Grand Diplomat wrote:Since I understand us to be starting.
I would like Magda and the Findamancer (Assuming Gfly or Werebiscuit don't have other plans) to come with me to discuss our options with Luglug. While we talk I want the Knight, scout and stabbers in one stack to thoroughly search the entire hex for anything that can be used, rations and supplies for mending equipment.
Unless anyone has other thoughts?
Here is a list of information questions, feel free to answer when it's best for you:
Can I get some more details on what we know of the land around about?
Can I also get some more information on the capabilities of the Knight?
Can also like to get the stats for all units?
How many shmuckers are in my purse?
If Werebiscuit wants, he can swap playing the archer for playing the Knight, (which can also be a Archer capable unit if desired), though not required.
As for Luglug, Columbii units changed to barbarian near the end of the fight. It was at this point in time that the alliance with Luglugs tribe was broken, because one side in the alliance ceased to exist.
You're not sure why he is claiming to be a chief yet, but that's good because you can only negotiate with chiefs. It seems you have newly discovered that negotiating with natural allies is still possible to do even if you're a barbarian commander.
It took 47 turns across the ocean, expending collective move via sailing AND using the built in move inherent to the turnamancy/dollamancy boat, to reach the shore of this far-away land. It then took 5 turns of very rough inland travel from the coastal hex through jungle, and at least one river crossing to get to the ruins.
So far you have encountered Ocean Hexes, Sea Hexes, Reef Hexes (good thing you had a findamancer to find a way through them) Beach Hexes, Light Jungle Hexes, Jungle Hexes, Heavy Jungle Hexes, Jungle Hexes with River (good thing Luglug could make a raft), Jungle With Hills, and a Ruin Hex with Jungle Subtype. (At some point I'll make a map for you all w/ hexagrapher
As for the Knight and Unit states, just pick one of the various homebrew rule systems others have already made and stat them up yourself, just so long everyone agrees on what is being used.
I'd keep the Knight somewhat vague for now in case someone joins and wants to use that character.
Originally our purse was at zero. A level 2 warlord has a maximum purse limit of 2,000 schmuckers. (The Findamancer's purse is also capped at 2k, but is currently empty) As for the total, the first thing you did was loot the fallen level 5 warlord's purse. (however it doesn't mean that he had 5k on him) Find out the total upkeep (w/out rations) cost of all 8 units and multiple that number by 6. This is how much is in your purse. If this value is over 4000, (2k for the warlaord and 2k for the caster) the amount over 4k is going to disappear at dawn if its not spent somehow.