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I'm a longtime Pathfinder GM. For a change of pace, my players and I want to do some Pathfinder society events (and open them to the public). I was fairly active in Living Greyhawk years ago, so I'm reasonably familiar with how organized play works. However, neither me nor my players have ever played pathfinder society. Since we live in Hong Kong its very unlikely there will ever be a local game unless we organize it, and even online games are scheduled at time that make it impossible to attend. So, I'm looking for advice about how to start from zero. Any general advice is appreciated, but in particular I'm looking for specific advice about:
Thanks. Any help is much appreciated. Brian McDaniel ![]()
Inspired by Stranger Tides (the book by Tim Powers), I've decided to make juju magic a theme of my shcakles campaign. Below is a bit of campaign background that I thought others might be interested in. Not all Golarion souls travel to the Outer Sphere upon death. The souls of ancestor worshippers often linger in the material plane. One of the strangest and most-developed ancestor worship systems is the Juju magic of Garund. The spirits of Juju initiates stay near the place they died, usually in the ethereal plane. (Incidentally, this is why juju initiates fear dying away from their homeland, particularly at sea.) A few spirits become ghosts, but most lack the ability to manifest. These spirits are called "ombers" or "drogues." A typical omber cannot manifest in the material plane, but may be able to influence the material plane in a small way. For example, many juju sorcerors "cast" spells by invoking a particular omber attached to the sorcerer. Ombers are not static. An omber that is not fed with sacrifice and veneration, will slowly fade away. Contrariwise, some ombers grow in power and status. The most powerful are known as "wendos" or "loas." These spirits are able to manifest many different effects over long distances. However, wendo are usually willful, requiring very particular rituals to get their attention and help. For example, Baron Samedi likes the colors black and red, and is attracted by smoldering fires. By their very nature, wendo have warped, inhuman personalities. Wendos tend to be regional, with their power fading over distance. Like humans, wendos often organize themselves into groups, based on their region or theme. Some of the most well-known wendos in the Shackles are listed at the end of this text. The most well-known wendos tend to be powerful, but it can be difficult to capture their attention. Most juju wendifa have a more personal connection with a handful of ombers or lesser wendos. In practice, Juju tends to be syncretic, incorporating bits and pieces of more established and universal religions into their rites; many juju wendifa even identify wendos with particular gods. However, most organized churches view juju as strictly heretical, and work hard to keep the taint of juju outside the faith. The wendifa say that this is because the distant gods are jealous of souls, and have lost touch with humanity. One of the distinguishing features of juju magic is the use of fetishes. Juju fetishes are charms with finite lifespans, created for the purpose of aiding or harming the possessor, and bound to a particular omber. Many fetishes take the form of ensorcelled pouches about half the size of a human hand, made of skin or leather and containing bones, vegetable matter, stones, spices, broken pottery, hair, blood, grave dirt, and other such ingredients. The exterior may be dyed, or strange scratches may be worked into the surface. On occasion, some other item may be sewn onto the surface, such as the severed foot of a chicken tied with colored ribbon, or a frog’s leg bone etched with strange patterns. Well-Known Wendos in the Shackles Baron Samedi (Lord Saturday). One of the most powerful wendo in the Shackles, Baron Samedi is pictured as a black man in formal clothing (including a tophat) with a skull's head. His concern is death, undeath, and protection from death, as well as lust, lewdness and obscenity. He has no weapon, but is attracted by the colors black and red, by smoldering fires, tobacco, blood and by rum steeped with hot peppers. Brigette. Brigette is depicted as a woman, often dressed in black, and carrying gold or dice. Her concern money, luck and black magic. She is said to be the wife of Baron Samedi and is very subtle. She has no weapon, but her colors are black, gold and purple. She is attracted by scattering gold dust, dice (either loaded or not), bones and bonemarrow and the sacrifice of black goats or chickens. Donma Goko. Donma Goko is relatively unusual among the wendo because her location is not a secret. She manifests at Ongongte Overlook on Mgange Cove. Donma is a companion to Mfuello. Her concern is with weather, the sky and travelling over water. Her weapon is a blackened knife. Her colors are black with white or silver decoration, and she is attracted to the ripping of wet, black felt and tarnished silver. Ezulie. Ezulie is a relatively new wendo, who gained much of her power by tricking and devouring an older female wendo. Her concern is fertility, love and lust, but also deceit, trickery and treachery, and somewhat paradoxically, virginity and purity. She is depicted either as a fat, dark woman with exaggerated sexual characteristics or as a demure, mulatto girl. Her weapon is a tooth. She is attracted by the colors green, red and yellow, by fruits, and acts of sexual congress. Maitre Carrefor (Master Crossroads). Maitre Carrefour is the master of crossings, gates and obstacles, and by extension the barrier between the material and spirit worlds, as well as the barrier between life and death. Many wendifa invoke him before contacting any other wendo. He is depicted as an old man in a sitting position. His concern is with spirits, magic, planar travel and death. His weapon is a baton, his color is white and he is attracted by intricate, four-sided patterns, opium and incense. Sometimes, he is also associated with elephants. Mfuello the Journeyer. Mfuello is a powerful but distant wendo originating from the interior of Garund. His primary concern is overland travel, and thus is not often invoked in the Shackles, except in concert with Domma Goku. His weapon is the shortspear, and he is attracted by red and brown dust in alternating lines. Ogoun. Also known as the warrior. Ogoun is thought of as straightforward and effective. Ogoun is concerned with combat, fire and smithing. His weapon is a machete, cutlass or any other iron weapon and his colors are red, black and gray. He is attracted by lava, volcanoes, rum steeped in gunpowder or charcoal, and blood. Profonomme (Deep Man) This wendo is always depicted as a drowned man with white skin and empty eyes. He is concerned with ocean depths, storms (especially the Eye of Abendigo), drowning, secrets and lost hopes. Juju sailors will always start a journey by throwing gold or copper overboard at the beginning of a journey. His colors are blue and blue-green, and he is attracted by treasure thrown overboard, especially gold and verdigris copper, empty bottles, and squids or octopus. Serpe Roy (Snake King). Also known as the wise brother, this is a very powerful but distant wendo originating from the interior of Garund. He is said to be extremely ancient, perhaps even pre-dating the presence of humans in Garund. Serpe Roy is concerned with knowledge, illusion and mind-control. His colors are green or a rainbow of colors. His weapon is the quarterstaff, and he is attracted by snakes, especially by cobras and snakes eating roosters, and poisons. ![]()
Hi All, Like a lot of other people, I wasn't very happy with the kingdom building rules presented in Rivers Run Red, so I drew up some alternative rules, presented below. Complaints and Objectives
So my rules presented below. Nicely formatted Microsoft Word version available upon request. Introduction Spoiler:
A major part of the Kingmaker Adventure Path is the creation of a kingdom. These rules describe how kingdoms are created and evolve, including the resources, improvements and towns within a kingdom. Running a kingdom also involves raising, maintaining and leading armies against your kingdom's enemies. Rules for these activities will be provided later, however items presented in these rules are useful to help your kingdom's military. Kingdom Phases Spoiler:
Kingdom activities are abstracted to occur in four phases, which together represent a month of game time. The four phases are upkeep, improvement, income and events, and are described below. Upkeep Phase
Improvement Phase
Improvement Limits
Income Phase
Event Phase
Establishing a Kingdom Spoiler:
You begin with a certain amount of BP in your kingdom's treasury, granted by the swordlords of Restov and other patrons, depending upon your success at attracting patrons at the time of the kingdom's founding. Check with your GM for the exact amount. Your first task is to choose a system of government. It would be simplest to base your kingdom's government on the Brevic system, with which the PCs will be generally familiar. Brevoy is ruled by an absolute monarch who governs through laws and is assisted by a council of advisors. It is possible to choose an alternative form of government such as a constitutional monarchary, rule by committee, a theocracy, a government organized along feudal lines, a republican government with voting citizens or any number of other choices. If you choose a non-Brevic system of government, let your GM know your decision, and he will advise you of any rule changes. For simplicity's sake, the remainder of these rules assume your kingdom uses the Brevic system of government. During your kingdom's first month, you will skip the upkeep phase (since you have settled no hexes) and proceed directly to the improvements phase. You should select leaders for your new kingdom from among the PCs and cooperative NPCs (who may need to be convinced to accept an office). You will then settle the first hex of your kingdom. At the beginning, you should start modestly, building income-producing hex improvements like mines and logging camps, as well as plenty of farmlands to keep your consumption low. Be careful not to over-expand too quickly. You will probably want to decide early on a location for a capital; some good choices would be Oleg's (if you can convince him), or some other location that may give free town improvements and has access to waterways. Remember that to establish a town, you will need a logging camp. Kingdom Terms and Concepts Spoiler:
Alignment: A kingdom has an alignment that reflects its basic outlook manner of governing. A kingdom may have any of the same nine alignments as PCs (i.e. good/neutral/evil and lawful/neutral/chaotic). A kingdom's alignment does not need to be identical to the alignment of its ruler or other leaders, but some leaders may try to influence a kingdom towards their alignment. A kingdom's alignment affects its statistics. • Lawful kingdoms gain +2 to its economy modifier. • Chaotic kingdoms gain +2 to its loyalty modifier. • Good kingdoms gain +2 to its loyalty modifier. • Evil kingdoms gain +2 to its economy modifier. • Neutral kingdoms gain +2 to its stability modifier (a true neutral kingdom gains this bonus twice). Automatic Income: Many hex improvements generate automatic income, measure in BP, every month for a kingdom. A kingdom will receive its automatic income during the income phase. Build Points (BP): A kingdom's resources are measured in build points (abbreviated BP). BPs primarily represent durable physical capital such as timber, stone, metals, tools, livestock, seeds and money, but also intangibles such as goodwill, labor, favors, recruiting, social capital, etc. BPs are not resources that the kingdom's rulers own, instead they are the resources of the entire kingdom. BPs are not directly translatable into money, although PCs can deposit and withdraw gold pieces into the treasury to add or subtract BPs at the risk of increasing unrest. BPs are usually added to the treasury during the income phase and spent during the upkeep phase (as consumption) or the improvement phase (to build hex improvements or buildings). Consumption: A kingdom's consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its consumption, its unrest increases by 2. Normally, a kingdom's consumption is equal to (a) its population divided by 250 (round up any result of .5 or more) plus (b) its stagnation value, minus (c) 2 per farmland, and adjusted by (d) laws. However, during winter months, farmlands only reduce consumption only by 1 per farmland (instead of 2). Control DC: A kingdom's control DC is 20 + its size; this value is the DC you'll be rolling against most often with your kingdom's stability, economy, and loyalty checks. Defense: Defense modifiers are used with army combat (which are beyond the scope of these rules, but will be presented in later rules). Economy, Loyalty and Stability Checks: An economy, loyalty or stability check is analogous to a saving throw. A kingdom will have economy, loyalty or stability modifiers, similar to how a character has fortitude, will and reflex saving throw modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
Extra Income: Kingdom income, measure in BP, generated during the income phase if the kingdom succeeds on an economy check against your control DC. If the check is successful, divide your result by 4 (dropping any fractions) and increase your treasury's BP by that amount. Hex Improvements: Hex improvements such as roads, farmlands, logging camps, mines, orchards and vineyards are located in a specific kingdom hex. Hex improvements have an immediate BP cost but provide ongoing benefits. Towns are a special type of hex improvement that allow you to build town improvements. Many hex improvements have special prerequisites or can only be placed in special hexes. Improvements: See hex improvements and town improvements. Income: See automatic income and extra income. Leadership Roles: PCs or NPCs can take leadership roles for your kingdom. A PC or NPC can fill no more than one leadership role. Not all leadership roles must to be filled. Leaders can affect a kingdom's statistics, kingdom events and roleplaying activities. Population: A kingdom's population is equal to 250 times its size plus the total population of each of its towns. The population of a town is 25 times the sum of its economy, loyalty, stability and defense modifiers. Population affects your kingdom's consumption. Size: The number of hexes your kingdom has settled. This number affects a kingdom's population and its control DC. Stagnation: A kingdom's stagnation value represents how much a kingdom's economy is diverted to non-productive uses such as protecting guild interests, bribery or tax avoidance. Stagnation is applied to increase a kingdom's consumption without any benefits. Stagnation scores are usually changed through kingdom events or roleplaying. Town: A special type of hex improvement that allows you to build town improvements. Town Improvements: Affect your kingdom's economy, loyalty, and stability modifiers or otherwise give special bonuses. Treasury: A kingdom's treasury represents BPs available for future use. Generally, BPs are added to the treasury during the income phase, and spent as consumption during the upkeep phase or to buy improvements during the improvements phase. Unrest: A kingdom's unrest value indicates how rebellious its people are. A kingdom's unrest score is applied as a penalty on all stability, economy, and loyalty checks. If a kingdom's unrest is above 10, it begins to lose control of hexes it has settled. If a kingdom's unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all stability, economy, and loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom's would-be leaders, and may be impossible. Unrest can never go below 0—adjustments that would normally reduce unrest lower than 0 are wasted. If an improvement affects unrest, it does so once at the time it is created. Vassal: A vassal, or fief, is a political subdivision that provides resources and support to your kingdom. Although a vassal may be part of your kingdom from a legal or political perspective, it is not considered part of your kingdom for purposes of the kingdom-building rules. Vassalage may be established on whatever terms are agreed upon between your kingdom and the vassal; typical terms would be for the vassal to give one-quarter of its BP to your kingdom and to provide an additional army during times of declared war.
Hex Improvements Spoiler:
Hex improvements such as farmlands, logging camps, mines and vineyards provide raw resources for your kingdom. Towns are a special type of hex improvement that allow you to build Buildings. Hex improvements are located in a specific kingdom hex. Except for roads, each hex can only have a single hex improvement. Hex improvements are purchased in the improvement phase. Many hex improvements have special prerequisites or can only be placed in special hexes. The number of hex improvements you can make during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits. Hex Improvements Summary
Farmland: You can develop farmlands to help sustain your kingdom's consumption.
Fort: A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Knight's Estate: You can establish estates to support knights or other military retainers pledged to your service.
Logging Camp: You can establish logging camps in forests to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
Mine (Base): You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper.
Mine (Exotic): You can establish mines in mountains to supply your kingdom with exotic metals such as mithril or adamantine.
Mine (Precious): You can establish mines in hills or mountains to supply your kingdom with precious metals such as gold and silver. Precious metal mines often increase unrest as miners rush to establish claims.
Orchard: You can grow fruit for your kingdom in orchards.
Quarry: You can establish quarries in hills or mountains to supply your kingdom with stone.
Peat Cutting: You can cut peat in swamps to supply your kingdom with fuel.
Road: You can build roads to speed communications throughout the kingdom, improving its economy and stability.
Stronghold: A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Town: Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital.
Vineyard: Vineyards grow grapes and process them into wine.
Towns and Town Improvements Spoiler:
Towns are essentially the sum of their parts, and their parts are town improvements. town improvements are created during the improvement phase by spending BP. Basic town improvements increase your kingdom's economy, loyalty and stability modifiers. Other town improvements can affect a town's defense, market for magic items, help implement laws, etc. The number of town improvements you can create during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits. Unlike a hex, each town can have many improvements; however, except for the basic improvement, a town can only have one of each improvement. Town Improvements Summary
Basic Improvements Economy/Loyalty/Stability Improvement: Create buildings and institutions that further your kingdom's economy, loyalty or stability modifier.
Defense Improvements Guard Tower: The most basic of defensive fortifications. It may also serve as a gatehouse or prison.
Palisade Wall: A wooden wall surrounding the town.
Curtain Wall: A stone wall surrounding the town.
Castle: Incorporating a keep, walls and a gatehouse. A castle serves as a lord's residence, as well as the focal point of town defenses.
Royal Castle: An improved castle and palace that emphasizes the ruler's power and prestige as much as defenses.
Law Improvements Arena: A large public structure for competitions, demonstrations, team sports, or gladiator fights.
Cathedral: The focal point of a town's worship and religious activities.
Mint: This powerful institution converts precious metals to the kingdom's coins
Magic Item Improvements Black Market: A network that sells or buys stolen, dangerous or illegal goods or services. Black markets attract criminals to your town.
Magister's Tower: A workshop and study for the kingdom's leading arcane spellcaster.
Market: An open area maintained by the town for small, temporary or itinerant merchants, or other outdoor mercantile pursuits.
Master Forge: A magical smithy specialized in powerful weapons and armor.
Sacred Precinct: A holy (or unholy) site blessed by the gods.
Town Characteristics
Buy Limit: A town's buy limit is an approximation of the value of magic items that can be found for purchase within that town. A town's basic buy limit is given by the table above, but can be modified by town improvements. There is a 75% chance that any item with a value equal to or less than the buy limit can be found for sale in the town with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 month. A town will likely have several magic items for sale that are more valuable than its buy limit. Sell Limit: A town's sell limit is the most money that someone in the town can spend to purchase any single item from the PCs. Like the buy limit, a town's sell limit can be modified by town improvements. If the PCs wish to sell an item worth more than a town's sell limit, they'll either need to settle for a lower price, travel to a larger community, or search for a specific buyer with deeper pockets. Spellcasting Level: A town's spellcasting for hire is limited by the level of the available spellcasters in town; the number shown is the highest-level spell generally available for purchase from spellcasters in the town. A town's spellasting level can be modified by town improvements. Specific NPCs (and the PCs of course) may be able to cast spells of higher level.
Rule of Diminishing Returns Spoiler:
At the GM's discretion, if your kingdom is becoming unbalanced because it has too many of a certain type of hex or town improvements, the next improvement of that type may provide half or no benefits. The GM will usually warn you if this will occur. Laws Spoiler:
Your kingdom's Laws have several effects. Promotion, Taxation and Festival Laws increase your kingdom's Stability, Economy, and Loyalty modifiers. Other laws can help your kingdom deal with Unrest, change alignment or move the capital. Promotion Laws: Promotion Laws can include recruitments, advertisements, and even propaganda campaigns.
Taxation Laws: Tax Laws are require payments from a kingdom's subjects to help pay for your kingdom's needs.
Festival Laws: Festival Laws, including parades and other public events, can increase the kingdom's happiness and loyalty.
Martial Law: While Martial Law is in effect, your kingdom's Unrest is reduced by 1 each month. However, while Martial Law is in effect, your kingdom cannot settle new hexes nor build new Hex or Town Improvements. Moreover, while Martial Law is in effect, and for an equal period thereafter, your kingdom's Loyalty modifier is reduced by 4. Alignment Law: You can change your kingdom's alignment. If you change your kingdom's alignment by one step and no more than once per year, increase Unrest by 1. If you change your kingdom's alignment by more than one step increase Unrest by 1d6. If you change your kingdom's alignment more than once per year, increase Unrest by an additional 1d6 each time alignment is changed (after the first). Capital Law: You can change your kingdom's capital. If changed to any larger town, Unrest will increase by 1. If you change your kingdom's capital to an equal size or smaller town, increase Unrest by 1d4.
Leadership Roles Spoiler:
A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom. Leaders can be grouped into three types: the ruler, essential leaders (the marshal, the master of the commons and the treasurer) and nonessential leaders. In order for a leadership role to grant its bonus, the character filling that role must spend at least 1 week per month engaged in various leadership duties (and must be in appropriate places within the kingdom). For this campaign, it's best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for "adventuring duty" at the same time. A single character can only occupy one leadership role at a time. Each leadership role has a benefit and, if the rule or essential leaders are vacant, may impose penalties on the kingdom. Leadership roles also have one or more key abilities which are important for roleplaying reasons but do not directly affect kingdom management rules. For example, a besieging army may make a check opposed by the Master Builder's Knowledge (Engineering) check to find a weakness in town walls, or a Spymaster may make a Perception check to notice the signs of an impending drug epidemic. Leadership Roles Summary
Ruler
Essential Leaders Master of the Commons: Sometimes known as the Chancellor. The Master of the Commons serves as the chief counselor to the ruler and is charged with the responsibility of ensuring that the will of the kingdom's subjects is represented. Often, this role is taken by heroes who capture the public imagination
Marshal: Sometimes known as the Lord Commander. The Marshal leads the realm's armies and militias. The Marshal may also serve as general of an army.
Treasurer: Sometimes known as the Master of Coin or Keeper of the Coin. The Treasurer manages the kingdom's finances, collects taxes and regulates economic activities.
Non-Essential Leaders
Constable: Sometimes known as Border Warden or the Master of the Hunt. The Constable patrols the kingdom's borders and outlying areas, watching for incursion and dispensing frontier justice.
Grand Diplomat: The Grand Diplomat is in charge of a kingdom's foreign relations, meeting with diplomats posted to the kingdom.
High Justicar: Sometimes known as the Master of Justice. The High Justicar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
High Priest: The High Priest guides the kingdom's religious needs and growth.
Master Builder: The Master Builder is in charge of developing the realm's infrastructure.
Magister: The Magister supports the magical needs of the kingdom.
Royal Executioner: Sometimes known as the Royal Headsman or the Royal Assassin. His imposing presence inspires fear among the kingdom's subjects, but his methods are unpopular.
Spymaster: Sometimes known as the Master of Whispers. The Spymaster observes the kingdom's underworld and criminal elements and spies on other kingdoms.
Steward: Sometimes known as the Master of the Royal Household or the King's Hand. The Steward serves as the ruler's assistant and secretary. With a weak or foolish ruler, the Steward may serve as the "power behind the throne."
Verderer: Sometimes known as the Master of Gardens or the Forest Warden. The Verderer is charged with overseeing agriculture and natural resources.
Licenses Spoiler:
PAIZO COMMUNITY USE POLICY This ruleset uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This ruleset is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Adventure Path volume #32: Rivers Run Red. © 2010, Paizo Publishing, LLC; Author: Rob McCreary Quickling from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Rock Troll from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene. Scarecrow from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scythe Tree from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene. Two-Headed Troll from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Oliver Charles MacDonald Tome of Horrors II. © 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb, and Monte Cook. Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene with Casey Christofferson, Eric Balsley, Kevin Baase, Lance Halvermale, Travis Halvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb, and Bill Web. Kingdom Tracking Sheet Spoiler: Name: ____________________ Size: _____ [number of hexes settled] Population: _____ [250 x Size + Town Population] Control DC: _____ [20 + Size] Consumption: _____ [Population/250 – Farmlands x 2 (1 in winter) – Adjust for Verderer] Auto. Income: _____ [modifiers from Hex Improvements] Economy: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders] Loyalty: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders] Stability: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders] Treasury: _____ Unrest: _____ [apply as penalty to all Economy, Loyalty, Stability checks] Stagnation: _____ [increase Consumption] Hex Improvements Farmlands: _____ [Reduces consumption by 2 (1 in winter)] Fort: _____ [Stability +1] Knight's Estate: _____ [Stability +1] Logging Camp: _____ [Automatic Income +1, Stability +1] Mine (Base): _____ [Automatic Income +2, Economy +1] Mine (Exotic): _____ [Automatic Income +4, Economy +1] Mine (Precious):_____ [Automatic Income +4, Economy +2] Orchard: _____ [Automatic Income +1, Loyalty +1] Peat Cutting: _____ [Automatic Income +1] Quarry: _____ [Automatic Income +1, Stability +1] Road: _____ [Economy +1/4, Stability +1/8] Stronghold: _____ [Stability +2] Town: _____ [Special] Vineyard: _____ [Automatic Income +1, Loyalty +1] Alignment and Laws in Effect Promotion: _____ [Increase Stability, increase Consumption] Taxation: _____ [Increase Economy, decrease Loyalty] Festival: _____ [Increase Loyalty, increase Consumption] Martial Law: _____ [Unrest -1 each month, Loyalty -4 for long period, other ill effects] Leadership Name Modifier
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Sirs, I have recently received spam email addressed to the email account I use only for Paizo purposes. I create a custom email address for each business/website I interact with in the form paizo@bmcdaniel.XXXX.com. I have only used this email address at the Paizo website so I am confident to a moral certainty that the problem originates from Paizo. I will block this email address and change the email address I use for Paizo, but before I do, can you please describe your policy about circulating customer email addresses outside Paizo, and let me know what steps you are taking to make sure that this doesn't happen again. Obviously, I think this is an extremely serious matter. Yours, Brian McDaniel |