Okay, this is getting spoilery, so if you’re in Jeffro’s Campaign, this is not for your eyes unless you have adventured in the United Caveman Federation [in which case your characters would see this in practice].
Standing Patrol Notes:
60 1st levels divided into 6 teams, each led by 1 3rd level [6 total] These are doing regular patrols on the borders of cave hexes and into the immediate adjacent hexes. Report back on news, traffic, hunting, etc.
If they encounter something worth reporting, they send 1-6 runners to the cave. The cave will send 1-6 runners to contact the other adjacent patrols; patrols will send the 5 1st level cavemen back to the cave if necessary; 5 1st levels and 1 3rd level will remain on patrol, possibly sending another runner if they encounter anything.
[These patrols are “overstrength” and may be drawn down to 5 or 6 in the future so that the forces that the cavemen will react with or go on hunts with will be larger. Patrols with contingents of 5 or fewer will avoid uncertain and hostile contacts, neutral contact if even or outnumbered, and will not hunt opportunity game.]
Normal hunting – If game of opportunity is present, they will hunt it and send it back to the cave; fresh cavemen will replace members who carried the game back.
Exceptional hunting – one runner will be sent to inform the news. Remaining patrol may attempt game at opportunity or observe until better prepared.
Uncertain contact – Observe, then send one runner.
Neutral contact – Warn or parley, send one runner
Hostile contact – Warn or if the patrol can subdue, they will attempt to do so after sending one or more runners.
Friendly contact – Offer parley, send a runner for more info; 4th-level with more men may come to meet and escort back to cave for trade or parley. [known friends, a higher-level meeting may not be required for escort to the caves]
Large attack – 6 runners to warn the cave and other patrols. Hide and observe.
Response Teams & Home Guard
30 cavemen + 3 third levels + 1 4th level – These make up the rapid-response teams at each cave. If other runners need to be sent to other caves, they may do so from this pool.
When not on active missions, these teams will be conducting regular hunting and training and leisure that will let them stay fresh. Members regularly rotate.
Caves may reduce patrols to bolster these numbers as necessary. Patrols will never be fewer than 5, and no fewer than 10 1st level cavemen will remain at the caves at all times.
The remaining levelled cavemen hang back at the cave [1 3rd level and ~2 4th levels] as body-guards to the 5th level, though 1 4th level may be sent on a messenger-mission to other caves as need be.]
Runners and messengers will avoid encounters at all costs. Clerics and 5th levels never leave the lairs except on Great Hunts.