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 ???).
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 ???).
[X] Crab Mermaids (Cordite) Expand (cost: 5 Depth): Our existing crabs have multiplied, and may occupy another tile. (Costs 1 extra for every room they enter on the way to the new room. Corridors count as a room).
This is a feature, but it will potentially occupy a new tile. Does that mean we do not have to place it since it's a feature, or do we have to place it because occupying a tile means filling a vacant tile?
Moreover, about this upgrade. It says Cordite in the brackets, I assumed it meant Cordite Claws because the trait is heritable? I guess it is a reminder that that will in fact apply to all crabs since the plan did not elaborate on that.
[X] Cordite Claws (cost: 1 Depth) - Crabs can now store cordite in their claws, and cause minor explosions when successfully snipping a target. Takes a crab ability slot (making this trait heritable). Increase crab threat (and maximum claw damage) by 1. (May apply this to as many crabs as you have at the end of this turn, if none specified, will apply to all.)
This is a feature, but it will potentially occupy a new tile. Does that mean we do not have to place it since it's a feature, or do we have to place it because occupying a tile means filling a vacant tile?
Moreover, about this upgrade. It says Cordite in the brackets, I assumed it meant Cordite Claws because the trait is heritable? I guess it is a reminder that that will in fact apply to all crabs since the plan did not elaborate on that.
The plan that selected Cordite Claws specified that the lobsters were the only ones who would get it, but as it is heritable, an expansion of your existing lobsters would also have Cordite Claws (but the Spiny Lobsters would not, as they are separate).
[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)
-[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.
[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)
-[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] Spiny Crab Mermaids (aquatic) (Cost 5 Depth) (Placed in the flooded area below Crab Mermaids, bottom right part of the area)
- [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.
So I pulled open Illwinter's Floorplan Editor today and did my best to make a quick map in said program of the dungeon as it currently is.
As such, here's the more graphical version of the dungeon (if missing a good icon for the Moon Shrine because I couldn't find one that was appropriate).
So I pulled open Illwinter's Floorplan Editor today and did my best to make a quick map in said program of the dungeon as it currently is.
As such, here's the more graphical version of the dungeon (if missing a good icon for the Moon Shrine because I couldn't find one that was appropriate).
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.
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.
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!
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
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
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 (Welcome back to school kids, we open at 8)