So in general: I don't have to spend an action getting us to attack and I presume the combat roles bonus would be appreciated?

Also how did the Dwarves find us?


Each "front" requires an intelligent leader.

So attacking the entrance/ a flanking attack k/ a reserve

Would take 3 with their own write in actions.

A leader can use one action this turn to write a battle plan and boost all of them next turn.
(As long as everyone follows the listed plan aka the writes up match what they said)


Edit they haven't yet if I forgot to move the timer.
But in general magical singing by hundreds of skeletons in a cave system.
 
Also how did the Dwarves find us?
One of our intelligent skeletons did a song thing that apparently increased our numbers by a couple hundred, and...
The song resonates so hard it shakes the cave and what was barely over a hundred skeletons becomes nearly 800 a small band becoming an army as move and more rise with every moment. For hours the song is picked up, changing in pitch and volume as others join or stop until after a great length of time silence lies over the cave the only noise the quite sounds on stones being picked up skeletons bumping into one another, or the bones stepping down on the rough stone.

And then, the silence ends. Drums shake the cave, heavy bangs start a beat that is soon matched by stomping feet. A chorus sings out in a marching tune and occasionally a line is punctuated with metal weapons slamming onto metal shields. Something old stirs inside you, a memory of how other skeletons fell, a single word comes to mind, bring back flashes of battles your kind has lost to them.

Dwarves (3-5 Turns until found)
 
Rotekian: Do you think we should unlock fire or are there other priorities for you?
We obviously need it to move towards metalworks. It is unlikely we'll get there quickly. It seems worth picking up for the long term.

[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] Wood Working [0-50]: Improved practice with wood allows for new research of things like primitive shields, bows, atlatl, and staves.
[x] Create New Research: Fire making
Rotekian threw 7 10-faced dice. Reason: Idle-Hands Total: 34
1 1 9 9 10 10 6 6 5 5 2 2 1 1
Rotekian threw 5 10-faced dice. Reason: Wood Working Total: 28
5 5 5 5 9 9 7 7 2 2
Rotekian threw 3 10-faced dice. Reason: New Research Total: 13
3 3 2 2 8 8
 
Oh boy, we've been busy since my unintelligent scholarskelly self went to bed.

Posting an updated Progress Post in a sec, so everyone knows where we are.
 
Alright then leader skellies, what is the plan? Is the plan I wrote good or do you want to make any tweaks? I am just asking because I need to know which action I need to write in.
 
Alright then leader skellies, what is the plan? Is the plan I wrote good or do you want to make any tweaks? I am just asking because I need to know which action I need to write in.
I'm pretty sure a big chunk of our skellies are mostly gatherers what with us only having 168 troops. Can we convert them into troops? Also how good are our skellies as climbers?
 
Alright then leader skellies, what is the plan? Is the plan I wrote good or do you want to make any tweaks? I am just asking because I need to know which action I need to write in.
It works, although I still think we should wait until next turn as I want to support with my actions and use raise dead mid-battle to cause additional confusion.
 
Compilation Post:

Idle Hands - 196/500

Auto-Awaken Lv 2 - 49/100
Cave Delving - 38/100
Brawlers - 15/100

Stone Skirmishers - 37/50
Mortar - 13/50
Assassins - 12/50
Wood Working - 6/50
Spearbearers - 1/50

There's one Awaken Skelly roll for 6.
And only @Astra Myst has two 10s thus far, so rerolls might want to be funneled that way, by those gracious enough.

Progress Post v2:

Idle Hands - 263
Mortar - 12
Tools - 10
Spearmen - 14
Crafter - 22
Woodworking - 36
Skirmisher - 18
Fire Research - 13

Sin's Reroll for something - 4
Other Rerolls that I haven't checked - ???

Totals:

Idle Hands - 481/500

Crafters - 100/100
Auto-Awaken Lv 2 - 49/100
Cave Delving - 38/100
Brawlers - 15/100

Stone Skirmishers - 55/50
Wood Working - 42/50
Basic Tools - 33/50
Mortar - 25/50
Spearbearers - 15/50
Assassins - 12/50

Fire Research - 13/???

Not bad at all. But we really need to be careful about going over the max. The last time we lost a hell of a lot of progress when we went overboard on like three different things.

Special shout out to @Tam Lin who singlehandedly got that perfect set of Crafting rolls!

Personal Two Cents: If we're attacking next turn, whatever leaders we have who haven't used their turn should boost as much as they can, that way when we have various write ins for attacks, we get the most out of them.

Good job, everyone!
 
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We could play dead? Instead of attacking, we drag our skelebros into dark corners and we just wait until the dwarves have passed???

If we wait until night falls or something, we might be able to hit them from behind
 
Not bad at all. But we really need to be careful about going over the max. The last time we lost a hell of a lot of progress when we went overboard on like three different things.

We didn't actually lose progress on anything. We got a lot of skellies converted into rock-fighters with that excess. Which is very useful to us now; if we'd hit the goals exactly, we wouldn't have 160 combat-ready rock fighters, we'd have 16, and need to spend actions converting more anyhow.
 
Do we need to hit the halflings? Would it be better to instead awaken more skeletons and get more research done to face off against the dwarves?
 
Idle Hands - 459/500
When I recounted I got 481.
18+8+10+14+3+32+22+26+8+24+28+23+1+1+18+17+36+9+22+2+22+22+36+7+30+8+34
shard+void stalker+hearts nine+lordvile+ 10ebbor10+ sin + sin + sin+ astra myst+ ardent_dreamer +radvic +fezzes+yanez+trog+cryptix+astramyst+purposefulzephyr+zaratustra+vanestus+trekbook+astaroh+yeti +moonflame+jaedin+artemis+rotekian"
You might have missed one of those 22s.

fixed the problems with my data vanishing.
 
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When I recounted I got 481.
18+8+10+14+3+32+22+26+8+24+28+23+1+1+18+17+36+9+22+2+22+22+36+7+30+8+34
shard+void stalker+hearts nine+lordvile+ 10ebbor10+ sin + sin + sin+ astra myst+ ardent_dreamer +radvic +fezzes+yanez+trog+cryptix+astramyst+purposefulzephyr+zaratustra+vanestus+trekbook+astaroh+yeti +moonflame+jaedin+artemis+rotekian"
You might have missed one of those 22s.

I swapped it for your number, and thank you for doublechecking my math!

We didn't actually lose progress on anything. We got a lot of skellies converted into rock-fighters with that excess. Which is very useful to us now; if we'd hit the goals exactly, we wouldn't have 160 combat-ready rock fighters, we'd have 16, and need to spend actions converting more anyhow.

Y'know, I forgot that they rolled over into Rockboys, so that definitely isn't a waste!
 
If the write-ins start next turn, then logically we would attack in 2 turns.

That's what I thought. Alright, Dwarves could come into two turns in worst case scenario, so I honestly doubt about the usefullness of waiting one more turn. We should attack this turn. Perhaps I could just go Leeroy Jenkings on their asses if i get sufficient troops. I am apparently worth a hundred skeletons on my worst day and I can regenerate. I honestly doubt those Halflings could stand up against a frontal attack by all the troops we have if I were to lead them. We take the gate, we win, no way those guys can hold us off once we're inside. The flanking and stuff was just to minimize people fleeng into the forest, but I don't know how much use secrecy is by this point in time. Not to mention even if some do survive they still don't know where our hidey hole is exactly.

Do we want the resources of the Halflings or not, because this might be the best chance we're going to have? They're not going to get easier to take out. Chance is pretty big if we wait even one more turn they will have a gate up.

Edit: Leaders are you alright with me taking troops to attack the Halflings? If yes, how many am I allowed to take? I would propose as many as possible since there's not really a danger to the main base at the time being and skeletons are still being awoken.
 
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That's what I thought. Alright, Dwarves could come into two turns in worst case scenario, so I honestly doubt about the usefullness of waiting one more turn. We should attack this turn. Perhaps I could just go Leeroy Jenkings on their asses if i get sufficient troops. I am apparently worth a hundred skeletons on my worst day and I can regenerate. I honestly doubt those Halflings could stand up against a frontal attack by all the troops we have if I were to lead them. We take the gate, we win, no way those guys can hold us off once we're inside. The flanking and stuff was just to minimize people fleeng into the forest, but I don't know how much use secrecy is by this point in time. Not to mention even if some do survive they still don't know where our hidey hole is exactly.

Do we want the resources of the Halflings or not, because this might be the best chance we're going to have? They're not going to get easier to take out. Chance is pretty big next turn they will have a gate up.

I mean, worst case, even if it's just you hitting the Halflings, then you'll take out enough for our Necrodancer :V to come along and revive them, before turning them against the rest.

More skeletons isn't the worst idea, and everyone else can hide in the cave and wait, before hitting the dwarves from behind with the boosted rolls and such.
 
I don't really think we're equipped to deal with dwarves so a decoy hidey hole that's also a fortified position might help
 
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