So the flooded room has no creatures, if we pick something that isn't crabs we should put them there.
Also funny thought I just had: Crab Mermaids would be a missnomer, any monster that's half human half crab should be named a Crab Drider, since crabs are more related to spiders than fish.
[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.
[x]plan more crab -[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.
Errata: Reduced number of options in "Features", because we wish to stop "your greed choking on its tears" to quite the same extent. (Great phrasing @TheCount)
Errata: Reduced number of options in "Features", because we wish to stop "your greed choking on its tears" to quite the same extent. (Great phrasing @TheCount)
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.
bigger crabs are.... hm... not the time yet, i think.
Salamanders... wow. thats...woooooooooow. so thats why salamanders go to caves, to feed from other salamander's lights Joke aside i like them.
Barnacle hole.... yep, really nice. passive depth gain for a long time. waaaaaaaant it.
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)
*Greed choking on tears in the background*
....i know i want Hotter springs, and crabalry.... but damn, Crab-e Diem is too usefull T_T
Edit: *inhale, remembers what i just said above* you know, i wanted to say something , but i just promised i will try to look what i say... naxt time, maybe, i will tell what it was.
[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)
-- Entrance of the Crabby Cave! (leave enough place for crabs to go as they please on the bottom of one of the doors.)
-[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)
--a 3x3 room to the north-eastern blind corridor of the flooded room, see visual.
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.
hm.... no, not yet.but i appreciate the offer. just wanted to get something there, so the rooms don't get... cluttered.
(yes, i know the entrance hall has plenty of emptyy tiles yet, but Crab-e Diem is most likely winning this one, so, preparations!)
On another note though....
Clarification: you can make rooms with irregular shapes, and expand existing rooms, this may include spreading rooms into existing spaces (ie Underwater/Crab-Fu)
does that mean, we could expand the entrance room so that it includes the flooded room too?
would that part remain flooded? or would the whole entrance room be either flooded or not flooded?
does that mean, we could expand the entrance room so that it includes the flooded room too?
would that part remain flooded? or would the whole entrance room be either flooded or not flooded?
The Entrance room cannot be flooded. Rooms are also either flooded or not, so although you could nearly merge the rooms, you can't actually merge the rooms. You can however expand the entrance room and have it connect to the flooded room in more than one place (although I will insist on at least one space between each connection point, two adjacent tiles may not connect to the same room, for sanity reasons).
They might be the table! Also, we can't confirm or deny these allegations, but I can say that there is such a thing as octopuses with very good camouflage.
Here is my vote, i was inactive for a few days because i was binge reading the story i stole the joke from and other reasons.
[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)
-- Entrance of the Crabby Cave! (leave enough place for crabs to go as they please on the bottom of one of the doors.)
-[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)
--a 3x3 room to the north-eastern blind corridor of the flooded room, see visual.
[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.
[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)
Oops, I forgot it's not scroll-down, but clickable. Silly me.
Edit: So yeah, pretty happy with this outcome! I think it's the right thing to go for since attractiveness after we just finished a fight seems like the way to go considering how the story has been progressing.