Grottos
Grottos are special locations you can find during exploration. When a grotto outcome is rolled, you choose Open (cleanse and run the trial) or Mark on map (skip for now, record for later). Each square can have at most one grotto. The party can only find one grotto/ruins/monster_camp per expedition (one “find” total); after that, those outcomes are rerolled.
Finding a Grotto
- The bot then shows Open / Mark on map.
- Open: You cleanse the grotto (cost below) and a trial type is rolled. You must complete the trial before using
/explore rollor/explore moveagain in that quadrant.
- Mark on map: No cost. The grotto is recorded as a discovery so you can revisit later with /explore discovery (or /explore grotto travel once it exists at that location).
Cleansing a Grotto
Cost: 1 Goddess Plume (from someone’s expedition loadout) + 1 stamina 🟩 (from the party pool).
Who pays: The Goddess Plume is taken from whichever party member has one (the bot finds a “plume holder”). Stamina is paid from the shared pool (struggle allowed).
Result: The grotto is unsealed and gets a random name (e.g. “Taunhiy Grotto”). A trial type is rolled once: Blessing, Target Practice, Puzzle, Test of Power, or Maze (equal weights in code).
If you chose Mark on map earlier, you can still revisit that quadrant and cleanse later via /explore discovery (same cost: 1 Plume + 1 stamina 🟩).
Who pays: The Goddess Plume is taken from whichever party member has one (the bot finds a “plume holder”). Stamina is paid from the shared pool (struggle allowed).
Result: The grotto is unsealed and gets a random name (e.g. “Taunhiy Grotto”). A trial type is rolled once: Blessing, Target Practice, Puzzle, Test of Power, or Maze (equal weights in code).
If you chose Mark on map earlier, you can still revisit that quadrant and cleanse later via /explore discovery (same cost: 1 Plume + 1 stamina 🟩).
State: Sealed vs Unsealed vs Cleared
Sealed: Grotto exists on the map but hasn’t been opened this expedition (or was only “Mark on map”). Cleansing (1 Plume + 1 stamina 🟩) unseals it and rolls the trial type.
Cleansed (unsealed): Trial is in progress or failed. You can use grotto subcommands (continue, targetpractice, puzzle, maze) or revisit later.
Cleared: Trial finished successfully (or puzzle denied). Grotto is completed and won’t open again (roots seal). You leave with /explore roll and continue exploring.
Failed (Target Practice only): Trial ended in a fail. No orbs; grotto stays open so you can return with /explore discovery and try again (no extra Plume).
Sealed: Grotto exists on the map but hasn’t been opened this expedition (or was only “Mark on map”). Cleansing (1 Plume + 1 stamina 🟩) unseals it and rolls the trial type.
Cleansed (unsealed): Trial is in progress or failed. You can use grotto subcommands (continue, targetpractice, puzzle, maze) or revisit later.
Cleared: Trial finished successfully (or puzzle denied). Grotto is completed and won’t open again (roots seal). You leave with /explore roll and continue exploring.
Failed (Target Practice only): Trial ended in a fail. No orbs; grotto stays open so you can return with /explore discovery and try again (no extra Plume).
Returning to Grottos
Same quadrant: Use /explore discovery (id, charactername, discovery). Choose the grotto discovery from the list. If it’s still sealed, you can cleanse (1 Plume + 1 stamina 🟩) and run the trial. If it’s already unsealed (e.g. failed Target Practice or incomplete maze), you go straight to the trial (e.g. /explore grotto continue); no second cleanse.
Different square/quadrant: Use /explore grotto travel with the location (e.g.
H8 Q3). Costs 1 stamina 🟩. Then continue or cleanse as above.
Different square/quadrant: Use /explore grotto travel with the location (e.g.
H8 Q3). Costs 1 stamina 🟩. Then continue or cleanse as above.
Trial Types
There are 5 potential trials to come across when entering a Grotto.
Blessings: As it says, it’s a simple blessing where no trial is had! 1 Spirit Orb per member is awarded!
Target Practice: It seems whatever once dwelled in this grotto left behind a balloon or two for you to practice your aim! 3 successes wins! 1 fail ends the trial, though it can be attempted again later. 1 Spirit Orb per member is awarded!
Puzzles: The previous dwellers of this place seem to enjoy puzzles of sorts! Who knows what they want you to figure out… Members submit an item that seems to solve the puzzle! If approved, each member is awarded 1 Spirit Orb!
Mazes: Some grottos hide large mazes within! Be careful and stay together, all decisions here must be made with care and consideration! Any light from the entrance hardly seems to permeate the darkness near the entrance… Moving North/South/East/West, the party may encounter any number of traps, chests, scrying walls, or the exit itself! 1 Spirit Orb is awarded per member upon reaching the exit, though something extra may be earned from the maze chests…
Test of Power: Oh… how scary! Some grottos carry difficult trials of strength, be ready and prepare yourself for what you may face as you’re put to the test! There's no retreating from this—only victory will award each member 1 Spirit Orb.
Until the trial is cleared or failed (where applicable), you cannot use /explore roll or /explore move in that quadrant; the bot will tell you to finish the grotto first.
Blessings: As it says, it’s a simple blessing where no trial is had! 1 Spirit Orb per member is awarded!
Target Practice: It seems whatever once dwelled in this grotto left behind a balloon or two for you to practice your aim! 3 successes wins! 1 fail ends the trial, though it can be attempted again later. 1 Spirit Orb per member is awarded!
Puzzles: The previous dwellers of this place seem to enjoy puzzles of sorts! Who knows what they want you to figure out… Members submit an item that seems to solve the puzzle! If approved, each member is awarded 1 Spirit Orb!
Mazes: Some grottos hide large mazes within! Be careful and stay together, all decisions here must be made with care and consideration! Any light from the entrance hardly seems to permeate the darkness near the entrance… Moving North/South/East/West, the party may encounter any number of traps, chests, scrying walls, or the exit itself! 1 Spirit Orb is awarded per member upon reaching the exit, though something extra may be earned from the maze chests…
Test of Power: Oh… how scary! Some grottos carry difficult trials of strength, be ready and prepare yourself for what you may face as you’re put to the test! There's no retreating from this—only victory will award each member 1 Spirit Orb.
Until the trial is cleared or failed (where applicable), you cannot use /explore roll or /explore move in that quadrant; the bot will tell you to finish the grotto first.
Trial Types in Further Detail
Target Practice:
Command: /explore grotto targetpractice (id, charactername, grotto).
Cost per shot: 1 stamina 🟩 (from party pool, struggle allowed).
Flow: Establish turn order (e.g. round‑robin). Each turn one character uses the command; the bot rolls:
Fail (low roll, ~15% base): Trial ends immediately. No Spirit Orbs. Party can revisit later with /explore discovery (grotto stays open, no second cleanse).
Miss (mid roll): No progress; some miss outcomes deal 1 heart damage to the party pool. Next shooter takes a turn.
Success (good roll): +1 success. 3 successes = trial cleared, everyone gets 1 Spirit Orb.
Modifiers: Bow/slingshot, Hunter/Scout job, and weapon quality reduce fail and miss chance slightly.
Puzzle:
Command: /explore grotto puzzle (id, charactername, grotto, items optional).
Flow:
Use the command without
itemsto see the puzzle clue (flavor and what kind of offering is needed).Use the command with
itemsto submit an offering (one or more items from any party member’s inventory — not just loadout). Items are consumed.Staff approve or deny the offering.
Result: If approved, every party member gets 1 Spirit Orb and the grotto is cleared. If denied, the trial is still over (no orbs, items are gone). After that, use /explore roll to leave and continue exploring.
Maze:
Command: /explore grotto maze (id, charactername, grotto, action).
Actions:
North / East / South / West — Move one cell in that direction. If there’s a wall, the bot says you can’t move that way.
Song of Scrying at a wall — Use when standing on a Scrying wall (red/wall cell). Roll: e.g. faster path, pit trap (hearts + stamina), battle (raid), nothing, etc. Entertainer job gives higher success chance (e.g. 75% vs 50%).
Cells:
Start — Where you begin.
Exit — Reaching it clears the grotto; everyone gets 1 Spirit Orb.
Chest — First time you step on it, the moving character gets 1 Spirit Orb (extra to the exit orb).
Trap — First time: random effect (hearts lost and/or stamina cost). Can’t trigger the same trap twice.
Scrying wall — Use action: wall (Song of Scrying) for a random outcome; some outcomes move you or start a raid.
Lens of Truth: If someone in the party has a Lens of Truth (in inventory), on first entering the maze you can choose Bypass maze for immediate Spirit Orbs (no chests) or Enter the maze and play normally.
Map: The bot can post a maze image (you see your position, visited cells, chests/traps/walls). Legend: entrance, exit, chest, trap, Scrying wall, you, path, wall.
Test of Power:
Flow: When the trial type is Test of Power, the grotto starts a raid (boss fight). You fight via /raid with the given Raid ID.
Rules: You cannot use /explore retreat here; you must defeat the monster to clear the grotto and get Spirit Orbs. Expedition continues after the raid ends.
- Command: /explore grotto targetpractice (id, charactername, grotto).
- Cost per shot: 1 stamina 🟩 (from party pool, struggle allowed).
- Flow: Establish turn order (e.g. round‑robin). Each turn one character uses the command; the bot rolls:
- Fail (low roll, ~15% base): Trial ends immediately. No Spirit Orbs. Party can revisit later with /explore discovery (grotto stays open, no second cleanse).
- Miss (mid roll): No progress; some miss outcomes deal 1 heart damage to the party pool. Next shooter takes a turn.
- Success (good roll): +1 success. 3 successes = trial cleared, everyone gets 1 Spirit Orb.
- Command: /explore grotto puzzle (id, charactername, grotto, items optional).
- Flow:
- Use the command without
itemsto see the puzzle clue (flavor and what kind of offering is needed). - Use the command with
itemsto submit an offering (one or more items from any party member’s inventory — not just loadout). Items are consumed. - Staff approve or deny the offering.
Maze:
- Command: /explore grotto maze (id, charactername, grotto, action).
- Actions:
- North / East / South / West — Move one cell in that direction. If there’s a wall, the bot says you can’t move that way.
- Song of Scrying at a wall — Use when standing on a Scrying wall (red/wall cell). Roll: e.g. faster path, pit trap (hearts + stamina), battle (raid), nothing, etc. Entertainer job gives higher success chance (e.g. 75% vs 50%).Cells:
- Start — Where you begin.
- Exit — Reaching it clears the grotto; everyone gets 1 Spirit Orb.
- Chest — First time you step on it, the moving character gets 1 Spirit Orb (extra to the exit orb).
- Trap — First time: random effect (hearts lost and/or stamina cost). Can’t trigger the same trap twice.
- Scrying wall — Use action: wall (Song of Scrying) for a random outcome; some outcomes move you or start a raid.
- Lens of Truth: If someone in the party has a Lens of Truth (in inventory), on first entering the maze you can choose Bypass maze for immediate Spirit Orbs (no chests) or Enter the maze and play normally.
- Flow: When the trial type is Test of Power, the grotto starts a raid (boss fight). You fight via /raid with the given Raid ID.
- Rules: You cannot use /explore retreat here; you must defeat the monster to clear the grotto and get Spirit Orbs. Expedition continues after the raid ends.
Grotto Commands Summary
Commands and Their Uses:
/explore grotto continue: Enter or re-enter the grotto (e.g. first time after cleanse, or when revisiting). Picks up at the current trial state (maze position, target practice progress, etc.).
/explore grotto targetpractice: Your shot in a Target Practice trial (1 stamina 🟩 per use).
/explore grotto puzzle: View the puzzle clue (no items), or submit an offering (with items).
/explore grotto maze: Move (North/East/South/West) or use Song of Scrying at a wall (action:
wall).
/explore grotto travel: Move the party to a known grotto at another square/quadrant. Cost: 1 stamina 🟩 from the party pool. Location format: e.g.
H8 Q3. The grotto must exist at that square and quadrant (cleansed or marked). After arriving, if it’s sealed, cleanse it; if unsealed, use /explore grotto continue to enter the trial.
- /explore grotto continue: Enter or re-enter the grotto (e.g. first time after cleanse, or when revisiting). Picks up at the current trial state (maze position, target practice progress, etc.).
- /explore grotto targetpractice: Your shot in a Target Practice trial (1 stamina 🟩 per use).
- /explore grotto puzzle: View the puzzle clue (no items), or submit an offering (with items).
- /explore grotto maze: Move (North/East/South/West) or use Song of Scrying at a wall (action:
wall).
/explore grotto travel: Move the party to a known grotto at another square/quadrant. Cost: 1 stamina 🟩 from the party pool. Location format: e.g.
H8 Q3. The grotto must exist at that square and quadrant (cleansed or marked). After arriving, if it’s sealed, cleanse it; if unsealed, use /explore grotto continue to enter the trial.
Rules Recap
One grotto per square — A second grotto roll on the same square is replaced (e.g. with item or explored).
One “find” per expedition — One grotto or ruins or monster_camp find per party per run; extra rolls of those are rerolled.
Complete the grotto before roll/move — In that quadrant you can’t use /explore roll or /explore move until the trial is cleared, failed (Target Practice), or skipped (e.g. puzzle denied).
Test of Power: No /explore retreat; must win the raid to clear.
Grotto travel costs 1 stamina 🟩 (party pool) to move the party to a known grotto location.
One grotto per square — A second grotto roll on the same square is replaced (e.g. with item or explored).
One “find” per expedition — One grotto or ruins or monster_camp find per party per run; extra rolls of those are rerolled.
Complete the grotto before roll/move — In that quadrant you can’t use /explore roll or /explore move until the trial is cleared, failed (Target Practice), or skipped (e.g. puzzle denied).
Test of Power: No /explore retreat; must win the raid to clear.
Grotto travel costs 1 stamina 🟩 (party pool) to move the party to a known grotto location.