: One of your choice of Abyssal, Celestial,
1 Community: Everything I do is for the good of my tribe
Infernal, or Primordial and kin. (Lawful)
Equipment: A staff, a set of traveler's clothes, an 2 Greater Good: My gifts and the knowledge I have
herbalism kit, and a belt pouch containing 10 gp gained are to be used to help as many children of the
gods as possible, not for my own purpose. (Good)
Feature: Vision Quest 3 Power: The gods have blessed me with great power
As a shaman you have been given a vision quest by the and their permission to use it as I see fit. (Evil)
gods, and it is your sacred duty to carry out their will 4 Enlightenment: I desire to learn all that I can, so that I
until the quest has been completed. The exact nature of may better serve the gods and my people. (Any)
your vision quest depends on what gods you follow and 5 Change: The gods have plans for this world, ideas to
the culture you are part of. It may be your duty to seek make it a better place for all. It is our duty to help
out a sacred text (assuming you can even read) or to usher in this new era. (Chaotic)

21
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

6 Tradition: I, like so many, have been chosen by the


gods to serve as their instrument. It is my duty to carry
out their wishes to the best of my abilities. (Lawful)

d6 Bond
1 While I am tasked to complete my vision quest, I have
taken it upon myself to help as many people as I can
along the way.
2 The gods are the most important thing to me, then my
kinsmen, no matter where I am in life or the world.
3 The voices of the gods have given me a great insight
into the ways of the world and to a threat that I must
be willing to stop, no matter the cost.
4 I owe my life to my tribe's high shaman, as it was she
that took me in and helped me hear the gods.
5 I will do anything to protect shrines to my gods and
their children.
6 My only goal is to complete my vision quest so that I
may return home to my people.

d6 Flaw
1 I take far too much pleasure in what the wider world
has to offer, and occasionally I ignore the voices of the
gods to pursue material pleasure.
2 The gods speak to me, so why should I listen to the
words of petty mortals?
3 I pity those who cannot hear the voices of the gods, and
often hold them in contempt.
4 I am jealous and covetous and will not share the
knowledge of the gods with anyone who does not meet
my outrageous expectations.
5 I am slow to trust members of other races, tribes, and
societies
6 I blindly trust those who claim that the gods speak to
them, even if I risk endangering myself doing so.

22
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

APPENDIX B – GREYHAWK REBORN DEITIES


All PCS who cast divine spells must choose a deity; other PCs may choose not to take a deity. Divine casters must be within
one step of their deity’s alignment. Power levels, in order, are greater, intermediate, lesser, demi-god, and hero-deity.
Deities are divided by racial characteristic. Deities displayed in bold-italic are common in most areas and do not have to
be taken by a character of that race. Deities shown in simple italics cannot be worshipped by PC Clerics, but are included
for the sake of giving the players knowledge of various evil deities.

Baklunish Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Guardianship, Faithfulness,
Al’Akbar LG Lesser Protection Falchion M
Dignity, Duty
Al’Asran (Pelor) NG Greater Sun, Light, Strength, Healing Life, Light Mace M
Magic, Arcane Knowledge,
Al’Zarad (Boccob) N Greater Knowledge Staff M
Balance, Non-interference
Azor’alq NG Hero Light, Purity, Courage, and Strength Light Scimitar M

Daoud N Hero Humility, Clarity, Immediacy Knowledge Quarterstaff M

Geshtai N Lesser Lakes, Rivers, Wells, and Streams Protection, Nature Spear F
Fate, Destiny, Divination,
Istus N Greater Knowledge Net F
Predestination, Future, Honesty
Trade, Negotiation, Ventures,
Mouqol N Lesser Protection Dagger M
Appraisal, and Reciprocity
Twilight, Shadows, Stealth, and
Xan Yae N Lesser Trickery Paired Falchions F
Mental Power
Monks, Mental Powers, Physical and
Zuoken N Demi Protection Unarmed Attack M
Mental Mastery
Cannot Be Worshipped
Tharoth the Reaper Death, Darkness, Murder, The
NE Greater Death Scythe M
(Nerull) Underworld

Dwarven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Abbathor NE Inter Greed Trickery Dagger M

Berronar Truesilver LG Inter Safety, Truth, Home, Healing Protection, Life Mace F

Clangeddin Silverbeard LG Inter Battle, War War Battleaxe M


CG
Dugmaren Brightmantle Lesser Scholarship, Discovery, Invention Knowledge, Light Short Sword M
(NG)
Dumathoin N Inter Mining, Exploration Light, Nature Warhammer M
Dwarven
Gendwar Argrim LN Hero Fatalism and Obsession War M
Battleaxe
Dwarves, Smithing, Engineering, Knowledge, War,
Moradin LG Greater Warhammer M
Creation, War Protection
Muamman Duathal NG Lesser Wanderers and Expatriates Protection Mace M

Vergadain N Inter Wealth and Luck Trickery Long Sword M

23
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Elven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
CG
Aerdrie Faenya Lesser Air, Weather, Avians, Rain, Fertility Tempest Staff F
(CN)
Elves, Magic, Music, Arts & Crafts, Light, Knowledge, Longsword or
Corellon Larethian CG Greater M
War War Longbow
Nature, Tempest,
Deep Sashelas CG Inter Aquatic Elves, Oceans Trident M
Protection
Erevan Ilesere CN Inter Mischief, Change, Rogues Trickery Short sword M
CN Wild Elves, Outcasts, Scapegoats,
Fenmarel Mestarine Lesser Trickery Dagger M
(CG) Isolation
Independence, Outlawry, Feasting,
Gadhelyn CN Hero Protection, Nature Longbow M
Hunting
Hanali Celanil CG Inter Love, Romance, Beauty, Fine Art Protector Dagger F

Labelas Enoreth CG Inter Time, Longevity, History Knowledge Staff M


Wood Elves, Woodlands, Nature,
Rillifane Rallathil CG Inter Nature, Protection Bow M
Druids
CG Mysticism, Dreams, Far Journeys,
Sehanine Moonbow Inter Knowledge, Death Quarterstaff F
(NG) Death, Full Moons, Transcendence
Archery, Hunting, Wilderness War, Tempest,
Solonor Thelandira CG Inter Long Bow M
Survival Nature
Ye’Cind CG Demi Music, Magical Songs Knowledge Long Sword M

Flan Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Allitur LG (N) Lesser Ethics, Propriety Light Spear M


Nature, Life,
Beory N Greater Oerth Mother, Nature, Rain Club F
Protection
Berei NG Lesser Home, Family, Agriculture Protection Sickle F
Protection,
Earth Dragon LE Demi Earth, Weather, Hidden Treasure Pick n/a
Tempest
Ehlonna NG Lesser Forests, Flowers, Meadows Life, Nature Long Bow F

Mayaheine LG Demi Protection, Justice, Valor Protection, War Bastard Sword F


Shortbow or
Myhriss NG Lesser Love, Beauty, Romance Protection F
Whip
Nature, Woodlands, Freedom,
Obad-Hai N Inter Nature, Tempest Staff M
Hunting, Beasts
Pelor NG Greater Sun, Strength, Light, Healing Life, Light Mace (any) M

Rao LG Greater Peace, Reason, Serenity Knowledge Lt. Mace M

Red Fox CG Lesser Crafts, Thievery Trickery Dagger M

Vathris LN Hero Anguish, Lost Causes, Revenge War Longspear M

Zodal NG Lesser Mercy, Home, Benevolence Protection Unarmed strike M

Cannot Be Worshipped

Kyuss NE Hero Creation & Mastery of the Undead Death Club M


Death, Darkness, Murder, The
Nerull NE Greater Death Scythe M
Underworld
Destruction, Evil Secrets, Magic,
Vecna NE Lesser Knowledge, War Dagger M
Hidden Knowledge, Intrigue

24
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Gnome Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Baervan Wildwanderer NG Inter Forests, Nature, Travel Trickery, Nature Spear M

Baravar Cloakshadow NG (N) Lesser Illusions, Protection, Deception Protection, Trickery Dagger M
Calladuran Svirfneblin, Protection, Earth,
N (NG) Inter Life, Protection Greataxe M
Smoothhands Mining
Flandal Steelskin NG Inter Mining, Smithing, Fitness Light Warhammer M
LG
Gaerdal Ironhand Lesser Protection, Vigilance, Combat Protection, War Warhammer M
(LN)
Protection, Humor, Trickery, Protection,
Garl Glittergold NG Greater Axe (any) M
Gemcutting, Smithing Trickery
Nebelun CG Lesser Inventions, Good luck Knowledge Mace M

Segojan Earthcaller NG Inter Earth, Nature Tempest, Nature Mace M

Cannot Be Worshipped

Gelf Darkhearth CN Inter Entropy, Revenge Death Warhammer M

Roykyn NE Hero Cruelty Trickery Spiked Gauntlet F


Greed, Bloodlust, Evil, Hatred, Blind
Urdlen CE Inter War Spiked Gauntlet M
Destruction

Halfling Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Arvoreen LG Inter Protection, Vigilance, War Protection, War Any silvered M

Brandobaris N Lesser Stealth, Thieves, Adventuring Trickery Short Sword M

Charmalaine N Hero Keen Senses, Narrow Escapes Protection Mace F

Cyrrollalee LG Inter Friendship, Trust, Home Protection Club F

Sheela Peryroyl N (NG) Inter Nature, Agriculture, Weather Tempest, Nature Sickle F

Yondalla LG Greater Halflings, Protection, Fertility Protection, Life Sword, any F

Cannot Be Worshipped

Urogalan N (LN) Demi Earth, Death, Protection of the Dead Death Flail M

25
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Oeridian Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Atroa NG Lesser Spring, East Wind, Renewal Life, Nature Sling F

Bleredd N Lesser Metal, Mines, Smiths Light Warhammer M


Astronomy, Stars, Space,
Celestian N(G) Inter Knowledge Spear M
Wanderers
Cyndor LN Lesser Time, Continuity, Infinity Knowledge Sling M

Daern LN Hero Defenses, Fortifications Protection Shortspear F

Delleb LG Lesser Reason, Intellect, Study Knowledge Saber M


Knowledge,
Fharlanghn N(G) Inter Horizons, Distance, Travel, Roads Quarterstaff M
Trickery
Chivalry, Honor, Justice, Valor, War, Battleaxe or
Heironeous LG Inter Protector, War M
Daring Longsword
Johydee NG Hero Deception, Espionage, Protection Trickery Short Sword F

Kurell CN Lesser Jealousy, Revenge, Theft Trickery Short Sword M

Kuroth CN Hero Theft, Treasure-Finding Trickery Dagger M


Rapier or
Lirr CG Lesser Prose, Poetry, Literature, Art Knowledge F
Shortspear
Merikka LG Demi Farming, Agriculture, Home Protection Sickle F

Murlynd LG Hero Magical Technology Knowledge Longsword M

Olidammara CN Inter Music, Revelry, Roguery, Wine Trickery Rapier M


Light, Resolution, Law, Order,
Pholtus LG (N) Inter Light Staff M
Inflexibility, Sun, Moons
Oceans, Seas, Salt, Sea life,
Procan CN Inter Tempest, Nature Trident M
Weather, Navigation
Rapier, Stiletto,
Rudd CN(G) Demi Chance, Good luck, Skill Trickery F
or Shortbow
Sol (Pelor) NG Greater Sun, Strength, Light, Healing Life, Light Mace (any) M

Sotillion CG(N) Lesser Summer, South wind, Ease, Comfort Tempest, Nature Sickle F
Long Bow or
Stern Alia LN Demi Oeridian Culture, Law, Motherhood Protection F
Mace
Telchur CN Lesser Winger, North wind, Cold Tempest, Nature Shortspear M

Velnius N(G) Lesser Sky, Weather Tempest Spear M


Autumn, West Wind, Harvest,
Wenta CG Lesser Life, Nature Club F
Brewing
Power, Prestige, Influence, Money,
Zilchus LN Inter Protection Dagger M
Business
Cannot Be Worshipped
CE Hate, Envy, Malice, Panic, Ugliness,
Erythnul Inter War Mace M
(CN) Slaughter
War, Discord, Massacres, Conflict,
Hextor LE Inter War Any* M
Fitness, Tyranny

26
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Suloise Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Spiked
Beltar CE (CN) Lesser Malice, Caves, Pits War F
Gauntlet

Portals, Doors, Enclosures, Locks,


Dalt CG Lesser Trickery Dagger M
Keys

Stone, Metals, Mountains,


Fortubo LG (N) Lesser Protection Warhammer M
Guardianship

Jascar LG Lesser Hills, Mountains Protection Warhammer M

Athletics, Sports, Brawling,


Kord CG Inter Tempest, War Greatsword M
Strength, Courage

Lendor LN Inter Time, Tedium, Patience, Study Knowledge Greatsword M

Lydia NG Lesser Music, Knowledge, Daylight Knowledge, Light Spear F

Norebo CN Lesser Luck, Gambling, Risk Trickery Dagger M

Osprem LN Lesser Sea Voyages, Ships, Sailors Protection, Tempest Trident F

Bow (Long or
Phaulkon CG Lesser Air, Winds, Clouds, Birds, Archery Tempest, Nature M
Short)

Phyton CG Lesser Nature, Beauty, Farming Light, Nature Scimitar M

Longsword or
Pyremius NE Lesser Assassins, Fire, Poison, Murder War M
Whip
Lies, Deceit, Treachery, False
Syrul NE (LE) Lesser Trickery Dagger F
Promises

Northern Barbarians, Cold, Winter,


Vatun CN Lesser Tempest, War Battleaxe M
Arctic Beasts

Wee Jas LN (E) Greater Magic, Death, Vanity (love), Law Death, Knowledge Dagger F

Xerbo N Lesser The Sea, Sailing, Money, Business Tempest Trident M

27
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Common or Unknown Origins


Name Align Power Spheres of Influence Domains Weapon Sex
Heavy pick or
Bahamut LG Lesser Good Dragons Life, War M
bite
Magic, Arcane Knowledge,
Boccob N Greater Knowledge Staff M
Balance, Non-interference
Fire, Volcanoes, Wrath, Anger,
Joramy N(G) Lesser Tempest, War Staff M
Quarrels
Kelanen N Demi Swords, Sword skill, Balance War Any Sword M
Wisdom, Zeal, Common sense,
St. Cuthbert LG (N) Inter Knowledge Club M
Honesty, Truth, Discipline
Spear,
Individuality, Liberty, Retribution,
Trithereon CG Inter War sword, or M
Self-defense
club
Ulaa LG Inter Hills, Mountains, Gemstones Life, War Warhammer F
Humor, Occult studies,
Zagyg CN Demi Trickery Club M
Eccentricity, Unpredictability
Cannot Be Worshipped

Blibdoolpoolp NE Inter Kuo-toas Death Pincer Staff F

Grolantor CE Inter Hills Giants, War War Club M

Gruumsh CE Greater Orcs, Storms, War Tempest, War Spear M

Hruggek CE Inter Bugbears, Violence War Morningstar M

Incabulos NE Greater Plague, Famine Death Quarterstaff M

Iuz CE Lesser Pain, Oppression Death Greatsword M

Kurtulmak LE Inter Kobolds, War, Mining War Spear M

Laogzed CE Demi Troglodytes, Hunger Death Javelin ?

Lolth CE Inter Drow, Spiders Trickery Whip F


Greataxe or
Maglubiyet LE Greater Goblinoids, War War M
battleaxe
Chance, Ill-luck, Misfortune,
Ralishaz CN(E) Inter Trickery Staff M
Insanity
Sekolah LE Inter Sahuagin, God of the Hunt Nature, Tempest Trident M

Semuanya N Lesser Lizardfolk, Survival Life Greatclub M

Skoraeus Stonebones N Inter Stone Giants, Art Knowledge Warhammer M

Surtur LE Inter Fire Giants, Craft Knowledge, War Greatsword M

Tharizdun CE Inter Eternal Darkness Trickery Dagger M

Thrym CE Inter Frost Giants, Strength War Greataxe M


Heavy pick or
Tiamat LE Lesser Evil Dragons Trickery F
bite

28
Appendix C – Join the GHR Team! Greyhawk Reborn Campaign Guide

APPENDIX C – JOIN THE GHR TEAM!


Do you enjoy playing Greyhawk Reborn? Did you just discover us and want to see Greyhawk Reborn in your area? Do you
want to make a difference in the world of Greyhawk? If you’re interested in what we are doing and want to see us expand,
take a look below to see how you can help us improve and shape the Greyhawk experience for our deep-rooted Greyhawk
enthusiasts and the newly introduced Greyhawk fans!

Authors/DMs Campaign Group Organizers


Greyhawk Reborn’s distinct experience of the author as We expect many of the old Living Greyhawk
the DM provides a unique flexibility to adventures. organizations still exist while new organizations are
Consequently, authors must be willing to create developing. Campaign Group Organizers (CGOs) assist
adventures and then run them at gaming community in developing a Campaign Group by managing it and
gatherings like game days and conventions. Authors acting as a point-of contact for the group as it develops
work with the Regional Leads to create adventures that and expands. One new and exciting feature to the
effect Greyhawk Reborn’s story. At this time, the most Greyhawk Reborn’s Campaign Groups is their focus on
developed regions currently in play are the Hold of the role-play to immerse players into the PCs world.
Sea Princes and Keoland. We are currently accepting Currently, a small list of Campaign Groups exist,
petitions for areas within these developed regions. including guilds, religious groups, military groups and
Authors interested in different regions should see political groups within each region of the campaign with
Specific Area Organizations. new Campaign Groups being introduced via story.

Artists Specific Area Organizations


The addition of art to the campaign provides a strong Specific Area Organizations (SAOs) are a vital part of
visual to the creative world of Greyhawk. Artists should Greyhawk’s return to fame. SAOs are a group of people
have experience in graphic design, conceptual design (4-8) in a real-world, geographical area that develop a
and/or geographical design. While we intend to stay specific location in Greyhawk. The group is responsible
true to the Greyhawk setting, as Flanaess is rebuilt, it for creating story lines, writing adventures, running
needs new, updated representations of maps and adventures, developing regional groups, and organizing
cartography, renderings of monsters and NPCs, and events where Greyhawk Reborn is run for players. The
icons of Greyhawk heraldry. group works with the GHR Leads to preserve campaign
continuity across all regions. The specific location to be
Editors developed in Greyhawk can range from one specific
town and surrounding area to a large area such as a
With great authorship, comes great editors. Editors province or even a small country. The GHR Leads
review, edit, modify, consolidate and format across the approve an area based on the in-game location, the
various written documents of the campaign. They get a geographical location, the number of SAOs offering to
sneak peak of new adventures, get to work on organize and the available player base. Feel free to
supporting documents to improve the campaign contact the GHR Leads to petition for a particular
integrity, and provide the service of improving each location.
document to provide an incredible play experience for
players and a simple, efficient document for DMs.

Getting Involved
Do you want to be part of the Greyhawk Reborn experience? Please contact us at [email protected] with the
following information to introduce yourself!
 A brief introduction of yourself including where you are living and your gaming background.
 In which position(s) listed above are you interested in helping to shape Greyhawk Reborn? Why?
 Provide samples/commendations of any previous experience with writing, organization, development, and/or art.
Expect an email from one of the GHR Leads that will introduce himself or herself and work with you one-on-one through
the “Getting Involved” process. During that time, we will get to know you and your skills and give you specialized
instruction based on your position(s) of choice!
Do you have something specific in mind that you can offer that is not listed above? We are interested in hearing from
you! Send us an email to [email protected] with the bulleted information listed above and tell us about your
ideas!
29

You might also like