<+Namagomi> though the prequels also seem to make it seem as if the Jedi Order wasn't exactly the most sympathetic thing either, IIRC
<+AndrewRogue> Pygmy recovery go
<+AndrewRogue> roll 1d6
* %Hatbot --> "AndrewRogue rolls 1d6 and gets 2."12 [1d6=2]
<+AndrewRogue> Hurrah
<+AndrewRogue> roll 1d6
* %Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
<+AndrewRogue> Boo
<%CmdrKing> The idea seems to have been that the republic was too steeped in it's own beuracracy (... fuckin' a hard to spell) to really combat the rot that was building up, and the Jedi order was no different.
Redeploy 1 to 28, 1 to 36 and an encampment to 43
Race Class Combinations (Top = Top of the stack/unavailable, Bottom = First race in line)
Hordes Of Ratmen (Top of the Stack)Fort Wizards (0 Bonus Coins)
Underworld Priestesses (0 Bonus Coins)
Hill Pixes (0 Bonus Coins)
Imperial Leprechauns (1 Bonus Coins)
Alchemist Hobbits (1 Bonus Coins)
Turn Order
1. Captain K (Active: Diplomat Kobolds [Sopko]; Decline: Barricading Trolls)
2. Carthrat (Active: Catapult Gypsies; Decline: Dragonmaster Amazons)
3. Andrew (Active: Bivouaking Pygmies; Decline: Pillaging Homunculi)
4. Soppy (Active: Were Barbarians, Decline: Cursed Elves)5. Alex (Decline: Mercenary Goblins)