TEXT: Bandit Kingdoms - Adventuring Company Guidelines 11/16/2001 
  Page 1 
  Adventuring Companies
  Player Run Organizations Guidelines
  Player-Run 
  Organizations 
  (Adventuring 
  Companies, 
  Bandit 
  Gangs, 
  Clans, 
  Commonwealths, 
  Households) are created and controlled by players and their characters.  Adventuring Companies are 
  created when individuals come together in a common interest, whether religion, race, community, moral, 
  or ethical beliefs.  By joining with like-minded brethren, the members of the group build a support 
  structure that will help them in their careers as well as provide them comrades and companionship in 
  their tasks. 
  Benefits 
   
  Adventuring Companies allow a group of 
  regular players to play their PCs together and 
  receive an in-game benefit for doing so.  A table 
  with four or more characters from the same 
  organization qualifies that table as a company 
  table and the members of the group may receive 
  all of the benefits of membership.   
  Scenarios played outside of the Bandit 
  Kingdoms region (TX/OK) may or may not 
  recognize the company status and benefits.  The 
  table judge or local Triad will determine this. 
  Company Resources 
  Company members may donate gold to the 
  company treasury at any time, 
  however 
  influence points must be donated to the 
  company at the time that they are awarded. 
  Certed potions and scrolls can be traded to 
  the company for use at Company Tables.  It may 
  be done at any time, and should be handled as if 
  the item was being traded to another character 
  (with notations on the cert including the 
  adventuring company’s name, the date, and the 
  signature/RPGA # of the trader).  Other certed 
  items may also be sold, with the sale value of the 
  items (50% listed value) added to the company 
  gold pool. 
  Certed items, gold, and influence points are 
  only accessible for use during Company tables 
  and should the organization disband the PRO 
  Coordinator will redistribute the items, gold, 
  and influence to the players as they wish so long 
  as all members agree.  The Coordinator or the 
  Bandit Kingdoms Triad will handle all disputes. 
  Influence Discounts
  Companies 
  associated 
  with 
  a 
  patron 
  organization receive a discount on the influence 
  point costs of spells and services obtained thru 
  the patron.  The influence point costs are treated 
  as one “rank” lower for all purposes (i.e., 1 
  becomes 0, 3 becomes 1, 6 becomes 3). 
  Households
   
  If an adventuring company owns property 
  in the Bandit Kingdoms, members of the 
  company may receive discounted lifestyle costs 
  in regional and adaptable scenarios.  Each 
  property has a value of how many inhabitants it 
  may support at a given lifestyle.  As long as the 
  number of company members is less than the 
  maximum, all of the members get the listed 
  lifestyle at half cost.  If the number of company 
  members is greater than the allowed inhabitants, 
  but less than double the amount all residents 
  may receive the next lower lifestyle at half cost 
  (for example, a property rated at common could 
  support twice the normal inhabitants at a poor 
  lifestyle). 
   
  The company may restrict who resides at 
  the property in order to prevent overcrowding.  
  Restrictions should be noted on the company log 
  sheet.  Company members exceeding twice the 
  capacity of the property do not receive the 
  benefit of the property (least senior members of 
  the company, unless otherwise noted on the 
  company log). 
   
  A member of the company can allow the use 
  of their property to the group, however, be 
  aware that if the member dies permanently, he 
  may not will the property to the group, per the 
  LG rules regarding character wills. 
  
  Bandit Kingdoms - Adventuring Company Guidelines 11/16/2001 
  Page 2 
  Patrons
  Patrons provide many of the resources that 
  allow smaller groups to function and survive in 
  the Bandit Kingdoms.  While adventurers may 
  team together to try and make their own way in 
  the world, its is often a patron’s influence that 
  can mean the difference between a groups 
  success or failure. 
  The relationship between a patron and its 
  followers is a symbiotic one.  In exchange for its 
  influence and support, the patron expects favors 
  and respect from its followers.  A group will 
  find that over time they will adopt many of their 
  patron’s enemies for their own. 
  The patrons currently available for player-
  run organizations:  
  • 
  Beory’s Druid Circle (Tangles) 
  • 
  The Oaken Copse* (Fellreev; Elves Only) 
  • 
  Defenders of Greenkeep (Fellreev) 
  • 
  Earldom of the Tangles (Tangles) 
  • 
  Ulaa (Rift Canyon & Bluff Hills) 
  • 
  Brotherhood 
  of 
  the 
  Sundered 
  Axe 
  (Redhand) 
  • 
  Johrase Mercenaries (Johrase) 
  • 
  Rookroost Thieves Guild (Rookroost) 
  Rules and Guidelines
  Membership 
  A player may have no more than one of 
  their characters in any given company. 
  Players may have multiple characters in 
  adventuring companies so long as they all 
  belong to separate companies. 
  A player may be the group contact for a 
  maximum of one company. 
  Groups must select a member to function as 
  the group contact and leader.  This individual is 
  responsible for answering all inquiries as to the 
  group's status and history.  The contact is also 
  responsible for keeping all the paperwork in 
  order and resolving in-group problems 
  Company Tables 
  A company must have at least four 
  members and the company log sheet at a table to 
  receive the full benefits of membership during a 
  scenario.  These include discounted lifestyle 
  from property, access to company supplies, and 
  influence discounts. 
  Company Logs 
  Each 
  Company 
  will 
  receive 
  an 
  organizational registry with information about 
  the group for the benefit of DM’s, including 
  membership rosters, property shared by the 
  group, and patrons. 
  Each company will also be responsible for 
  keeping log sheets for Company tables played.  
  A standard Living Greyhawk character log sheet 
  may be used.  When a log is filled, a photocopy 
  must be sent to the PRO Coordinator (either a 
  scan sent via e-mail or physically by mail).  
  Membership Certificates 
  Adventuring Companies may design and 
  print certificates for its members.  However, 
  these certificates do not grant the members any 
  benefits other than those listed above. 
  The certificates may not have the Bandit 
  Kingdoms shield logo and should clearly state 
  that 
  the 
  organization 
  is 
  a 
  player-run 
  organization. 
  If the Company does not wish to create its 
  own certificates, the PRO Coordinator will 
  create plain certificates with the necessary 
  information to be distributed by the Company 
  Leader.  The cost for these certs is 3 for $1 for 
  black and white, 3 for $2 for color. 
  
  Bandit Kingdoms - Adventuring Company Guidelines 11/16/2001 
  Page 3 
  Creating a Player Run Organization
  To create a new adventuring company, send the following information to the PRO Coordinator 
  (rzlittle@austin.rr.com).   
  • 
  Organization name and type (Adventuring Company, Clan, Guild, etc)  
  • 
  Organizational leaders (characters and their associated player's name)  
  • 
  Organization size and number of members  
  • 
  A full roster and real life point-of-contact (including name, RPGA#, e-mail, and mailing address) 
  • 
  Criteria or trial necessary to join the organization � 
  • 
  Company's patron (if it has one) 
   
  The following information is optional (and doesn’t need to be submitted), but will help flesh out the 
  company. 
  • 
  Races (allowed or present)  
  • 
  Company symbols and/or heraldry  
  • 
  Company motto  
  • 
  Company's prime deity   
  • 
  Base of operations  
  • 
  Social demeanor and general alignment  
  • 
  Chain of command  
  • 
  Company features, dress, tattoos, etc  
  • 
  Allies  
  • 
  Rivals or enemies of the company  
  • 
  General history and founding members  
  • 
  Mission history  
  • 
  Company laws, traditions, rules, and code of 
  honor  
  • 
  Punishments for breaking company laws, 
  traditions, rules, or the code of honor  
  • 
  Nonstandard holidays/festivals that the 
  company celebrates  
  • 
  Special events that affect the company 
  (weddings, births, deaths)  
  • 
  Company's (not specific characters) attitude 
  towards various races/places/deities/groups 
  • 
  Company’s dues, tithing, and/or 
  requirements  
   
  �  Only information detailed in the three core books (i.e., PH, DMG, MM) may be considered "required."  If additional information 
  from supplemental books (i.e., a feat from a class handbook, etc.) is used, it must be considered "recommended" and will not 
  prevent the inclusion of a character in an organization. 
  These rules are subject to change without notice.  Produced by Robert Little, Player-Run Organizations 
  (PRO) Coordinator rzlittle@austin.rr.com  November 16, 2001.   Thanks to Rydia Vielehr and Jason 
  Bulmahn of Highfolk for their assistance. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/PROGuidelines.pdf