[] We worry about them
Ngl, i was kind of worried when kids decided to explore, but im glad they were good and polite ones, just like our crabs!
and hey! we got a name for two diety! at least, i assume Paladin is one as well :p
Also, its nice people can talk to animals so easily.

[] Now that we hear it, that does sound right. Lobster. Yeah. Feels good.
i hoped for something more...fantastic, but in hindsight, yeah, should have expected it.

[] Being an inspiration to others, and helping them realise their full potential (Learn Rally)
Its our old friend, Rally! I WANT THIS TO APPLY TO LAST TURN!!!!

[] Coral? Isn't that alive? Well, we'll keep it alive. (may be useful in Crab Construction)
Oh my! how kind of you! this will do nicely if we can farm it!

[] Brown Algae Seeds? These will bloom one day, maybe even soon! (may be useful for crabriculture)
we know the red was acractive to crusteneances, but brown... :/ reminds me of the eels, and no idea what effect it has now....

[] Driftwood Door? Is that a door? Do you need more time with that, little Crabs? (Does nothing this turn. Please wait warmly while crab carpentry is perfected)
yeah, we gotte get something, lets keep out the seagulls at least.

[] Permanent Air Pocket (cost: 3 Depth): This room is permanently protected from flooding (cannot be applied to the starting room)
[] Overgrown Toolbox (cost: 3 Depth) -
A toolbox, covered in seaweed. It's completely rusted shut, and will need opposable thumbs to even try and operate the locking mechanism. Can't be opened by cave creatures, but it does look nice with hues of red and green. Increases attractiveness to Delvers.
really not sure wich i like more.... but if its the air pocket, i would like to put it in the shrine but no idea if that would anger the god or not so *shrug*
...but yeah, im curious about the toolbox.

[] Crab-Fu 2: Electric Boogaloo (cost: 10 Depth) - All Crabs living in the Crab-Fu room learn Spellstrike (electric) (room costs X extra Depth per tile to expand after applying this upgrade)
  • Spellstrike – You can strike, throw, or loose as part of casting a spell. If you do, the spell is cast as part of that attack, with double the weapon's normal range (double reach for melee), the damage type of the spell if it has one, and +1 max damage. if you don't know any spells, you still gain +1 max damage and can choose the damage type. (Magical, Martial)
[] Geothermal Spring (cost: 4 Depth): warms all water in an underwater area, becoming a hot spring: Increases our attractiveness to Delvers and reduces their hostility towards us.
spell strike would empty our depth, as we can't pass up feature buys... but i like the hot springs.
Looks like Wisdom unlocked Snippy's magical potential? or just Skali offered to teach it... *shrugs*
im interested in drab... but eh, we have other choices. Also, thermal spring is back!
 
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i hoped for something more...fantastic, but in hindsight, yeah, should have expected it.
Hey! I'll have you know lobsters are phenomenal. Especially when they have explosive claws :V
but if its the air pocket, i would like to put it in the shrine but no idea if that would anger the god or not so *shrug*
Shrines are always air pockets, if they need to be. Basically, the deities will not allow for fuckery, and if an eel enters the Shrine, it will simply swim through the air as if though it was water. If it's flooded, Delvers that need air to breathe will simply have Water Breathing while in the Shrine.
 
We don't know if you're joking, but either way we will say that the first word of a spell is always either a type of caster, OR the proper name of a divinity, with "Paladin" being the former, not the latter
I honestly wasnt sure, as it could have been the name or title of a god just as easily as from a class for holy warriors.
Hey! I'll have you know lobsters are phenomenal. Especially when they have explosive claws :V

Shrines are always air pockets, if they need to be. Basically, the deities will not allow for fuckery, and if an eel enters the Shrine, it will simply swim through the air as if though it was water. If it's flooded, Delvers that need air to breathe will simply have Water Breathing while in the Shrine.
Oh, i did not meant that as looking down on them, some ARE immortal until they are killed, after all.
it just... i thought they had fins or were armored fish with claws.

and thank you about the shrines! its very helpful! ...probably shouldnt put monsters in them unless they like fighting though... and will need to get another route to the rooms on its other side, if we want them flooded.
 
and thank you about the shrines! its very helpful! ...probably shouldnt put monsters in them unless they like fighting though... and will need to get another route to the rooms on its other side, if we want them flooded.

You could permanently flood a shrine or turn it into an air pocket, but regardless of what the mundane rules of the world are and what it actually is at any given moment, Shrines are always comfortable places for every creature - even those that have mutually exclusive requirements! Basically, the Deities disallow harm of all kinds in their spaces. You could still house hostile creatures in there, they just won't fight unless they move elsewhere.

You also might see some one room only traits recurr....
 
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[X] Plan: everyone needs to start somewhere
-[X] We worry about them
-[X] Now that we hear it, that does sound right. Lobster. Yeah. Feels good.
-[X] Being an inspiration to others, and helping them realise their full potential (Learn Rally)
  • Rally – you can use your action to extend the benefits of any leader skill (and any passive magical abilities, regardless of source) to a number of nearby creatures that see you as an ally ("allies") up to your leader skill modifier. (Leader)
    • Benefits last a number of rounds equal to your leader modifier
    • You can extend a number of benefits equal to half your leader modifier (min 1)
    • You can take the defend action as part of the rally action
    • You can communicate clearly with your allies as part of the rally action
    • You can lead a Horde, turning it into a Formation
-[X] Coral? Isn't that alive? Well, we'll keep it alive. (may be useful in Crab Construction)
-[X] Driftwood Door? Is that a door? Do you need more time with that, little Crabs? (Does nothing this turn. Please wait warmly while crab carpentry is perfected)
-[X] Overgrown Toolbox (cost: 3 Depth) - A toolbox, covered in seaweed. It's completely rusted shut, and will need opposable thumbs to even try and operate the locking mechanism. Can't be opened by cave creatures, but it does look nice with hues of red and green. Increases attractiveness to Delvers. - north-eastern corner of entrance room.
-[X] Geothermal Spring (cost: 4 Depth): warms all water in an underwater area, becoming a hot spring: Increases our attractiveness to Delvers and reduces their hostility towards us. - center of flooded room.


Edit: lets see what our crabs bring back....
Edit 2: forgot the depth cost: 3+4=7 depth.
TheCount threw 1 2-faced dice. Reason: 1 coral 2 algae Total: 1
1 1
 
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[X] Plan: everyone needs to start somewhere
-[X] We worry about them
-[X] Being an inspiration to others, and helping them realise their full potential (Learn Rally)
  • Rally – you can use your action to extend the benefits of any leader skill (and any passive magical abilities, regardless of source) to a number of nearby creatures that see you as an ally ("allies") up to your leader skill modifier. (Leader)
    • Benefits last a number of rounds equal to your leader modifier
    • You can extend a number of benefits equal to half your leader modifier (min 1)
    • You can take the defend action as part of the rally action
    • You can communicate clearly with your allies as part of the rally action
    • You can lead a Horde, turning it into a Formation
-[X] Coral? Isn't that alive? Well, we'll keep it alive. (may be useful in Crab Construction)
-[X] Brown Algae Seeds? These will bloom one day, maybe even soon! (may be useful for Crabriculture)
-[X] Driftwood Door? Is that a door? Do you need more time with that, little Crabs? (Does nothing this turn. Please wait warmly while crab carpentry is perfected)
-[X] Overgrown Toolbox (cost: 3 Depth) - A toolbox, covered in seaweed. It's completely rusted shut, and will need opposable thumbs to even try and operate the locking mechanism. Can't be opened by cave creatures, but it does look nice with hues of red and green. Increases attractiveness to Delvers.
-[X] Geothermal Spring (cost: 4 Depth): warms all water in an underwater area, becoming a hot spring: Increases our attractiveness to Delvers and reduces their hostility towards us.

ARE THEY MERMAIDS OR LOBSTERS??? :p
 
on point, no idea how i skipped that on the second going through...
still no idea where to put the toolbox... on another note, that stays in the cave right?
Yes, it'll be fastened via barnacles. Unless things go terribly, terribly wrong (say, someone calls down divine wrath on your room and nukes you from orbit, but that's true of any tile/feature), it'll stay in the cave even if Delvers find it.
 
Does attractiveness get affected negatively by the scary trait (Spiny Crab Mermaids)?
Working on writing a new plan and an answer to this is important to me.
 
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Does attractiveness get affected negatively by the scary trait (Spiny Crab Mermaids)?
Working on writing a new plan and an answer to this is important to me.
Well yes but actually no - attractiveness is about the dungeon having things you want: if you're looking for a diplomat, firstly why are you doing that in a dungeon, but then it's not going to grab your eye. Mostly it's the kind of thing that might deter a hostile delver by helping you scare them off!
 
Does attractiveness get affected negatively by the scary trait (Spiny Crab Mermaids)?
The scary trait is generally about a creature's ability to be intimidating. Spiny Lobsters have a thing they can do, where they rub their sprouts against a natural "file" on their shell to produce a very loud noise, which may ward off predators.
 
[X] Plan: Inspiration and Warmth: Crab Springs Edition.
- [X] They will grow stronger.
- [X] Now that we hear it, that does sound right. Lobster. Yeah. Feels good.
- [X] Being an inspiration to others, and helping them realise their full potential (Learn Rally)
  • Rally – you can use your action to extend the benefits of any leader skill (and any passive magical abilities, regardless of source) to a number of nearby creatures that see you as an ally ("allies") up to your leader skill modifier. (Leader)
    • Benefits last a number of rounds equal to your leader modifier
    • You can extend a number of benefits equal to half your leader modifier (min 1)
    • You can take the defend action as part of the rally action
    • You can communicate clearly with your allies as part of the rally action
    • You can lead a Horde, turning it into a Formation
- [X] Coral? Isn't that alive? Well, we'll keep it alive. (may be useful in Crab Construction)

Pretty and potentially useful material for construction? Crabs may play!


- [X] Driftwood Door? Is that a door? Do you need more time with that, little Crabs? (Does nothing this turn. Please wait warmly while crab carpentry is perfected)

Door is gud, can't wait to see what mysteries it will lead to!

Feature:
- [X] Spiny Crab Mermaids (aquatic) (Cost 5 Depth) (Placed in the flooded area below Crab Mermaids, bottom right part of the area)

Upgrade:
- [X] Geothermal Spring (cost: 4 Depth): warms all water in an underwater area, becoming a hot spring: Increases our attractiveness to Delvers and reduces their hostility towards us.

Cost: 5 + 4 = 9 depth.
 
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[X] Plan: Inspiration and Warmth: Crab Springs Edition.
- [X] They will grow stronger.
- [X] Now that we hear it, that does sound right. Lobster. Yeah. Feels good.
- [X] Being an inspiration to others, and helping them realise their full potential (Learn Rally)
  • Rally – you can use your action to extend the benefits of any leader skill (and any passive magical abilities, regardless of source) to a number of nearby creatures that see you as an ally ("allies") up to your leader skill modifier. (Leader)
    • Benefits last a number of rounds equal to your leader modifier
    • You can extend a number of benefits equal to half your leader modifier (min 1)
    • You can take the defend action as part of the rally action
    • You can communicate clearly with your allies as part of the rally action
    • You can lead a Horde, turning it into a Formation
- [X] Coral? Isn't that alive? Well, we'll keep it alive. (may be useful in Crab Construction)

Pretty and potentially useful material for construction? Crabs may play!

- [X] Driftwood Door? Is that a door? Do you need more time with that, little Crabs? (Does nothing this turn. Please wait warmly while crab carpentry is perfected)

Door is gud, can't wait to see what mysteries it will lead to!

Feature:
- [X] Spiny Crab Mermaids (aquatic) (Cost 5 Depth) (Placed in the flooded area below Crab Mermaids, bottom right part of the area)

Upgrade:
- [X] Geothermal Spring (cost: 4 Depth): warms all water in an underwater area, becoming a hot spring: Increases our attractiveness to Delvers and reduces their hostility towards us.

Cost: 5 + 4 = 9 depth.
you forgot to place where the geothermal spring is.
[X] Plan: Inspiration and Warmth: Crab Springs Edition.
 
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you forgot to place where the geothermal spring is.
[X] Plan: Inspiration and Warmth: Crab Springs Edition.
Oh yeah, you're right. If the spring is going to be a 1 tile sized structure, I will want it placed at 18AK (to the left of CM).

Also, does the toolbox need placement or is it just there? I assumed it is just not large enough to warrant a tile. :D
 
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Oh yeah, you're right. If the spring is going to be a 1 tile sized structure, I will want it placed at 18AK (to the left of CM).

Also, does the toolbox need placement or is it just there? I assumed it is just not large enough to warrant a tile. :D
i honestly cant decide where to put. lol, but i guess its going to be one of the entrance room corners.

Edit: yep, north-eastern corner
Edit 2: do wee need to also specify where we put the coral?
 
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i honestly cant decide where to put. lol, but i guess its going to be one of the entrance room corners.

Edit: yep, north-eastern corner
Edit 2: do wee need to also specify where we put the coral?
I do wonder about the coral. I think I would want it one tile below the Springs so the Delvers could appreciate the pretty coral. :D
 
@thewatcher @TheCount @Leonixo

Re: the Hot Springs: As an upgrade for "Permanently Underwater" they aren't exactly placeable, but fill the entire room, even if it's expanded!

For the coral, that doesn't need placing: it may become part of the flora and fauna of the underwater section, but primarily it relates to Crab Construction and thus does not require a specific tile.

A general rule is that Features always need placing: everything else will specify if it needs placing (and if we mess it up we'll fix it), though we can and will use any not strictly necessary placements as part of the fluff (as per ???).
 
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