07-15-2025, 03:54 AM
END OF APRIMAY 5500
![[Image: season1.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/season1.png)
![[Image: season1.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/season1.png)
we were able to get through our first season more or less unscathed. we've got a nice little bunker set up, complete with individual bedrooms (a rarity this early into my colonies) and a surprisingly consistent power supply in the wind turbine. i'm not usually one to resort to turbines over solar or geothermal generators, but this tile's "windy" modifier means it's pretty much always generating power. even just the one has been keeping the grid steady for the time being. early renewable power is actually WAY more important here than i initially expected - there is extremely little wood to work with in grasslands, and after making the initial housing i've been storing it for use only when necessary.
along with the four bedrooms towards the top of the above image, you might have also noticed the extra one next to the battery housing. this was initially for simpson, a wanderer who asked to join on day 7:
along with the four bedrooms towards the top of the above image, you might have also noticed the extra one next to the battery housing. this was initially for simpson, a wanderer who asked to join on day 7:
![[Image: simpsonstats.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/simpsonstats.png)
not great - especially with that chemical fascination trait - but more helping hands are always nice in the early game. that crafting stat was especially convenient, given that our four crashlanders all have extremely low skills in crafting. i could probably start growing a little patch of weed or something for her and rynyk's chemical need-
![[Image: simpsontraitor.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/simpsontraitor.png)
well, fuck.
i'll be real i forgot that wanderers could turn out to be traitors. she wasn't a huge threat, thankfully, but she died as soon as she was knocked down so i wouldn't have been able to re-recruit her if i wanted to. such is life on the rim.
on a more positive note, this happened around the middle of the season:
![[Image: gravquest.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/gravquest.png)
that was... WAY faster than i expected. i was honestly scared we wouldn't see a gravship until, like, at least a year in. i'm not sure if this was a scripted event in the same vein as the guaranteed "imperial noble getting chased by a maddened small animal" quest or an insane stroke of luck, but i'm not complaining. guess we can start on that gravship soon.
speaking of that noble quest, i accepted it so i could give four eyes psychic wizard powers. her xenotype gives her psychic hypersensitivity, which gives her a LOT of potential to be a strong psycaster. vanilla psycasts expanded additionally gives me the chance to pick out the abilities i want via skill trees, as opposed to having them granted at random. i gave four eyes "word of healing" and "word of immunity" to start out.
![[Image: yolanda.png]](https://file.garden/XuveTP7FTwb1Q-z4/img/creaturefest%20tidepool/yolanda.png)
next season, we aim for the skies. time will tell if that comes out successful.