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6 - Delve 5 - Skyborne Strike
Delve 5 - Skyborne Strike






The water is warmer now. It is nice to be less…cold? The others may agree. We shall see. Where is Snippy? Ah, Showing Skali around the Entrance room. He will flourish under our guidance. In the future, we will ensure…

[X] He does not lose touch with his warrior roots.
[X] His ability as a leader does not go to waste.
[X] Write in


Hmm... What is that infernal squawking?






The Delve

Snippy asks Skali what that loud sound is…

"Oh... Oh no… Seagulls!"

Snippy understands. This is a dangerous thing. He calls his brethren together as two clouds of birds stream into the cave, squawking and screaming.

Skali's reaction is lightning-quick, her spell loosing a silver-light trident that tears the wing of the lead bird. The squawking creature tumbles, and crunches against the ground, dead.

Gulls pour into the cave, choking up the entrance through sheer volume. Snippy guides his siblings as they crunch and snap at beaks and bones. Many of the birds fall, and the rest quickly find that, for all their fearsome squawks, Snippy is not impressed.

Snippy watches the battle become a series of diving attacks, angry snips, and hurled prongs, all set to the obnoxious chorus of seagull squawks.

The gulls strike down in groups, seeking weakness in Snippy's formation and Skali's flaring defences. Grabbing at Snippy's siblings, some seagulls find purchase, flying up high and dropping them from great height. Snippy feels a mote of rage as no sibling survives the impact.

Skali's flickering ward continues to hold off the beaked assault… She looks uncertain though, afraid. Snippy wishes he could aid her, but he has faith her ward will hold!

Again, a squawking mass of feathers dives, and Snippy is unable to cover the gaps in his formation in time! He will not fail his siblings while they stand beside him!

This time, Snippy is able to better direct the siblings. One is still lost, but not without striking the flock threefold! Snippy urges his siblings together, and the next time the feathered ones descend, not only does Skali find her mark, but on the ground they are met with snip and snap!

For a moment it seems like the squawking mass will descend again, but then they flock to the exit, and one more falls to Skali's Prongs!

As quiet once more descends on the cave, Snippy surveys the bodies strewn across the floor, both sibling and seagull alike before skittering over to Skali.

"That was harrowing."

Snippy agrees, the fight was touch and go for quite a while. Nonetheless, the defence was valiant and victorious, a much better result than the fight against the eels.

Skali looks somewhat troubled, but Snippy assures her that the Meritorious Shelterer is on their side, and that though crabs may fall, the Esteemed Shelterer ensures their deaths are not wasted.

"That's a somewhat macabre take on it, but I see what you mean."

Snippy tries to look on the bright side, but will ponder these words.

Round 1

Initiative

Hordes and Formations have set actions, meaning initiative has no bearing.

Declare
Snippy's Formation (21 crabs): Rally (Formation) 18, 17, 16 +2 (6, 5, 6)
Skali: Prophet's Prongs at SF1 10+2=12 (2, 6, 2)
Seagull Formation 1 (20 gulls): 9, 9, 5 +2 (1, 3, 3 +1 Vantage to Intimidate)
Seagull Formation 2 (20 gulls): 11, 11, 3 +2 (1, 1, 5 +1 Vantage to Intimidate)

Resolution:
3 crabs in Snippy's formation deal 2 damage to a location of their choice (Head) = 3 Seagulls Die
7 crabs in Snippy's formation deal 1 damage to the Head location = 7 seagulls Die
Skali looses Prophet's Prongs at SF1, dealing 4 damage to the Wing location. Wing is ripped off, inflicts Bleed. 1 gull bleeds out next round.
Skali is Feared by SF2 Intimidate. Skali Fights!
Snippy's Formation is not impressed by the Intimidation
Seagull Formation 1 3 gulls attack Skali, dealing 0 damage to the Off-Arm location.
Seagull Formation 2 3 gulls attack Skali, dealing 0 damage to the Off-Arm location.

Round 2

Declare

Snippy's Formation (21 crabs): 9, 7, 6 +2 (2, 3, 2)
Skali: Prophet's Prongs at SF2: 11+2=13 (3, 4, 4)
Seagull Formation 1 (14 gulls): 15, 15, 7 +2 (2, 3, 6 +1 Vantage to Intimidate)
Seagull Formation 2 (15 gulls): 17, 17, 11 +2 (6, 5, 3 +1 Vantage to Intimidate)

Resolution:
Snippy and his Formation are Immune to Fear
SF1 grapples 1 crab from Snippy's Formation, Crab will be dropped at the start of next turn for 1 damage on all locations
SF2 grapples 1 crab from Snippy's Formation, Crab will be dropped at the start of next turn for 1 damage on all locations
Seagull Formation 1 2 gulls attack Skali, dealing 0 damage to the Off-Arm location.
Seagull Formation 2 3 gulls attack Skali, dealing 0 damage to the Off-Arm location.
Skali looses Prophet's Prongs against SF2, missing.
Skali is Feared by SF1 Intimidate. Skali Fights!

Round 3

Declare

Snippy's Formation (19 crabs): 12, 8, 4 +2 (1, 2, 5)
Skali: Prophet's Prongs at SF2 6+2=8 (3, 1, 2)
Seagull Formation 1 (14 gulls): 17, 17, 11 +2 (3, 5, 6 +1 Vantage to Intimidate)
Seagull Formation 2 (15 gulls): 17, 17, 12 +2 (6, 4, 5 +1 Vantage to Intimidate)

Resolution:
Snippy and his Formation are Immune to Fear
SF1 grapples 1 crab from Snippy's Formation, Crab will be dropped at the start of next turn for 1 damage on all locations
SF2 grapples 1 crab from Snippy's Formation, Crab will be dropped at the start of next turn for 1 damage on all locations
SF2 2 gulls deal 0 damage against Skali's off arm
SF2 1 gulls deals 0 damage against Skali's off arm
Skali looses Prophet's Prongs against SF2, missing.
Skali is still Feared. Skali Fights!
Snippy is considering an orderly retreat


Round 4

Declare

Snippy's Formation (17 crabs): 13, 9, 8 +2 (1, 3, 5)
Skali: Prophet's Prongs at SF2 4+2 (1, 1, 2)
Seagull Formation 1 (14 gulls): 17, 17, 12 +2(6, 2, 5)
Seagull Formation 2 (15 gulls): 10, 10, 4 +2 (4, 2, 1)

Resolution:
Snippy and his Formation are Immune to Fear
Seagull Formation 1 grapples 1 crab from Snippy's Formation, Crab will be dropped at the start of next turn for 1 damage on all locations
Seagull Formation 1 2 gulls attack Skali, dealing 0 damage to the Head location.
Seagull Formation 2 2 gulls attack Skali, dealing 0 damage to the Main Arm location.
2 crabs in Snippy's Formation deal 1 damage to the Leg location of gulls in SF2 = Leg is crippled, inflicts Bleed. 2 gull bleeds out next round.
1 crab in Snippy's Formation deals 1 damage to the Wing location of gulls in SF2 = Wing is crippled, inflicts Bleed. 1 gull bleeds out next round.
Skali is still Feared. Skali Fights!
Seagulls are considering retreat

Round 5

Declare

Snippy's Formation (16 crabs): 14, 10, 7 +2 (1, 5, 4)
Skali: Prophet's Prongs at SF1 14+2=16 (6, 5, 3)
Seagull Formation 1 (14 gulls): 11, 11, 5 +2 (4, 3, 1)
Seagull Formation 2 (12 gulls): 12, 12, 4 +2(5, 2, 1)

Resolution:
Skali looses Prophet's Prongs at SF1, dealing 3 damage to the Leg location. Leg is ripped off, inflicts Bleed. 1 gull bleeds out next round.
2 crabs in Snippy's Formation deal 1 damage to the Torso location of gulls = Gulls crash inside crab formation, taking 1 damage to all locations
4 crabs in Snippy's Formation deal 1 damage to the Wing location of gulls = Gulls crash inside crab formation, taking 1 damage to all locations
2 crabs in Snippy's Formation deal 1 damage to the Wing location of gulls = Gulls crash inside crab formation, taking 1 damage to all locations
Snippy's Formation is not impressed by the Intimidation.
Gulls Retreat! Skali may loose again, as she has a ranged attack:
Skali: Prophet's Prongs at SF1 8+2 = 10 (4, 1, 3)
Seagull Formation 1 (9 gulls): 7+2 (3, 1, 1)

Skali looses Prophet's Prongs at SF1, dealing 2 damage to the Wing location. Wing is damaged, gull crashes.
Victory

Final Score: lost 5 crabs, killed 23 Seagulls





Decisions, Decisions

The fighting is short and brutal, and the fallen return to us. This is better than when the eels escaped with the dead. In this way, even the dead were victorious, returning to our embrace.

Crabs Recycle Dead Seagulls and fallen friends: Gain 1 Depth, Crab shells, and Feathers

We have 25 Depth:
(at the end of each Delve, for each uncleared feature, score 1 Depth per Delver level for each Delver)


Recycle
[X] 5 Depth
[X] Conveniently Shaped Pebbles:
Perhaps useful in crab construction?
[X] Driftwood: Definitely useful in crab construction!

[X] Expand sideways (1 Depth per tile) X tiles (write-in)
Clarification: you can make rooms with irregular shapes, and expand existing rooms, this may include spreading rooms into existing spaces (ie Underwater/Crab-Fu)

[X] Relocation move existing creature feature(s) around (Write in)

Crab Construction
[X] Driftwood Door! It is a door! Well, two of them..where to put them?
(must be placed between two tiles: when closed, all creatures lose 1 vantage on stealth checks passing through the door (has 2 health - can be sealed and take this much damage before being unsealed) (Write-In placement)
[X] Driftwood Desks? That wasn't a door at all… (Useful for crab administration.. What's administration?) Can also be flipped and used as Barricades. (Write-In placement)

  • Barricade (Weight Class 1): Grants +1 vantage on defend rolls against creatures of the Barricade's weight class or less, while intact. Can be destroyed by Creatures 1 weight class larger than the Barricade, using an action.


Features (Must pick exactly 1):
[X] Large Crabs (weight class 2) (cost 7 Depth):

  • Climate adaptation (aquatic) - you are adapted to an extreme climate of your choice (e.g. hot desert, underwater) and have all the necessary traits to thrive in that environment
  • Exoskeleton – if you are weight class 2 or less, you have an exoskeleton that provides 3 armour to your torso and head, and 2 to every limb.
  • Large – your weight class increases by 1 (to 2).
  • Remaining Ability slots: 1
[X] Amphibious Salamander (weight class 2) (cost 6 Depth):
  • Climate adaptation (aquatic) - you are adapted to an extreme climate of your choice (e.g. hot desert, underwater) and have all the necessary traits to thrive in that environment
  • Giant Growth - when these creatures are expanded they may gain one weight class, to a maximum of weight class 3 (this ability stops taking a slot when you reach their maximum size)
  • Elemental Heritage: Fire – you can't be hurt by fire or extreme heat (though you can still die from e.g. dehydration in a desert), you have an uncanny ability to light and snuff fires even without the proper materials, and can choose to make you and your equipment to be a light source of bright or below strength.
  • Elemental Heritage: Wood – if you survive the initial wound, you can regrow lost limbs and organs, all organic equipment is high quality while you use it, and you require less food for time you spend in bright or blinding light, up to no food if you are in bright or blinding light at least half of the day (you cannot be the source of this light).
  • Remaining Ability slots: 0
[X] Barnacled Borehole (cost 3 Depth): Creates a small but deep hole whose surface is entirely covered in barnacles. At the end of the hole sits a large open clam with a pearl inside. Increases attractiveness to Delvers. This feature will not be cleared if a Delver takes the pearl but will be cleared if the clam itself is taken, and can only be eradicated by destruction of the hole.

Upgrade (Pick up to 1):
[X] Hotter Springs (cost 6 Depth):
Geothermal Springs now heat the water to a comfortable 40°C. Well, comfortable for humans and their ilk, anyway. Increases attractiveness to Delvers. All Creatures in the Crabby Cave gain the Heritable trait "Elemental Heritage: Fire" without taking a trait slot (if they already had it, it still frees a slot).
  • Elemental Heritage: Fire – you can't be hurt by fire or extreme heat (though you can still die from e.g. dehydration in a desert), you have an uncanny ability to light and snuff fires even without the proper materials, and can choose to make you and your equipment to be a light source of bright or below strength.
[X] Crab-e Diem (cost 5 Depth) - on all future turns, if you pick an "Expand" upgrade option, you may also pick a second non-Expand upgrade option.
[X] Crabalry (cost: 8 Depth): All Crustaceans in a room of your choice gain "Cavalier" Skill.
  • Cavalier – you know how to ride, if you didn't already, and can use your martial modifier for any checks that involve riding. Additionally, when you take the defend action, you can also defend your Steed (a steed must be at least 2 weight classes larger than you, or twice your weight class, whichever is lower) (Martial)
[X] Lobsters (Cordite) Expand (cost 5 Depth)




Note: learning an ability does affect the modifiers of non-named characters

Vote by Plan! Or Snippy WILL snip you!
Also please show your work when planning Depth costs to help us spot errors and enact plans :V (Welcome back to school kids, we open at 8)
 
Last edited:
Vote closed
Scheduled vote count started by KlinkerKing on Jan 5, 2022 at 2:00 PM, finished with 26 posts and 7 votes.
  • 3

    [x]plan more crab
    -[X] His ability as a leader does not go to waste.
    -[X] Driftwood: Definitely useful in crab construction!
    -[X] Driftwood Door! It is a door! Well, two of them..where to put them? (must be placed between two tiles: when closed, all creatures lose 1 vantage on stealth checks passing through the door (has 2 health - can be sealed and take this much damage before being unsealed) (entrance to the cave)
    -[X] Large Crabs (weight class 2) (cost 7 Depth)(with the other crab)
    -[X] Crab-e Diem (cost 5 Depth) - on all future turns, if you pick an "Expand" upgrade option, you may also pick a second non-Expand upgrade option.
  • 4

    [X] Plan Welcome, to your dreams, do you want it blessed or nightmarish?
    -[X] Write in
    -- [X] To center themselves. She should, at least, know a place here that welcomes here anytime in her travels if she decides to continue it. She may teach our crabs if she so decides and who knows? She may learn something in return.
    -[X] Driftwood: Definitely useful in crab construction!
    -[X] Driftwood Door! It is a door! Well, two of them..where to put them? (must be placed between two tiles: when closed, all creatures lose 1 vantage on stealth checks passing through the door (has 2 health - can be sealed and take this much damage before being unsealed) (Write-In placement)
    -[X] Barnacled Borehole (cost 3 Depth): Creates a small but deep hole whose surface is entirely covered in barnacles. At the end of the hole sits a large open clam with a pearl inside. Increases attractiveness to Delvers. This feature will not be cleared if a Delver takes the pearl but will be cleared if the clam itself is taken, and can only be eradicated by destruction of the hole.
    -[X] Crab-e Diem (cost 5 Depth) - on all future turns, if you pick an "Expand" upgrade option, you may also pick a second non-Expand upgrade option. (cost 9 Depth)
    -[X] Expand sideways (1 Depth per tile) X tiles (write-in)
 
7 - Delve 6 - The Warden
Delve 6 - The Warden

562-05-14








Skali stands outside, in the light of Nulumi, The Brilliant Sky Pearl.

For Skali, it is as peaceful for her here as it is for all who enter the shrine.

Knowing about deities and their domains is part of being a Prophet, but being called this way is strange. Called to serve here, in this place. Skali has only known what it is to wander, below sky or sea. That they carried her here as she slept, why was that?

No clouds cross the moon this night. As dawn breaks Skali moves, away from the sky, into the cave, past Snippy and his kin, past lobsters large and small, through the bright barrier and up the stalagmite to the bright pearl of Nulumi.

She answers the call by gently touching the pearl.

Skali gains ability "Divine Trust (Nulumi)"
  • Divine Trust – you place your faith in a divinity and they in you. By furthering their goals and message, you gain spells unique to the divinity in question (without spending skill points): they are made the same way other spells are but use the name of the divinity as the first word. This skill can be selected more than once (for different Deities - though that can get complicated). (Magical)
[X] Skali learns the "Nulumi's Nexus" spell
  • Nulumi's Nexus (Spell, Activated, Passive) - Creates a small orb that takes the form of a pearl or moon that shines brightly with moonlight. This orb may either float adjacent to the caster or one of their allies, or be held in hands or equipment. As an action (which may be part of the initial casting), the caster may crush the orb to dust and throw it (either martially or magically) at the eye(s) of a close (within reach 2 of the ally adjacent to the orb) creature (or several creatures adjacent to each other of weight class 2 or less) Blinding them on a hit (does not use hit location dice) (Magical)
[X] Skali learns the "Nulumi's Net" spell
  • Nulumi's Net (Spell, Activated) Summons a luminous weighted net which you or an ally can throw either martially or magically. This net can bind a target of any weight class for a number of turns up to your magical modifier (does not use hit location dice). This net, empowered with the moon's gravity, cannot be thrown off (as the weight is the moon) but can be cut through. (Magical)
[X] Skali learns the "Nulumi's Negation" Spell
  • Nulumi's Negation (Spell, Activated) You may draw on Nulumi's strength to counter a spell or break an enchantment; roll against the caster/enchanter. If you win their spell fizzle or their enchantment breaks. Passive spells and other non-dispellable magical effects can be disrupted this way for a number of turns up to your magical modifier. (Magical)






The Delve

"This is the place, huh?" Cleocaldra pauses, eyeing the… door? "The door's new, right?"

"Yeah! But it makes total sense when you've seen the inside!" Gea sing-songs.

A few crabs carrying driftwood skitter in and out of the gaps at the bottom.

"...Interesting." Cleocaldra's smooth tone deliberately carries none of her incredulity.

"Yeah, the crabs here are really unusual. There's a couple of them that seem to be really smart, too." Lucas jumps over a rock, and continues, "you wanna look for the big one with the white cone, that one's easiest to find."

Walking up to the doors, Cleocaldra knocks firmly but gently. "May I enter?"

Snip Snip

A small crab taps her boot. Snippy would like to know your business here.

"Ah, I am Cleocaldra!" This crab's Plasegean is somewhat rustic. "I am a Warden from the Delver's Guild; I'm here to classify the Dungeon."

Cleocaldra Performance (DC 13) 9+4=13 (4, 1, 1, +1 vantage)

Snippy stares for a moment. The largest one is here for a strange, large-one-reason. The doors behind Snippy slowly swing open. Snippy will take you to Skali.

"Much appreciated, Snippy," Cleocaldra lilts, opening the door. "Perhaps you could tell me something about this place on the way?"

Daylight, and the light of Gea's pearlescent orb illuminate the chamber.

Snippy will certainly talk about the Eminent Sleeping Shelterer, and at great length! Snippy has defended the Magnificent Sleeping Shelterer for many passings of The Brilliant Sky Pearl now, and they have aided Snippy in turn. Oh, Snippy can see Skali!

"You must be Skali!" Cleocaldra pauses, allowing the words to ring through the cave.

Cleocaldra Performance (DC 13) 17+4=21 (6, 3, 5, +1 vantage)

"Oh, Sni-" Skali pauses, taking in the full presence of the newcomer. By the Sky Pearl, she's massive… where did they find enough metal to make her steel-clad?! Skali looks at Snippy; he seems pleased a Delver is using his name, but otherwise relatively unbothered. Right, he's too small to grasp just how big she is.

"You," Skali begins slowly, "are correct, I am indeed Skali. How do you do?"

"I am well." Exchanging pleasantries with a crab was not necessarily how she envisaged this mission when she took it, but here she was. "I was hoping to see around The Magnificent Sleeping Shelterer; I am stationed here by the guild as the Warden of this area."

Skali looks to Snippy, who seems excited that someone else shares his wonderment of the Grand Sleeping Shelterer. "I have no objections, and Snippy seems to have none either. That, and the doors opened for you."

"Excellent! I don't want to inconvenience you, if you're busy with something, but would you like to come with us?"

"I'm not otherwise occupied, no."

Snippy would like to show them the new room! It is new and exciting!

"Oh, is that one of the dead-ends we found last time we were here?" Lucas sounds excited.

Snippy understands! Snippy would like to know when you learned to speak properly?

Lucas laughs. "I've been able to speak properly all my life!"

Snippy disagrees, you were incomprehensible last time.

Skali sighs. "Snippy, he was speaking Diokynian mostly last time, we went over this!"

Snippy is not convinced, but is happy you are speaking properly now!

The little crab sets off down the corridor, and Cleocaldra and the children follow, listening to Snippy's excited chattering.

"Hold on!" Gea flicks her bright light orb onto Snippy. "That'll make it easier to follow you."

Snippy snips approvingly.

With Snippy ahead, the underwater light creates a rippling effect on Cleocaldra as she steps up to the water's edge and takes a Deep Breath, sliding into the water after her spear

As they enter the underwater room, they are greeted by black-blue and dappled black-orange lobsters.

"Oh, these orange ones are new!" Lucas motions to the clawless lobsters. "Also huge!"

One of the orange ones the size of a dog waves its sprouts at them, and Lucas and Gea both wave back. The blue-black lobsters fire a greeting salute of explosive snips, but remain at a distance.

They follow Snippy up the tunnel and corridor into the new room. Snippy excitedly points them toward the new feature: a small hole in the wall, surrounded by barnacles.

"Huh." Gea looks down the hole, her light now hovering by the entrance. "There's a clam with a pearl down the whole."

Snippy taps Gea's leg.

"What's up little guy?"

"He wants to see too." Lucas translates the excited snipping into Diokynian.

"Right! Up you go little crab!" Snippy skitters onto her outstretched palm, and is elevated to be eye-level with the borehole. "See, clam and pearl! A really big one too!"

"Would you mind if we took the pearl?"

Snippy looks at Skali, who throws an uncomprehending look back.

"...no? It should be fine, the Sleeping Shelterer doesn't seem to mind."

"Oh, alright, I'll just go ahead and grab it then!"

Gea reaches for pearl (DC 10) 14+1=15 (6, 4, 4)

Before anyone can react, Gea sticks her hand down the borehole and fishes the pearl out.

"I got it!"

"It's huge!" Lucas looks wide-eyed at the pearl. "Have you seen a pearl this big?"

"Yeah, a few times, but it is pretty big. I've seen ones this size go for a koku or even more before!"

Gea reaches over towards Cleocaldra, pearl in hand.

"I think you've earned that one. The guild will manage, even a pearl short." She winks, and holds a finger up to her lips. "Don't go bragging about it though."

The children look at the pearl, as if it had grown legs. "Pocket money!" Gea whispers, breaking the spell. Lucas is visibly flabbergasted and Gea fist-pumps and does a little celebratory dance.

As the children celebrate, Cleocaldra turns to Snippy and Skali. "Where to next, my splendid guides?"

"Well," Skali says, "I think the only other place you haven't seen is the shrine. Follow me."

Skali and Snippy make their way down the tunnel; the Delvers follow, and they cross the underwater room with a little booming-claw fanfare.

"This is a beautiful shrine to Nulumi; I had expected less imbuement, given our previous reports. It was as it is now when you first found the cave, right?"

"Yeah! And it's where we met Skali and Snippy the first time!" Gea is once again sing-songing. "Lucas had a great time trying to make himself understood."

Lucas throws his hands up with an exasperated eye-roll.

"Actually, how long has this been here?"

Snippy isn't sure exactly, but Snippy was here first, and Skali was here after. This was where Snippy met Skali!

"Right."

They spend some time just taking in the shrine.

"Well kids, as fun as this has been, I did promise to send you home to your parents before sunset."

The kids groan, but allow her to usher them out of the cave.

Sitting in the sunlight outside, Cleocaldra shakes the water from her fingers, pulling off her lamellar-backed gloves, and opens up an oilskin pouch. Taking out a journal, she begins to write:

Private Journal 562-05-14

This new posting is a disaster. Big dungeon. Big pearl. Massive crustaceans. This was supposed to be a baby dungeon for a nice quiet posting, and somehow the sodding thing is growing faster than a Grovian Creak! How am I supposed to indulge in the local scene when I'll have to keep coming down here and looking at the blasted thing!?.

At least I've made progress making myself part of the community. And I guess the dungeon has been friendly up to now. Then again, it's not like Kanoetta never happened. ARGH. I can't even look for another posting without gathering stupid fucking rumours that'll ruin me.

Ugh. Now I'll have to ensure all parties entering the place are properly briefed and appropriately tough to get out if things turn shit. AND I have to write a whole new report instead of just confirming the last ones.

FUCK.







Decisions, Decisions


We have 62 Depth: (at the end of each Delve, for each uncleared feature, score 1 Depth per Delver level for each Delver)

Recycle
[X] 10 Depth
[X] Strange Wood
[X] Black Sand

[X] Expand sideways (1 Depth per tile) X tiles (write-in)

Clarification: you can make rooms with irregular shapes, and expand existing rooms

[X] Relocation move existing creature feature(s) around (Write in)

Crab Construction
[X] Coral Castle? That's definitely a tiny fort… Isn't it? (Does nothing this turn. Please wait warmly while the coral stays still enough for crab masonry to be perfected)
[X] Feathered Cap? Wait, no, that's a lot of feathers? Hmm… (Does nothing this turn. Please wait warmly while crab clothiering is perfected)

Features (Pick up to 1):
[X] Small Mound (3 Depth):
A small hill to fight from. Maybe it could also be used as a stage? Gain 1 vantage on defensive rolls against walking creatures of weight class 2 or lower
[X] Treacherous Tim's Tiny Tin Tin (5 Depth) - A small metal box, stuck firmly in the floor or wall, with contents unknown. Decorated with a silver monogram of two Ts, and some skulls. Increases your attractiveness to Delvers.
[X] Blue Algae (7 Depth):
Can grow on cave walls. Increases attractiveness to Delvers.


Upgrades (Pick up to 1):
[X] Colossal Crustaceans I (8 Depth):
Whenever you Expand a Crustacean tile (of any kind), you may choose to apply the Monstrous Mettle I trait to either the new OR old feature paying extra Depth equal to their new weight class. If they have no free ability slots, you may replace another ability they didn't start with (can be used the turn it's purchased).
  • Monstrous Mettle I – Increase weight class by 1 and remove weight class restrictions from other abilities. additionally, for every 6 points of weight class, gain 1 natural armour (max 2) if the creature also has Fae Form, it may shift between all available weight classes..
[X] Spiny Soirée (6 Depth): Spiny Lobsters in a horde or formation may use the intimidate action as if they were twice their weight class
[X] Mineral Infusion (5 Depth): Creatures with an exoskeleton that live in this room take half damage from Critical Hits. Increases attractiveness to Delvers.

Crab-e Diem (Pick up to 1):
[X] Expand Cordite Lobsters (8 Depth)
[X] Expand Spiny Lobsters (6 Depth)


Note: learning an ability does affect the modifiers of non-named characters
Note: increasing weight class increases tile requirements (see table)

Glossary:
Koku: A unit of measurement equivalent to 180 litres or 6100 fl. oz.


Trivia: this update has been brought to you by challenging discord to a trial by combat, and percussive router maintenance.

Vote by Plan! Or Snippy WILL snip you!
Also please show your work when planning Depth costs to help us spot errors and enact plans :V (Welcome back to school kids, we open at 8)

 
Last edited:
Vote closed
Scheduled vote count started by KlinkerKing on Jan 12, 2022 at 3:55 PM, finished with 27 posts and 6 votes.
  • 2

    [X] Plan: the growing swarm (34 depth)
    - [X] Skali learns the "Nulumi's Nexus" spell
    - [X] Black Sand
    - [X] Coral Castle? That's definitely a tiny fort… Isn't it? (Does nothing this turn. Please wait warmly while the coral stays still enough for crab masonry to be perfected)
    - [X] Blue Algae (7 Depth)
    - [X] Colossal Crustaceans I (8 Depth): Whenever you Expand a Crustacean tile (of any kind), you may choose to apply the Monstrous Mettle I trait to either the new OR old feature paying extra Depth equal to their new weight class. If they have no free ability slots, you may replace another ability they didn't start with (can be used the turn it's purchased).
    - [X] Expand Cordite Lobsters (8 Depth)
    - [X] Expand sideways (1 Depth per tile) X tiles (write-in) expand the flooded room with 9 tiles south, in a 3x3 way.
  • 4

    [X] Plan Magic Crabby Rooms (Total Depth Expenditure : 39)
    -[X] (Spell) Skali learns the "Nulumi's Negation" Spell
    -[X] (Recycle) Black Sand
    -[X] Expand 24 Tiles (24 Depth)
    --[X] Expand the central crab room down another nine tiles, and use three tiles of growth to mirror the lower right pathway, and then grow the spot where the pathways intersect into a 4x4 room extending to the right.
    -[X] (Construction) Coral Castle? That's definitely a tiny fort… Isn't it? (Does nothing this turn. Please wait warmly while the coral stays still enough for crab masonry to be perfected)
    -[X] (Feature) Small Mound (3 Depth)
    --[X] In the main central room, at the front of the path to the entrance.
    -[X] (Upgrade) Spiny Soirée (6 Depth)
    -[X] (Crab-e Diem) Expand Spiny Lobsters (6 Depth)
 
8 - Delve 7 - Slippery Scourge
Delve 7 - Slippery Scourge

562-06-03





The Brilliant Sky Pearl is bright tonight, as always. She pulls the waters over us one more, as she often does. We wonder what the stronger Delver was doing here before. She would have been as the one who did not enter before, the… Iron? How many of them are there at such strength? Are there stronger ones?

Hmm…

Doesn't matter, we will take a nap, as before. If they come we will know.

!

We know that slippery form. They have returned for more. With a friend. Snippy will know what to do…






The Delve

Hostile Delver - CONGER
EEL (Weight Class 3 to 4 - Predator - Eater of Crabs)

There is a moment when the clouds cross the moon. Fortunately, it is a brief moment, brief enough that the long, winding forms of three Conger eels are caught out trying to weave through the crab entrance. The eels come snout to claw with several alert crabs, who skitter backwards and raise the alarm!

Thump!

A cold, unreadable eye peers through a gap in the door.

Crash!

A Dappled eel head crashes through the door, but the rest of the eel flails uselessly, stuck.

Bang!

Snippy knows these fiends! They are the Sibling Snatchers! Stealing from the Splendid Sleeping Shelterer! Snippy and his siblings cannot fight them alone. They must get help! Snippy calls his siblings together! They must run!

Crabs skitter and scramble away from the door which, for a brief, glorious moment, holds. Then, the thrashing of the gluttonous Dappled splinters the soft driftwood, and Striped strikes right through, followed by the cold-eyed intruder. Teeth snap and click, and the eels give chase!

As Snippy skitters, Snippy realises the sheer size of the newcomer. Frosty-Gaze is much larger than Striped, who hasn't grown much. Dappled, on the other claw has multiplied in size and almost matches Frosty-Gaze in size.

With the lead bought by the door, Snippy and his siblings manage to make it to the Lobster room and raise the alarm. The eels, following closely with Dappled in the lead, make it into the room just as the lobsters begin to gather. Snippy and his siblings turn to defend, holding on to the mound!

Snippy and his siblings strike against the oncoming Dappled, but find their claws skittering against the scales of Striped. Scales? On an eel? These were not here last time! Dappled's head peeks out from behind her scaled shield, and strikes! Snippy and the siblings skitter nimbly aside!

A wave of glowing blue washes over them, cold biting through their shells. Snippy braces, and when he looks up, a frozen sibling stands next to him. This is… Death? Snippy will not have it! A Dappled head full of big, sharp teeth looms over the crabs. Snippy snips his claws in defiance, but his siblings' strikes are blocked once again by the scaly Striped.

Another wave of glowing blue crashes into the lobsters above Snippy. The lobsters are caught off-guard and several begin to drift downwards, unmoving. In a panic, they begin to flail wildly with little success.

Dappled reaches out from behind her scaled shield, and manages to snatch a Spiny Lobster. A sinister, eerie noise comes out of the formation, like the rumbling of giant teeth. The effect of the noise is immediate, and the eels recoil. Striped hesitates, unable to shake off the sound; as Snippy again Rallies his siblings, the eel once more curls defensively.

Crunch!

Snippy must do better! The siblings charge! Dappled thrashes and flails, under assault from multiple directions, and the water turns red with blood. Striped, still hesitant to do more, fends off the siblings, who plink off her scales.

Snippy hears the swooshing sound of Prophet's Prongs slicing through the water, cut short by the tell-tale thump of the trident hitting its target. Another wave of cold rushes through the water above Snippy, but this time no unresponsive lobsters rain down.

A dull thump sounds, and Snippy glances over. Stuck thrashing on the ground is Dappled, crippled by the injuries to her tail. She's going nowhere fast, Snippy deduces, as a swarm of spiny lobsters descend.

Scree-k!

The eerie sound marks the incoming charge of multiple heavy-weight lobsters; Striped's jaws open wide. Snippy watches in awe as the small claws of the big lobsters savage the eel's face. Snippy's siblings take advantage and strike at her flank, but their claws slide off the scales. Scales or no, the water is thick with blood and the screeching sound of angry lobster intensifies.

SCREE-K!

The intensity of the lobsters' noise reaches a fever pitch, and Frosty finally loses her nerve. She turns tail and retreats, leaving Striped to run a desperate interference. Skali's trident clangs off the wall near Striped and dematerialises. The eels leave a long and bloody trail as Snippy's siblings follow behind, a cacophony of nightmarish sounds stalking the corridors from the lobsters bringing up the rear.

Round 0

Detection

Snippy = 11+3=14 (5, 3, 3)
Snippy's Siblings = 18, 13, 8 +1 (6, 6, 1)
Striped = 8+3=11 (1, 5, 2 +0 vantage, +1 drab, -1 door)
Dappled = 7+3=10 (3, 3, 1 +0 vantage, +1 drab, -1 door)
Frosty = 12+4=16 (5, 5, 2 +0 vantage, +1 drab, -1 door)

Stealth Fails - All Eels detected. The door is shut.

Round 1

Initiative

Snippy's Formation (21 crabs) = 13+2=15 (2, 6, 5)
Striped = 13+3=16 (5, 3, 5)
Dappled = 12+3=15 (2, 4, 6)
Frosty = 16+1=17 (4, 6, 4 +1 vantage Tactician)

Declare
Dappled = Break Door (DC 10) = 7+3 (1, 4, 2)
Snippy's Formation (21 crabs) = Retreat towards Allies 7+1=8 (3, 1, 3)
Striped = Break Door (DC 10) = 5+3 (2, 1, 2)
Frosty = Rout (Tactician, Vanguard) (Break Door (DC10) [Martial]) = 9+4[+1]=13[10] (5, 3, 1)

Resolution:
Frosty Routs Snippy's Formation, giving them -1 vantage on initiative and interception rolls, but also deals 0 damage to the door
Dappled is stuck, and cannot get out (deals 0 damage to door).
Striped cannot strike the door, as Dappled is in the way (deals 0 damage to door).
Snippy's Formation retreats to Corridor (AI, 16).

Round 2

Initiative

Irrelevant, Snippy's Formation has broken contact.

Declare
Snippy's Formation (21 crabs) = Retreat towards Allies = 11+1=12 (2, 6, 3)
Striped = Break Door (DC 10) = 11+3=14 (3, 3, 5)
Dappled = Break Door (DC 10) = 14+3=17 (6, 2, 6)
Frosty = Break Door (DC10) = 9+1=10 (3, 1, 5)

Resolution:
Dappled deals 2 damage to the door.
Striped deals 2 damage to the door.
Snippy's Formation retreats to (AK, 16).
Frosty deals 0 damage to the door.


Round 3

Initiative

Irrelevant, Snippy's Formation has broken contact.

Declare
Snippy's Formation (21 crabs) = Retreat towards Allies = 11+1=12 (4, 6, 1)
Striped = Pursuit = 13+3=16 (2, 3, 5 +1 vantage, Tactician)
Dappled = Pursuit = 15+3=18 (5, 5, 4) +1 vantage, Tactician)
Frosty = Rally: Tactician & Vanguard (Pursuit) = 11+4=15 (4, 5, 2)

Resolution:
Dappled moves to (AK, 16)
Striped moves to (AJ, 16)
Frosty moves to (AJ, 16)
Snippy's Formation enters the underwater room and climbs the mound, raising the alarm.


Round 4

Initiative

Dappled re-engages contact.

Snippy's Formation (21 crabs) = 9+2=11 (3, 3, 3)
Cordite Lobster Horde (20) = 8 (3, 2, 3)
Spiny Lobster Horde (30) = 9+1=10 (5, 3, 1)
Striped = 9+3=12 (5, 5, 2 -1 vantage, Line of Sight)
Dappled = 13+3=16 (5, 2, 6)
Frosty = 6+1=7 (3, 2, 1 +0 vantage, +1 Tactician, -1 Line of Sight)

Declare
Frosty = Rout: Tactician & Vanguard (Draconic Power: Cold Cone at Reach 8) = 11+4=15 (3, 3, 5)
Cordite Lobster Horde (20) = Gather Up (Alarm DC10) 11 (2, 3, 4 +1 vantage Cordite Claw)
Spiny Lobster Horde (30) = Rally to Snippy 9+1=10 (2, 4, 3)
Snippy Formation (21 crabs) = Hold 15, 10, 5+2 (1, 6, 3)
Striped = Intercept 13+3=16 (4, 5, 4)
Dappled = Strike Snippy's Formation 13+3=16 (5, 6, 2)

Resolution 4:
Snippy's Formation attacks, Striped intercepts, taking 3x1 damage, reduced to 3x0 (Thick Scales).
Dappled strikes Snippy's Formation, which defends
Frosty uses Draconic Power: Cold Cone. Snippy's Formation defends against 2, but 2 crabs take 2 damage to all locations, reduced to 1 on Head & Torso (Exoskeleton), triggering rolls on the death table.
Spiny Lobsters gather, and are now ready to fight
Cordite Lobsters sound the alarm and form up, and are now ready to fight.
Death rolls: 1 Crab is frozen solid (6), 1 Crab fights on, mortally wounded with its max health reduced to 0 (15).

Round 5

Initiative

Snippy's Formation (20C) = 9+2=11 (5, 5, 2 -1 vantage Tactician)
Cordite Lobster Horde (20) = 8 (3, 2, 3)
Spiny Lobster Formation 1 (10) = 12+1=13 (1, 5, 6)
Spiny Lobster Formation 2 (10) = 11+1=12(5, 4, 2)
Spiny Lobster Formation 3 (10) = 14+1=15 (2, 6, 6)
Striped = 6+3=9 (3, 1, 2)
Dappled = 14+3=17 (5, 4, 5)
Frosty = 18+1=19 (6, 6, 5 +1 vantage Tactician)

Declare
Cordite Lobster Horde (20) = Strike/Defend = 3 (1, 1, 1) Critical Failure!
Striped = Intercept = 10+3=13 (6, 3, 1)
Snippy's Formation (20C) = Strike/Defend = 14, 11, 8+2 (5, 2, 4)
Spiny Lobster Formation 2 (10) = Strike/[Intimidate]/Defend = 7[7], 5, 3 +1 (3, 1, 1 [+1 vantage Scary])
Spiny Lobster Formation 1 (10) = Strike/[Intimidate]/Defend = 14, [14]11, 8+1 (2, 5, 4 [+1 vantage Scary])
Spiny Lobster Formation 3 (10) = Strike/[Intimidate]/Defend = 8[8], 6, 3 (4, 1, 1 [+1 vantage Scary])
Dappled = Intimidate (Strike) at Spiny Lobster Formation 1 (Cordite Lobster Horde) = 12+1=13 (1, 5, 6) = [17]13+3= 16[20] (2, 5, 6 [+1 vantage Scary])
Frosty = Rout: Tactician & Vanguard (Draconic Power: Cold Cone at Reach 8 against Cordite Lobsters) = 15+4=19 (6, 3, 6)

Resolution 5:
Dappled Intimidates all Cordite Lobsters and Spiny Lobster Formation 1, but Snippy's Formation is immune to fear.
Frosty attacks Cordite Lobsters with Draconic Power: Cold Cone, 4 Cordite Lobsters take 2 damage to all locations, reduced to 1 on Head & Torso (Exoskeleton), triggering rolls on the death table.
Snippy's Formation attacks, but is intercepted by Striped, who takes 3x1 damage to the tail location reduced to 3x0 (Tough Scales).
Dappled attacks Spiny Lobsters Formation 1, dealing 1 damage to all locations (2x weight class), reduced to 0 (Exoskeleton), grappling and dealing 1 damage to all locations (pharyngeal jaws).
Cordite Lobster Horde misses!
Skali moves to (AI, 20)
Striped Freezes!
Spiny Lobster Formation 1 (Escape Roll: Option 4) Flees!
Cordite Lobster Horde (Escape Roll: Option 1) Flees!
Death Table
3 Cordite Lobsters go down, unconscious (12, 12, 11) 1 Cordite Lobster is fighting on, mortally wounded (8).



Round 6

Initiative

Snippy's Formation (20C) = 9+2=11 (2, 1, 6)
Spiny Lobster Formation 2 (10) = 8+1=9 (4, 2, 2)
Spiny Lobster Formation 3 (10) = 11+1=12 (6, 3, 2)
Striped = 4+3=7 (2, 1, 1)
Dappled = 13+3=16 (6, 4, 3)
Frosty = 16+1=17 (6, 1, 4 +1 vantage Tactician)

Declare
Striped = Freeze (Defend) = 10+3=13 (3, 4, 3)
Spiny Lobster Formation 2 (10) = Strike/[Intimidate]/Defend 13[13], 10, 7+1 (2, 3, 5 [+1 vantage Scary])
Snippy's Formation (20C) = Strike/Defend 13, 9, 5+2 (3, 1, 5)
Spiny Lobster Formation 3 (10) = Strike/[Intimidate]/Defend 16[16], 11, 6+1 (4, 6, 1)
Dappled = Intimidate [Spiny Lobster Formation 3] (Defend/chew), move towards fleeing cordite lobsters) 8[9]+3=11 (3, 3, 2)
Frosty = Rout: Tactician & Vanguard (Draconic Power: Cold Cone at Reach 8 against Snippy's Formation) = 8+4=12 (3, 2, 3)

Resolution 6:
Spiny Lobster Formation 3, strikes against Striped (2) and Dappled (1), deals 1 damage to Dappled & Striped Torso, reduced to 2x0 on Striped (Tough Scales), Snapping Striped out of Freeze
Spiny Lobster Formation 3, strikes against Striped & Dappled (1), deals 1 damage to off-arm location = 0 damage to tail.
Spiny Lobster Formation 2, strikes against Striped (1) and Dappled (1), deals 1 damage to Dappled & Striped Tail, reduced to 0 on Striped (Tough Scales).
Spiny Lobster Formation 2, strikes against Striped & Dappled (1), deals 1 damage to main-arm location = 0 damage to head.
Snippy's Formation strikes against Striped (2) and Dappled (1), deals 1 damage to Dappled & Striped Tail, reduced to 0 on Striped (Tough Scales).
Frosty attacks Snippy's Formation with Draconic Power: Cold Cone, hitting a single crab, dealing 1 damage to all locations (reduced to 0 on head and torso (Exoskeleton), crippling it.
Snippy's Formation and Spiny Lobster Formation 3 are not impressed by Dappled's intimidation (SLF3 gains fear immunity from Dappled)
Frosty and Dappled lose Fear Immunity.
Striped Freezes!
Skali moves to (AJ, 20)
Dappled deals 1 damage to all grappled Spiny Lobster locations (pharyngeal jaws), consuming it.
Net damage: dappled takes 2 damage to tail 1 damage to torso

Round 7

Initiative

Snippy's Formation (19C) = 4+2=6 (2, 1, 3 -1 vantage Tactician)
Skali = 3 (1, 1, 1) Critical Failure! Fortunately there are no special rules for this… Yet
Spiny Lobster Formation 2 (10) = 12+1=13 (5, 1, 6)
Spiny Lobster Formation 3 (10) = 14+1=15 (4, 4, 6)
Striped = 13+3=16 (6, 1, 6)
Dappled = 7+3=10 (2, 3, 2)
Frosty = 16+1=17 (6, 4, 3 +1 vantage Tactician)

Declare
Skali = Prophet's Prongs loosed against Dappled = 12+3=15 (6, 3, 3)
Snippy's Formation (19C) = Strike/Defend = 15, 11, 7+3 (1, 5, 5)
Dappled = Intimidate (Defend) [Spiny Lobster Formation 2] (Defend, move towards Frosty, but out of crab reach) 9+3=12 (5, 2, 2)
Spiny Lobster Formation 2 (10) = Strike/Intimidate/Defend, breaking off to pursue Dappled 12[12], 10, 8+1 (4, 2, 4[+1 vantage Scary])
Spiny Lobster Formation 3 (10) = Strike/Intimidate/Defend 12[12], 8, 4+1 (2, 1, 5[+1 vantage Scary])
Striped = Freeze (Defend) = 11+3=14 (5, 4, 2)
Frosty = Frosty = Rout: Tactician & Vanguard (Draconic Power: Cold Cone at Reach 8 against Spiny Lobster Formation 3) = 6+4=10 (3, 2, 1)

Resolution 7:
Snippy's Formation cannot reach Dappled, deal 3x1 to Striped head location, reduced to 0 (Tough Scales)
Skali looses Prophet's Prongs against Dappled, hitting the tail location for 3 damage. Crippled!
Striped is not impressed by intimidation, snaps out of fear, gains fear immunity to Spiny Lobster Formation 2 & 3.
Spiny Lobster Formation 2 deals 2x1 damage to Dappled Torso, reducing Dappled's Torso location to 0 health. Dappled rolls a 12 on the death table. Dappled is unconscious (only the omniscient perspective knows she isn't dead).
Frosty Strikes Spiny Formation 3 with Draconic Power: Cold Cone, hits 3 Spiny Lobsters (8, 9, 10) dealing 2 damage to all locations, reduced to 0 on head & torso locations and to 1 on all limb locations (Exoskeleton).
Cordite Lobsters, now away (out of line of sight) from Dappled, attempt to rally DC13 vs 11 (1, 4, 6) = Cordite Lobsters are unable to gather this encounter
Spiny Lobsters, with Dappled Downed, make a bonus attempt to rally roll at -1 vantage vs DC13, 6+1=7 (1, 5, 4) = Spiny Lobsters are unable to gather this round.


Round 8

Initiative

Snippy's Formation (19C) = 9+2=11 (1, 6, 2)
Skali = 9 (5, 3, 1)
Spiny Lobster Formation 2 (10) = 7+1=8 (5, 1, 1)
Spiny Lobster Formation 3 (10) = 15+1=16 (6, 5, 4)
Striped = 18+3=21 (6, 6, 6) Critical Success! Fortunately there are no special rules for this… Yet
Frosty = 11+1=12 (1, 1, 5 +1 vantage Tactician)

Declare
Spiny Lobster Formation 2 (10) = re-engage Striped & Frosty Strike/[intimidate]/Defend = 18+1=19 (6, 6, 6) Critical Success!
Skali = Looses Prophet's Prong against Frosty = 14+3=17 (6, 2, 6)
Snippy's Formation (19C) = Strike/Defend against Striped = 12, 9, 6+2 (2, 5, 2)
Frosty = Fight! (Frosty strikes with Draconic Power: Cold Sphere reach 4) = 13+4=17 (4, 6, 3)
Spiny Lobster Formation 3 (10) = Strike/[intimidate]/Defend = 17, 15, 13+1 (5, 6, 4)
Striped = Intercept = 5+3=8 (1, 2, 2)

Resolution 8:
Spiny Lobster Formation 2 intimidates Striped, removing fear immunity, and deals 5x1 damage to the head location, causing a roll on the death table Spiny Lobster Formation 3 is intercepted by Striped and deals 1x1 damage to the head location, and 3x1 to the torso location, all reduced to 0 (Tough Scales)
Skali looses Prophet's Prongs at Frosty, but it's intercepted by Striped, who takes 3 damage to the torso location, reduced to 2 (Tough Scales)
Frosty strikes Spiny Lobster Formation 3 with Draconic Power: Cold Sphere reach 4, hitting 2 Spiny Lobsters (4, 2) dealing 2 damage to all locations, reduced to 0 on head & torso locations and to 1 on all limb locations (Exoskeleton).
Snippy's Formation hits Striped, dealing 6x1 damage to the main-arm location which doesn't exist = 0 damage to tail location
Spiny Lobsters, now away (out of line of sight) from Dappled, attempt to rally DC13 vs 7+1=8 (3, 3, 1) = Spiny Lobster Formation 1 is unable to regather this encounter
Frosty is forced to Flee!

Death table rolls
Striped: 15 ("You're lucky - You still have 1 health in the relevant location. Nasty scar though")


Round 9

Initiative

Snippy's Formation (19C) = 13+2=15 (6, 5, 2)
Skali = 14 (5, 5, 4)
Spiny Lobster Formation 2 (10) = 5+1=6 (1, 3, 1)
Spiny Lobster Formation 3 (10) = 13+1=14 (5, 2, 6)
Striped = 7+3=10 (3, 3, 1)
Frosty = 15+1=16 (2, 5, 5 +1 vantage Tactician)

Declare
Spiny Lobster Formation 2 (10) = Strike/Defend (trailing hostiles) = 15, 13, 11+1(5, 5, 3)
Striped = Flee (Intercept) = 13+3=16 (4, 3, 6)
Skali = Looses Prophet's Prongs at Striped = 9+3=12 (4, 4, 1)
Spiny Lobster Formation 3 (10) = Strike/Defend (trailing hostiles) = 12, 9, 6+1 (4, 1, 4)
Snippy's Formation (19C) = Strike/Defend (trailing hostiles) = 17, 15, 13+2 (5, 6, 4)
Frosty = Flee (Defend) = 11+3(1) (4, 4, 3)

Resolution:
Striped successfully intercepts all Lobster Formations
Skali misses Striped with Prophet's Prongs
Snippy's Formation cannot reach the eels.


Since Skali cannot get line of sight until eels are out of the cave, the fight ends with Snippy and all remaining Formations trailing the eels until they leave.

VICTORY: EELS REPELLED

Tally
Dead: 2 Crabs, 1 Cordite Lobsters, 1 Spiny Lobster.
Unconscious: 3 Cordite lobsters, all 3 Survive

If you can read this: congratulations, that makes one of us.

VICTORY: EELS REPELLED

Snippy's siblings replace the bar on the door, and the lobsters finally grow silent. With the immediate danger over, Snippy leaves the door guarded by the watchful eyes of the spiny lobsters, and heads back to the warmer room.

The battlefield is a sight Snippy has seldom seen. The Dappled eel lies bloodied on the sand floor behind the mound, and several small lobsters lie unmoving. Snippy's siblings are also among the fallen, their place at the top of the mound having made little difference against the large swimmers.

Snippy finds Skali, who is gently tapping a black-blue lobster's carapace. The lobster stirs, as the tiny ice crystals on its carapace melt in the warmer water. The siblings go to the others. two signal good news, one do not. A sibling near Snippy collapses, the cold taking its toll. Snippy gently taps them, welling with sadness. They do not wake.

"Ah, Snippy! Did we win?"

Snippy knows we won; not a single sibling was taken from the Sleeping Shelterer! But Snippy is sad that not all the Sheltered are here to see this victory.







Decisions, Decisions

Hmm… the Dappled one survived, and will wake soon. What to do…
[X] No Mercy. (Dappled Dies - Gain 5 Depth and Eel Fangs).
[X] Keep her alive, but contained. (Spend 5 Depth, acquire Eel Prison)
-[X] Placement (Tile, must be Underwater/Shrine)
[X] Let her go. (unclear outcome)
[X] Write-in

Recycle: Gain shells and 1 Depth

We have 84 Depth:
(at the end of each Delve, for each uncleared feature, score 1 Depth per Delver level for each Delver)

Recycle
[X] 7 Depth
[X] Message in a bottle (???)
[X] Sea Cucumbers (???)

[X] Expand sideways (1 Depth per tile) X tiles (write-in)

Clarification: you can make rooms with irregular shapes, and expand existing rooms

[X] Relocation move existing creature feature(s) around (Write in)

Crab Construction
[X] A Coral Castle! Yes, Castles are cool. We know just where to put this!

  • Coral Castle (aquatic) (Defence DC 11, 8 health, 1 armour)
    • Weight class 2 or lower creatures can seek refuge here against all hostiles, who must destroy the fortification to attack them. Additionally, they may loose or throw at any creature attacking the Castle
-[X] Write in Location (Tile)
[X] That's not a castle… what do you mean it's a forge? You want us to do
what with geothermal vents?!?
  • Coral Forge (aquatic)
    • Crabs can heat things up to extreme temperatures here… This may be useful.
-[X] Write in Location (Tile - Must be placed in the Geothermal Spring room)

Features (Pick up to 1):
[X] Crustacean Nursery (28 Depth)
- A tile full of baby (weight class 0) crustaceans - The nursery does not have a limit on heritable trait slots, and can (with an expand) create a weight class 1 tile of any crustacean type you currently own for the standard cost of such a tile. This new tile may spawn with any combination of heritable traits applied to the Nursery, with the normal restrictions. This Nursery cannot defend itself, and 2 hostile actions will eradicate this feature. This tile can be placed inside the Shrine.
-[X] Placement (Tile)

[X] Crimson King Crabs
(Weight Class 2) (19 Depth) - Sizeable Crabs, clad in a spiky exoskeleton of a deep crimson hue; renowned for their powerful claws and omnidirectional agility!
  • Climate adaptation (aquatic) - You are adapted to an extreme climate of your choice (e.g. hot desert, underwater) and have all the necessary traits to thrive in that environment
  • Exoskeleton (must be weight class 2 or less) – You have an exoskeleton that provides your weight class in mundane armour (max 3) to your torso and head, and your weight class -1 (max 2) mundane armour to every limb. This stacks with other armour to a mundane maximum bonus of 5
  • Remaining Ability slots: 2
  • Vicious Claws - Creatures adapted for clawing attacks deal 1 extra maximum damage with claws. If this is their main mundane attack, this ability is free.
-[X] Placement (Room)

[X] Ornate Monitor (Weight Class 2) (17 Depth) - Monitor lizards named for their ornate, gold and black camouflage pattern. Largest of the common split-tongued lizards, they are known for their sharp teeth and whip-like tails!
  • Deep Breath – You can hold your breath for hours instead of minutes (see "suffocate" condition)
  • Vicious Claws - Creatures adapted for clawing attacks deal 1 extra maximum damage with claws. If this is their main mundane attack, this ability is free.
  • Thrashing Tail - This ability grants unarmed strikes with the tail reach equal to twice your weight class for the purposes of determining hit locations.
  • Remaining Ability slots: 1
  • Vicious Bite - Creatures adapted for biting attacks deal 1 extra damage with bites. If this is their main mundane attack, this ability is free.
  • Venomous Saliva (Anticoagulant) - Death rolls that would normally end bleed effects, do not end bleed effects delivered by bites.
  • Gigantic Ancestors - This creature halves any costs associated with increasing its size, up to weight class 8
Note: Terrestrial Creature, but with Deep Breath. They will start in the Shrine during underwater delves (the closest breathable space), and fight from there as normal during underwater delves as they have more than enough breath for any engagement.
-[X] Placement (Room)


Upgrades (Pick up to 1):
[X] Hole-y Hill (17 Depth)
- Weight class 2 or lower creatures can seek refuge here against all hostiles, who must destroy the hill to attack them - if a construction is on the mound, creatures may move directly between them. (Mound Upgrade)
[X] Spiny Shot (22 Depth)
(Heritable trait) - Spiny lobsters may loose spines twice per Delve (Spines need time to regrow - in a Horde or Formation they may do this 4 times, as defenders don't loose). This does the same damage as the creature's unarmed strikes.
-[X] Placement (Creature Tile(s) - Spiny Lobsters/Nursery only, no extra cost for multiple tiles)
[X] Lively Lake
(10 Depth): A magical tendril of water can project creatures in this underwater room up to 2 tiles (Applies both to and from the water). (Permanently Underwater Upgrade)

Crab-e Diem (Pick up to 1):
[X] Expand Spiny Lobsters (17 Depth)

Vote by Plan! Or Snippy WILL snip you!

Also please show your work when planning Depth costs to help us spot errors and enact plans :V (Welcome back to school kids, we open at 8)

Trivia: this update required no fewer than 3 combat rewrites of varying extents, as we are very smart QMs who have never made any mistakes in our lives :V

 
Vote closed
Scheduled vote count started by KlinkerKing on Jan 21, 2022 at 7:08 PM, finished with 42 posts and 5 votes.
  • 3

    [X] Plan: Civilization, at last...or the beginnings, at least (72 depths)
    -[X] [Eel] Keep her alive, but contained. (Spend 5 Depth, acquire Eel Prison)
    --[X] Placement (Tile, must be Underwater/Shrine) Ask Nulumi if we can put the eel prison in the shrine room, if the answer is yes, AG 20, if its no, AK 21
    -[X] [Recycle] Message in a bottle (???)
    -[X] [Crab Construction] That's not a castle… what do you mean it's a forge? You want us to do what with geothermal vents?!?
    --[X] Write in Location (Tile - Must be placed in the Geothermal Spring room) AK 23
    -[X] [Feature] Crustacean Nursery (28 Depth) - A tile full of baby (weight class 0) crustaceans - The nursery does not have a limit on heritable trait slots, and can (with an expand) create a weight class 1 tile of any crustacean type you currently own for the standard cost of such a tile. This new tile may spawn with any combination of heritable traits applied to the Nursery, with the normal restrictions. This Nursery cannot defend itself, and 2 hostile actions will eradicate this feature. This tile can be placed inside the Shrine.
    --[X] Placement (Tile) southeastern tile of shrine room, AI22
    -[X] [Upgrade] Spiny Shot (22 Depth)
    --[X] Placement (Creature Tile(s) - Spiny Lobsters/Nursery only, no extra cost for multiple tiles) all 3 Spiny lobsters and the nursery
    -[X] Expand Spiny Lobsters (17 Depth) flooded room
  • 2

    [X] Plan: Forges and sea cucumbers go hand in hand, lobviously. 61 Depth.
 
9. Seclusion 1 - The Road to Shell is Paved with Crab Intentions
Seclusion 1 - The Road to Shell is Paved with Crab Intentions


Rock rises from the floor, trapping a half-awake Dappled, and Skali hears the voice of the Sleeping Shelterer: "Ask Nulumi if this eel can be confined in the shrine."

Skali dutifully obeys.

Skali asks Nulumi to eel the shrine (DC10): 10+1=11 (4, 4, 2)

The bright pearl pulses once.

"That's a yes, then."





Snippy has much to ponder. Under the light of the Brilliant Sky Pearl, then the Radiant Daystar, as the cycle goes. His thoughts race, wiggle, and weave. Why does the strange barrier sometimes bar him? What is so familiar about the Orb in barriered room? Why is it so peaceful there? Snippy grapples with deaths most of all. Those few, who remained in the Sleeping Shelterer, but will never rise again to defend or praise them.

Snippy does not understand why the Wonderful Sleeping Shelterer has spared the gluttonous sibling snatcher. Snippy would claw out her eyes himself to protect the Serene Sleeping Shelterer. Even now he feels a mote of anger, hears the sickening crunches. Perhaps the Dappled intruder will yet meet a suitable end…

The other words of the Humbling Sleeping Shelterer turn in Snippy's head. "To centre themselves". Snippy knows this is for Skali more than him, as the Wise Sleeping Shelterer spoke then of wanderings and of teaching and maybe learning? Maybe Snippy should speak to Skali.

"Hey Snippy!"

Snippy was looking for Skali just now! Would Skali come to look at the Sky with Snippy?

"Ah, I heard you've spent a lot of time staring at the sky recently. Have you been meditating?"

Yes! Snippy has had many difficult thoughts, and thinks Skali might be able to help.

"You've been having difficult thoughts?" Skali pauses. "Wait! Slow down Snippy!"

Snippy is sorry. Snippy should be more patient. Maybe Snippy's thoughts are difficult because Snippy is trying to think too quickly.

"Hmm. Well, some thoughts can be difficult at any speed."

Snippy does not like difficult thoughts.

"Nobody really does, but they happen anyway."

Snippy would like to ask Skali if she understands why the Sibling Snatcher is still alive. Snippy is not experienced like Skali or the Wise Sleeping Shelterer. Snippy… Snippy would rather finish what they started.

"I don't know either. I know the Diokynians sometimes keep their enemies stuck in a space, like naughty children. I'm not sure what the end goal is, though."

Snippy will ponder Skali's words. Snippy is grateful to have a wise friend.

[X] Remain silent
[X] Write-in


Snippy has other questions too, if Skali is not too busy.

"I think the Brilliant Sky Pearl can spare me a while longer."

Snippy is confused. The Brilliant Sky Pearl is up above Skali and Snippy. Snippy is sure the Brillia- Oh. Snippy understands now. The Bright Orb in the Peaceful Place. It is a Bright Pearl. It is… a Little Brilliant Sky Pearl?

Skali chuckles a little "Yes Snippy, and there are others like it; it marks a sacred place of the Brilliant Sky Pearl."

Snippy feels a little slow.

"It's ok Snippy. You've served the Sleeping Shelterer all your life. You can't be expected to know everything."

Snippy wonders if Skali is a friend of the Brilliant Sky Pearl? If that is why Skali Stays here with the Great Sleeping Shelterer?

"You made it sound so great here I couldn't leave until I found out if it really was." Skali runs a claw through her beard. "The peace in that room was wonderful too. I felt drawn in, and then the Brilliant Sky Pearl called to me. It was only here that I learned to put my trust in her."

Snippy understands. Even before the Peaceful Place the older crabs told Snippy it was safer inside the Splendid Sleeping Shelterer. That it is bad in the out-of-doors.

"Yeah. It's not easy out there."

Snippy wonders if Skali might help Snippy understand the bright barriers to the Peaceful Place. Snippy does not like it when they stop Snippy, and Snippy has been stopped a few times when Snippy goes through them. Snippy would like it if he never got stopped by them.

"Oh, I guess this is your first Shrine experience." Skali taps her shell thoughtfully. "It's like this; when divinities like the Brilliant Sky Pearl consecrate places, they don't want any schmuck waving a claw about to tear up the place, or anyone to get the idea of using the place as a fortress and stopping folk from visiting."

Snippy follows so far.

"So, yeah, it's pretty common for them to stop anyone from leaving and then coming right back in. It stops people loosing at anyone they don't like and avoiding reprisal by ducking back into the shrine."

Ah. Snippy understands about fighting. Snippy will not annoy the Brilliant Sky Pearl's bright barrier from now on!

"You're a funny one, Snippy."

After another cycle on the rock, Snippy has an answer:

[X] Snippy has pondered the movement of the eels, and noticed that their speed and planning has given them a distinct advantage in some situations. Snippy will not fall behind. (Snippy gains the Tactician skill)
  • Tactician - You gain 1 vantage on initiative rolls. If you give orders, Rallied allies that follow the plan gain 1 vantage. In a formation, this bonus only applies to the lowest vantage level. Routed hostiles lose 1 vantage on initiative next turn (Leader)
[X] Snippy will take great care to recognise the prowess of intruders. Knowing the strength of the intruder, and the strength of Snippy's allies will make decisions clearer. (Snippy gains the Martial Eye skill)
  • Martial Eye – You gain one vantage on attempts to learn other creature's martial modifiers - in combat you can tell without a check. (Martial)
[X] Snippy is not satisfied with Stripes escaping again. Snippy is committed, this intruder will not escape a third time. Snip! Snip! (Snippy gains the Sanguine skill)
  • Sanguine - If you have less than your maximum health, you gain 1 vantage on initiative (If you are leading a formation, any casualties it takes will count towards this). Routed hostiles that have less than their maximum health lose 1 vantage on all actions when trying to flee. (Leader)





Clink

Skali turns to the noise, and finds half a dozen crabs carrying a glass bottle.

Clink-clonk

"What's going on, you found this on the beach?"

Snippy did! Snippy found it on the shore, just sitting in the sand. It has a paper in it, like the journal the big metal lady had!

"Oh, let's have a look then!"

She uncorks the bottle with a loud Plop!, and struggles briefly with turning it upside down to get the small, rolled up piece of paper out of the thin bottleneck.

"Aha!" She unrolls the paper, taking care not to harm the already crumbling sheet.



"...Well isn't that interesting."



--
Trivia:
Did you know that asking the question "What do we call the bipeds?" can lead to the construction of an entire world map and also, the fabrication of about a dozen different languages? Because that's a thing we do, apparently.
 
Last edited:
Vote closed
Scheduled vote count started by KlinkerKing on Jan 27, 2022 at 11:00 AM, finished with 22 posts and 6 votes.
  • 3

    [X] Plan: Friendship tactics
    -[X] Write in: "The eel is strong, so it would be good if it fought for us rather than against us."
    -[X] Snippy has pondered the movement of the eels, and noticed that their speed and planning has given them a distinct advantage in some situations. Snippy will not fall behind. (Snippy gains the Tactician skill)
  • 3

    [X] Plan: Viking Crabs
  • 1

    [X] Write in: "Dappled was defeated, they have a option, they join us or they die."
    [X] Snippy is not satisfied with Stripes escaping again. Snippy is committed, this intruder will not escape a third time. Snip! Snip! (Snippy gains the Sanguine skill)
 
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