Omake: 879 The Undying Warrior, Rebuilding the warmachine

More and more of the dormant ones had awakened, more and more ready to serve the Master's cause once more! Scouts had been sent and reported a village inhabited by tiny creatures called Halflings. The village was ill defended he concluded from the Scouting report. No matter, it would make their job easier. Still even as the bloodlust inside of him stirred, he knew there were still things to be done. An attack should not be executed hastily; Defenders had the advantages of their defences, how pittiful those may also be, the attackers on their turn had the advantages of choosing when and where to attack.

Trained fighters and he used that term pretty loosely were the backbone of any fighting force. He was powerful, more than most he could feel at least. The Idol gave them numbers, the Sage gave them tools, perhaps he could give them combat skills? Yes, that was what he would do. He gathered a bunch of compliant skeletons and began training them on how to use the rocks they found. Loathe as he was to use such a crude weapon as a mere rock, the rock was what he had, so the rock was what he would use. The others picked up quickly, which all by all wasn't too suprising considering how basic their training was. He wondered if the Sage would be able to give them better weapons before the battle?

Even if not he would do with what he had. The Sage and Idol worked with the resources they had at their disposal, so he would too. So for now he trained and taught how to fight using simple rocks, but the call for battle had arisen from the depths of his mind and he knew the waiting and training would make the battle all the more enjoyable for him.
 
Yeah, there should be one more roll after the 7

10+5 = 1 roll
10+9+2 = 1 roll
7 = 1 roll
Omake = 1 roll
10+5 = 1 roll
10+9 = 1 roll
2 = 1 roll
7 = 1 roll (biscuit omake)
Omake = 1 roll

Auto-awaken does not give rerolls on 9 during this turn.

edit:
I rolled two tens, but I dont think the first ten does anything since as you said the second die was one I would have been allowed to roll regardless.
I meant it in the sense that you would get to roll a second dice because you are allowed to roll 3d10 for intelligence. I consider that second dice(5) to be the free reroll you get for the ten and your third(10) dice to be the second dice given by your intelligence.
 
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[X] Stone Knapping [0-50]: Unlocks Stone Blades, and allows a large variety of new stone and wood related research
[X] Stone Knapping [0-50]: Unlocks Stone Blades, and allows a large variety of new stone and wood related research
trekbook threw 1 10-faced dice. Reason: Knap 1 Total: 4
4 4
trekbook threw 1 10-faced dice. Reason: Knap 2 Total: 4
4 4
 
I completely forgot that. I don't know if I am allowed to edit that out though. I am willing to change it if @Zedalb allows it.

As for your other idea of using the Halfling 'fort' against the dwarves...at the moment it doesn't sound all that impressive, but with some time to fortify it, the plan has merits.

As for your other plan...you know you could do some interesting stuff with skeletons playing dead.

Well, you could delete your post and do another one.

However most people have already posted, and you probably want the warrior and leader to do a write plan together, attack from 2 points, and then let normal posters vote on those to improve the attack...

So I would wait and coordinate everyone and do it next turn, or the turn after.


As for taking the fort, and using it, you could but that leaves almost 100K skeletons unawake in a cave at the mercy of the dwarves, you could try to carry them all out but it is unlikely to happen in time.
 
@Zedalb do you have any other concepts for "Special" skeletons? I'm curious about ones that would combo best with a leader. Alternatively, can a Special skeleton double down on that and do Giant/Giant or Giant/Etc?
 
@Zedalb do you have any other concepts for "Special" skeletons? I'm curious about ones that would combo best with a leader. Alternatively, can a Special skeleton double down on that and do Giant/Giant or Giant/Etc?

No doubling down no.

I have plenty of concepts for special skeletons. I'd rather let others be creative and propose them though.
 
I'll start working on the update in about 6 hours, get clever before then, or lose your chance :p

(also I really suggest our intelligent skeletons, start coordinating and planning together if they want to do a battle soon)
 
The danger in rivers

The river sounded around him.

The materials for the ritual well packed within the barrel. The candles the chalk and at least three dead hearts.

He pushes the barrel into the river and hops in gracefully avoiding the hearts.

Soon he would be in the city, where he would raise the dead and with them terrorize the city, until he could raise a millennia of dead and gain glory in the horde for taking a city. He closed the lid and waited listening to the sound of water pushing him to glory.

...
...
...

The sound of the city fill the barrel.

He pushes the top off to view the city at night. He looks around to try to figure out where the grave yard is.

'Does the city seem to be moving by really quickly?'

He paddles the barrel to the shore.

He looks downriver.

'That looks like a waterfall... Aren't you supposed to be able hear the bottom of them?'

He paddles harder.

'What kind of a city sits next to a waterfall!?'

He looks back again.

'Shit' He thinks as he goes over the edge.

AN: reroll to @TheShadowOfZama

Edit: unless he can't come back before the next turn to roll.
 
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[X] Throw Rocks [35-100]: Unlocks ranged skeletons who... throw rocks found in the cave Leadership BONUS: This Turn only Reroll any number 8 and above and add it to the total cumulatively until you roll below 8!
[X] Throw Rocks [35-100]: Unlocks ranged skeletons who... throw rocks found in the cave Leadership BONUS: This Turn only Reroll any number 8 and above and add it to the total cumulatively until you roll below 8!

DEAD C0DE felt a sense of satisfaction as he looked over the awakening skeletons. Thanks to The Idol's song the effects of his awaken_skeletons program was far more effective. Even if it was sub-par at the moment. As he was about to open the deeprot again to sort out some of the bugs in awaken_skeletons he stopped. A stray thought causing him to pause. Given that he had to manually program in the ability to awaken other skeletons, a function that was supposed to be inbuilt and vital, what else could be missing. He would have to check.
//list attacks
<>
<POSSIBLE ATTACKS:>
<DRAG_TO_DEATH>
<SMASH_WITH_ROCKS>

Looking at the dismal list of possible attacks DEAD C0DE felt disappointed, other than drag_to_death, which came default with every skeleton and in his opinion was one of the most inefficient ways of taking down an opponent ever invented, and smash_with_rocks, which while still crude and inefficient was still better than drag_to_death, there were no other attacks. The most glaring weakness he noticed was that there were no ranged options available. He would have to rectify that weakness, it wouldn't do for an army of skeletons to fall due to the fact that they were at the bottom of a small ledge compared to the enemy. While there were more efficient options for ranged attacks than throwing rocks they had none of the tools required to make them in the quantities that they needed. At least rocks wore both ubiquitous and cheap, and throwing them was technically a ranged attack. Looked like he was going to be programming throw_rocks for the foreseeable future.
//open deeprot.exe
<OPENING DEEPROT IDE VERSION 2.6.35>

AN: reroll to
@TheShadowOfZama
ConfusedPotato threw 2 10-faced dice. Reason: throw_rocks Total: 11
5 5 6 6
 
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Day 4
Dwarves (2-4 Days until found)

The idol
makes great efforts to train others in their style of magic, to aid them or otherwise improve them, and yet finds no success. The mindless skeletons will move as commanded, however dancing, real dancing, the kind that is a magic of it's own. Is more than simple movement. It is something the mindless ones lack.

The stone shaper is an entirely different matter though and with experimentation remembers the basics on how to make a primitive mortar, it's not much but it will be significantly better than dry fitting, and may allow some basic form of concrete in the near future.


The halfling village is swarming with activity, a few more pikes have been placed around the hill they use for protection and it seems the bottom of their towers are being fortified, they have no gate at the town entrance, but a few spikes, have been placed to limit the area that one can enter from. They can be swarming around and preparing a few carts.

+10 Awoken Skeletons (New Voters)
+41 (Votes)
+8 (1% of awakened)

Scouting
[] Deeper into the cave [29-100]
[] Outside the Cave Immediate surroundings[0-100]

Awaken other Skeletons (829 Awake/ 101,119 Remain asleep) (1 will be awakened automatically for every new poster)
[]Awaken 1d10 Skeletons

Research!

Unit Research
[] Crafter: [78-100]: Crafters turn raw material into whatever equipment you have unlocked for your skeletons.
[] Primitive Spear-men[0-50]: Basic Warriors who will use the long read of a simple stone spear to stab at enemies.(CP:2)+2 When in a formation lead by an intelligent skeleton.
[] Primitive Axe Users[0-50]: A simple Warrior class who will charge forward with a primitive stone axe. (Cp:3) Has a +1 attacking wooden fortifications.
[] Primitive Javelin throwers[0-50]: An early Ranger class that will throw shorter spears (CP:2)
[] Primitive Knife Assassin[0-50]: The first rogue class, who rather than fight directly will look for holes in defenses, or wounded/unarmed individuals and kill them. (CP:1)
[] Punch [113-100]: Unlocks Special skeletons who competently punch things rather than racking and pulling at them with boney hands
[] Throw Rocks [241-100]: Unlocks ranged skeletons who... throw rocks found in the cave


Tech Research
[] Primitive Tools[23-50]: Stone axes, picks and baskets, Allows three levels of improvements for gathers, improving them beyond the current 10-1 ratio.
[] Wood Working [0-50]: Improved practice with wood allows for new research of things like primitive shields, bows, atlatl, and staves.
[] Primitive Mortar: [8-50]: Allows write in construction of simple stone structures and unlock further tech down the path.
[] Stone Knapping [78-50]: Unlocks Stone Blades, and allows a large variety of new stone and wood related research

Horde Improvements
[] Auto Awakening Level 2 [37-100] Increase the auto-awakening to 2% of all currently awake skeletons.
[] Idle-Hands [18-500]: You no longer need to train gathers, instead all unassigned skeletons will act as gathers until assigned.BONUS: This Turn only Reroll any number 8 and above and add it to the total cumulatively until you roll below 8!


The Horde
Industry
Gathers: Each Gather collects raw material for crafters. At the current level every 10 gathers enables 1 crafter.
Current percent: 4%
[] More Gathers [8-10] 1% more off all awoken skeletons will work as gathers
Less Gathers [0-10] Not unlocked until entire horde is trained.
No improvements available

Warriors
Rock Swingers(CP:1): The simplest warrior class, they will charge forward and try to beat things over the head with the large rock they hold
Special: Does not require Crafters
Current percent: 6% (48)
[] More Rock Swingers [3-10] 1% more off all awoken skeletons will work as Rock Swingers
Less Gathers [0-10] Not unlocked until entire horde is trained.
[] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.

Rangers
Rock Throwers(CP:1): The Simplest ranged class, they throw rocks at enemies, until they run out and then stand there confused.
Special: Does not require Crafters
Current percent: 14% (112)
[] More Rock Throwers [1-10] 1% more off all awoken skeletons will work as Rock Throwers
Less Gathers [0-10] Not unlocked until entire horde is trained.

Special
Punchers (CP:0.5): A simple unarmed and unarmored class, that focuses on fighting with punches rather than any form of weaponry.
Special: Does not require Crafters
Current percent: 1%(8)
[] More Punchers [1-10] 1% more off all awoken skeletons will work as punchers
Less Punchers [0-10] Not unlocked until entire horde is trained.
[] Unit Improvement: [0-100]: All punchers will become brawlers, learning to use their knees, elbows and head as other striking points and increasing their CP to 1.
Skirmishers
Rogues


CP: Combat Power.

CP is a rough estimation of a units strength, this is meant to give you some idea of scale and quality of improvements. It is not a hard rule and is VERY susceptible to circumstances. A single CP 10 may beat 10, CP1s if they come at him in a single file in a narrow hallway. However in an open field they are likely to be killed rapidly as they are overwhelmed by numbers, having only about an even chance of winning against 5 CP1's.

For scale

CP 1: An unarmed person with a simple weapon like a knife.
CP 5: A professional town guard in light to medium armor, with a sword and shield.
CP 10: A professional solider of average quality in normal armor (breast plate and helm) of steel make and decent quality with similar weaponry.
CP: 15: Elite Fighting units normally cavalry to achieve such power. Given better equipment and training.
CP: 20: The finest armies in the world reach this level, normally by calling upon the grand alliance and putting different races in their best roles.

Races have various bonuses to this number. (though again not hard rules)
Halflings have a -2 simply for their small size and stature, though they make up for it on other ways.
Dwarves have a +3 for their long age, training time, higher quality equipment and natural hardiness.
Your Skeletons count as lightly armored for the purpose of their CP even unarmed, given no soft tissue to attack.
 
[X] Idle-Hands [18-500]: You no longer need to train gathers, instead all unassigned skeletons will act as gathers until assigned.BONUS: This Turn only Reroll any number 8 and above and add it to the total cumulatively until you roll below 8!
Shard threw 2 10-faced dice. Reason: Idle Hands Total: 8
4 4 4 4
 
[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.
[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.
Chlof threw 1 10-faced dice. Reason: Combo 1 Total: 1
1 1
Chlof threw 1 10-faced dice. Reason: Combo 2 Total: 3
3 3
 
[X] Primitive Knife Assassin[0-50]: The first rogue class, who rather than fight directly will look for holes in defenses, or wounded/unarmed individuals and kill them. (CP:1)
[X] Primitive Knife Assassin[0-50]

Oh hell yeah

Pandemonious Ivy threw 1 10-faced dice. Reason: Assassin 1 Total: 9
9 9
Pandemonious Ivy threw 1 10-faced dice. Reason: Assassin 2 Total: 3
3 3
 
[X] Idle-Hands [18-500]
[X] Idle-Hands [18-500] 2nd

Two actions on the 8s reroll, plus we need a lot of points for it.
Void Stalker threw 1 10-faced dice. Reason: Idle Hands Total: 3
3 3
Void Stalker threw 1 10-faced dice. Reason: Idle Hands 2 Total: 7
7 7
 
[X] Idle-Hands [18-500]: You no longer need to train gathers, instead all unassigned skeletons will act as gathers until assigned.BONUS: This Turn only Reroll any number 8 and above and add it to the total cumulatively until you roll below 8!

[X] Primitive Spear-men[0-50]: Basic Warriors who will use the long read of a simple stone spear to stab at enemies.(CP:2)+2 When in a formation lead by an intelligent skeleton.
Hearts Nine threw 2 10-faced dice. Reason: 1 Total: 14
9 9 5 5
Hearts Nine threw 1 10-faced dice. Reason: 2 Total: 1
1 1
 
[] Throw Rocks [241-100]: Unlocks ranged skeletons who... throw rocks found in the cave

[] Primitive Javelin throwers[0-50]: An early Ranger class that will throw shorter spears (CP:2)

[] Punch [113-100]: Unlocks Special skeletons who competently punch things rather than racking and pulling at them with boney hands

[] Unit Improvement: [0-100]: All punchers will become brawlers, learning to use their knees, elbows and head as other striking points and increasing their CP to 1.

[] Stone Knapping [78-50]: Unlocks Stone Blades, and allows a large variety of new stone and wood related research

[] Primitive Axe Users[0-50]: A simple Warrior class who will charge forward with a primitive stone axe. (Cp:3) Has a +1 attacking wooden fortifications.

No overflow between these?
 
The choice is obvious.

[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.
[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.

Fight with the last rock!
Phigment threw 1 10-faced dice. Reason: Fight! Total: 9
9 9
Phigment threw 1 10-faced dice. Reason: With The Last Rock! Total: 1
1 1
 
[X] Idle-Hands [18-500]: You no longer need to train gathers, instead all unassigned skeletons will act as gathers until assigned.
[X] Auto Awakening Level 2 [37-100] Increase the auto-awakening to 2% of all currently awake skeletons.
LordVile threw 2 10-faced dice. Total: 12
3 3 9 9
 
[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.
[X] Unit Improvement [0-50]: Combine Rock Throwers and Swingers into one skirmisher unit, that will throw all but one of it's rocks, then fight with the last rock.
Hex123 threw 2 10-faced dice. Total: 6
1 1 5 5
 
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