TEXT: Bandit Kingdoms Judge Guidelines 
  Prepared by Tim Marling, Metacampaign Coordinator for the TX/OK Triad, email timothy.marling@stanfordalumni.org, Version 0.1, May 2001. 
   
  A Few Words 
  This document is meant to provide judges with some quick and easy 
  guidelines for judging scenarios in the Bandit Kingdoms region of the 
  LIVING GREYHAWK™ campaign (which corresponds to the real 
  region of Texas and Oklahoma).  The information presented here may 
  be applied for play in the Bandit Kingdoms (such scenarios must be 
  either Bandit Kingdoms regional modules, or have a regional 
  adaptation sheet available to be considered adapted for the Bandit 
  Kingdoms). 
   
  Metacampaign Organizations 
  Several notable PC metacampaign organizations exist within the Bandit 
  Kingdoms.  Each player is responsible to bring a write-up of any 
  organization to which his PC belongs.  Some give small bonuses or 
  abilities when played in the region.  As the judge, you may use your 
  discretion as to how such organizations affect the play environment.  
  Some scenarios will have notes on certain organizations during 
  encounters where such affiliations may play a role. 
   
  Adventuring Companies bear special notice here.  These 
  are player driven organizations whose purpose is to provide players 
  with a home campaign-type feel and realism to the game environment.  
  Adventuring Companies also have the opportunity to play regional 
  scenarios (not adaptables) as their company, and potentially report the 
  results as the “official” version of the campaign.  Any group wishing to 
  do so must play the event with at least 4 members of their company, 
  have the Adventuring Company log sheet in their possession, and 
  inform the judge of their intent to play the scenario as a “company 
  event.”  When the critical events summary is filled out, the judge should 
  write the name of the Adventuring Company on the form for Triad 
  review. 
   
  Magical Aid in the Bandit Kingdoms 
  Eventually, something bad is going to happen to one of the PCs at a 
  table you are judging.  The players are going to want to know what can 
  be done to save/restore/cure their PC.  Here then, is what you need to 
  know about such queries. 
   
  A big consideration of magical aid is the location of the PCs 
  at the time of the incident.  Several spells (such as raise dead) can only 
  be performed within a set time of the unfortunate occurrence.  Please 
  be conscious of this fact when players ask about magical aid.  If you 
  need to know distances to locations, consult one of the Bandit Kingdom 
  maps (found on the website), or talk to a Triad member. 
   
  Also, the spellcasting group is important.  There are only a 
  few organizations that can cast spells for the PCs in the Bandit 
  Kingdoms: the two wizards of Fort Hendricks (arcane spells) or a 
  smattering of cults and clergies not stamped out by Iuz (divine spells). 
   
  Influence Points 
  If a PC needs magical aid in the form of a spell of 3rd level or higher, an 
  Influence Point cost must be paid in addition to the spell cost.  If the PC 
  cannot meet the required Influence Point cost (they can also pool the 
  others at the same table), then they must pay an extra gp cost instead.  
  The only exception to this is the “Cult of Nerull,” who refuse to cast 
  spells for PCs unless they have the requisite Influence Points.  Here is 
  the value of Influence Points for spellcasting purposes: 
   
  1 Influence Point = 50 gp 
  3 Influence Points = 200 gp 
  6 Influence Points = 500 gp 
   
  If a PC has some Influence Points, but not enough to pay the full cost, 
  count each Influence Point individually (worth 50 gp).  Organizations 
  that do not accept Influence Points (such as many temples) cost the 
  PCs the extra gold instead.  Some Adventuring Companies may have 
  an Influence Cost break associated with them if the particular 
  spellcaster is from the organization that they have selected as a patron.  
  In such cases, the Influence Point costs are treated as one “rank” lower 
  for all purposes (i.e., 1 becomes 0, 3 becomes 1, and 6 becomes 3). 
   
  Arcane Spells 
  All arcane spells above 2nd level are cast by the two wizards of Fort 
  Hendricks.  If a trip to the Fellreev takes longer than 4 days, one Time 
  Unit must be spent in addition to the costs below.  The Time Unit cost, 
  if applicable, must be paid by each traveler on the journey.  Remember 
  the base cost formula is caster level x spell level x 10 gp.  Some spells 
  may have costly spell components and/or may require a higher than 
  minimum caster level (and should be adjusted accordingly). 
   
  Endure elements 
  10 gp 
   
  0 IP 
  Dispel magic 
  150 gp 
   
  1 IP 
  Gentle repose 
  150 gp, 2 cp  
  1 IP 
  Remove curse 
  280 gp 
   
  1 IP 
  Greater dispelling 
  660 gp 
   
  6 IP 
  Stone to flesh 
  660 gp 
   
  6 IP 
   
  Divine Spells 
  Divine spellcasting aid varies by location.  If there is not a sufficiently 
  high level spellcaster in the PC’s area, he may journey (or have others 
  carry the body) to an area with a higher-level caster.  In such 
  circumstances, if the trip takes longer than 4 days, one Time Unit must 
  be spent in addition to the costs below.  The Time Unit cost, if 
  applicable, must be paid by each traveler on the journey.  Remember 
  the base cost formula is caster level x spell level x 10 gp.  Some spells 
  may have costly spell components and/or may require a higher than 
  minimum caster level (and should be adjusted accordingly).  Listed 
  below is the geographic location, highest level NPC cleric and their 
  religion, of each major PC accessible temple in the Bandit Kingdoms.  
  Any other shrine location in the Bandit Kingdoms can be assumed to 
  have a cleric capable of casting 1st or 2nd level spells tending to it, 
  unless otherwise specified in the scenario. 
   
  • 
  Beory’s Druid Circle (Tangles) – 8th level (Beory) DRUID SPELLS 
  UP TO THE 4TH SPELL LEVEL; ADVENTURING COMPANY 
  PATRON APPLIES 
  • 
  The Oaken Copse (Fellreev) – 9th level (Rillifane Rallathil) ONLY 
  ELVES ALLOWED ENTRANCE; ADVENTURING COMPANY 
  PATRON APPLIES (IF ALL ELVES) 
  • 
  The Fellreev Druids (Fellreev) – 16th level (Obad-hai) TRIAD’S 
  PERMISSION ONLY; DRUID SPELLS UP TO THE 8TH SPELL 
  LEVEL 
  • 
  Defenders of Greenkeep (Fellreev) – 8th level (Olidammara) 
  ADVENTURING COMPANY PATRON APPLIES 
  • 
  Earldom of the Tangles (Tangles) – 11th level (Trithereon) 
  ADVENTURING COMPANY PATRON APPLIES 
  • 
  Ulaa (Rift Canyon & Bluff Hills) – 5th level (Ulaa) ADVENTURING 
  COMPANY PATRON APPLIES 
  • 
  Cult of Nerull (Fellreev) – 20th level (Nerull) MUST USE 
  INFLUENCE (CANNOT PAY INSTEAD) 
  • 
  Theocracy of Dimre (Dimre) – 13th level (Pholtus / “Ebongleam” 
  cult) TRIAD’S PERMISSION ONLY 
  • 
  Brotherhood of the Sundered Axe (Redhand) – 9th level 
  (Heironeous) ADVENTURING COMPANY PATRON APPLIES 
   
  Cure minor wounds 
   
  5 gp 
   
  0 IP 
  Cure light wounds 
   
  10 gp 
   
  0 IP 
  Endure elements 
   
  10 gp 
   
  0 IP 
  Goodberry  
   
  10 gp 
   
  0 IP 
  Cure moderate wounds 
  60 gp 
   
  0 IP 
  Gentle repose 
   
  60 gp, 2 cp  
  0 IP 
  Lesser restoration 
   
  60 gp 
   
  0 IP 
  Cure serious wounds  
  150 gp 
   
  1 IP 
  Dispel magic 
   
  150 gp 
   
  1 IP 
  Remove blindness/deafness 
  150 gp 
   
  1 IP 
  Remove curse 
   
  150 gp 
   
  1 IP 
  Remove disease 
   
  150 gp 
   
  1 IP 
  Cure critical wounds 
   
  280 gp 
   
  1 IP 
  Neutralize poison 
   
  280 gp 
   
  1 IP 
  Reincarnate* 
   
  280 gp 
   
  3 IP 
  Restoration  
   
  380 gp 
   
  1 IP 
  Break enchantment 
   
  450 gp 
   
  3 IP 
  Healing circle 
   
  450 gp 
   
  3 IP 
  Raise dead  
   
  950 gp 
   
  3 IP 
  Greater dispelling 
   
  660 gp 
   
  6 IP 
  Heal 
   
   
  660 gp 
   
  6 IP 
  Regenerate 
   
  910 gp 
   
  6 IP 
  Resurrection 
   
  1,410 gp 
   
  6 IP 
  Mass Heal  
   
  1,200 gp 
   
  6 IP 
  Miracle** 
   
   
  26,530 gp  
  6 IP 
  True Resurrection** 
   
  6,530 gp 
   
  6 IP 
   
  * The judge rolls at the table.  If the PC comes back as something other 
  than human, halfling, elf, or gnome, he is removed from play and 
  automatically becomes an NPC. 
  ** 9th level spells must be handled by a Triad member 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/Bandit Kingdoms Gazetteer/3E - Bandit Kingdoms Judge Guide.pdf