OOC

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Gerrin
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Re: OOC

#41 Post by Gerrin »

OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

I'd like to find an area, field etc where they can camp and fortify to an extent.
If a farmers field I will offer to pay 1gp per troop member. 105gp a month
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sulldawga
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Re: OOC

#42 Post by sulldawga »

To make sure we get some mercs before the deadline, I will add my request.

Two squads of mounted bowmen plus two Lieutenants.

Total of 340 gp per month.
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sulldawga
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Re: OOC

#43 Post by sulldawga »

Gerrin wrote:OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

I'd like to find an area, field etc where they can camp and fortify to an extent.
If a farmers field I will offer to pay 1gp per troop member. 105gp a month
105 gp is probably what a farmer makes in an average decade. I think we could get away with a lower number.
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thirdkingdom
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Re: OOC

#44 Post by thirdkingdom »

Gerrin wrote:OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

I'd like to find an area, field etc where they can camp and fortify to an extent.
If a farmers field I will offer to pay 1gp per troop member. 105gp a month
Go ahead and post IC with this request.
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thirdkingdom
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Re: OOC

#45 Post by thirdkingdom »

Any mercenaries hired should be recorded in the Mercenaries and Hirelings thread, along with pay requirements, commanding PC (if paid by a single PC rather than the party) and location (do they accompany the adventurers? Hang out in Junction?).
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sulldawga
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Re: OOC

#46 Post by sulldawga »

Can you post in House Rules the details on which hirelings we need to hire once we hit a certain number of mercs? Something about a blacksmith to maintain their gear?
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thirdkingdom
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Re: OOC

#47 Post by thirdkingdom »

sulldawga wrote:Can you post in House Rules the details on which hirelings we need to hire once we hit a certain number of mercs? Something about a blacksmith to maintain their gear?
It's this post: viewtopic.php?p=419575#p419575

I'll add it to the houserules when I get a sec.
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Re: IC

#48 Post by Gerrin »

OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

Looking for a helpful farmer to barrack the unused troops.

(OOC - Can't seem to find the bit about armorer and blacksmith.)
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Re: IC

#49 Post by Gerrin »

Also planning to take one squad of footmen out into the wilderness.
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sulldawga
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Re: OOC

#50 Post by sulldawga »

Are we all ready to go?
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thirdkingdom
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Re: IC

#51 Post by thirdkingdom »

Gerrin wrote:OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

Looking for a helpful farmer to barrack the unused troops.

(OOC - Can't seem to find the bit about armorer and blacksmith.)
thirdkingdom wrote:
Gerrin wrote:Would it be a better idea to hire as many, or more, as we need since we get a "freebie" of hiring what we need at the beginning?
That is certainly not a bad idea! Remember a couple of things, though, about mercenaries:

1. They're not "independent actors". They're not going to go into the wilderness alone, or into dungeons (even with the PCs).
2. They're going to need some support staff. For every 50 mercs you hire you're going to need a blacksmith (25 gp/month) and armorer (100 gp/month) to keep their gear in working order.
------

If everyone's ready to go we'll get started! Here's a rough rundown of how I do this: Each hex is divided into a number of subhexes. Unless given specific instructions about how you want to proceed I assume you guys explore it in the most efficient manner possible (i.e. basically up and down, like a sine wave). An encounter occurs when:

1. You enter a subhex with a lair
2. A random encounter is rolled (this roll is made once per day)

When an encounter occurs I'll make a post. Otherwise, I'll post a general "here's what you discovered during the day" and anyone who wants to address specific things can go back and we'll retcon it in. For now I'll do one day at a time, although I often do multiple days at a time once we get into the swing of things.

You can speed up exploration by camping, but run the risk of nighttime encounters. You can also retreat to Junction at the end of each day; it will take a little longer, but you won't have to worry about the encounters. As a general rule, the more information you can give me the happier I am and the less I will determine randomly. If you don't, for instance, give me a night watch order I will roll randomly to determine how is on watch. If someone wants to sketch what your camp looks like when you camp that's awesome. Otherwise I will randomly determine where the horses are hobbled, who's sleeping in which tent, etc.

What I don't need from you at this stage is a marching order. This exploration is more abstract than dungeon exploration.
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Re: OOC

#52 Post by Pulpatoon »

Given that we have a body of hirelings, I say we make camp at first. If nighttime encounters prove overwhelming, we can always up stakes and head back to Junction.
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sulldawga
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Re: OOC

#53 Post by sulldawga »

We're talking about short distances here so we can always camp on the other side of the river right next to the bridge. Shouldn't be too many enemies willing to attack us and the town's bridge guards at the same time.
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shaidar
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Re: OOC

#54 Post by shaidar »

sulldawga wrote:Are we all ready to go?
yup, ready
Pulpatoon wrote:Given that we have a body of hirelings, I say we make camp at first. If nighttime encounters prove overwhelming, we can always up stakes and head back to Junction.
I like this idea.
sulldawga wrote:We're talking about short distances here so we can always camp on the other side of the river right next to the bridge. Shouldn't be too many enemies willing to attack us and the town's bridge guards at the same time.
If we do need to back off at night, then this is a good compromise to try first.
Last edited by shaidar on Thu Jun 06, 2019 7:53 pm, edited 1 time in total.
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Re: OOC

#56 Post by Gerrin »

shaidar wrote:
sulldawga wrote:Are we all ready to go?
yup, ready
Pulpatoon wrote:Given that we have a body of hirelings, I say we make camp at first. If nighttime encounters prove overwhelming, we can always up stakes and head back to Junction.
I like this idea.
sulldawga wrote:We're talking about short distances here so we can always camp on the other side of the river right next to the bridge. Shouldn't be too many enemies willing to attack us and the town's bridge guards at the same time.
If we do need to back off at night, then this is a good compromise to try first.
Agreed on both points
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thirdkingdom
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Re: OOC

#57 Post by thirdkingdom »

Gerrin wrote:OK, here is my mercenary request

3 squads of light infantry - 180gp
3 lieutenants - 69gp
2 squads of bowmen - 280gp
2 lieutenants - 54gp

Monthly cost - 583gp

I'd like to find an area, field etc where they can camp and fortify to an extent.
If a farmers field I will offer to pay 1gp per troop member. 105gp a month
Can you add these troops to the Mercenaries thread? I also saw a post IC about the mercs. According to p. 48 of LL Basic the troops are armed as follows:

1. Light infantry: sword, shield, leather armor.
2. Bowmen: sword, short bow, leather armor.

They could certainly be outfitted with javelins or spears, but you'd have to buy those separately.
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thirdkingdom
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Re: OOC

#58 Post by thirdkingdom »

Just a note that I have updated the class document to include the dervish, the guardians of faith. The new link is in the first post of the Houserules thread.
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shaidar
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Re: OOC

#59 Post by shaidar »

cool, I'll take a look.

Does Newton's Wilderness Creature knowledge skill cover killer bees and if so can I roll to find out about them, specifically how far they range from their hive?
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thirdkingdom
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Re: OOC

#60 Post by thirdkingdom »

shaidar wrote:cool, I'll take a look.

Does Newton's Wilderness Creature knowledge skill cover killer bees and if so can I roll to find out about them, specifically how far they range from their hive?
Sure, I'll roll that out for you.
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