ENVIRONMENT OVERVIEW
Filled with smooth stones and collapsed buildings. It is semi-hostile. Some valuables remain but many have been plundered. Small, running fresh water streams can be found between some rougher crags. Unstable environments as well as mechanical traps such as tripwires are more of a threat than monsters on this level.
Reminder: Although your first in-character thread in the dungeon can either be in the Plaza or on the First Floor, you must complete one thread on each previous floor to post in/start a thread below that one. After you have posted in each floor once, you can start a thread anywhere in the dungeon, but it's advised that your first post in the thread gives a quick summary of what happened to your character/their party on previous floors.
=======
WALKING MUSHROOM
Fungi
SIZE 50-80 cm
HABITAT All over the dungeon
A blanket term for mushrooms that are able to run around independently with foot like growths. While not very dangerous as monsters, they're the first obstacle that stands in the way of new adventurers. Their cute appearance and unexpected complexity have earned them many fans, and there are associations of walking mushroom fanciers all around the world.
BIG WALKING MUSHROOM
Fungi
SIZE 200 cm-
HABITAT All over the dungeon
Giant walking mushrooms over two meters tall. They run their mycelia across the ground to propagate. Inhaling the large quantities of spores they emit clouds the victim's mind. Walking mushrooms also transform depending on the state of the dungeon and how far it's matured. In other words, when big walking mushrooms appear, it means the dungeon has grown far enough that the Canaries will be sent there very
soon.
HUGE SCORPION
Crustacea
SIZE 45-70 cm (head to tail)
HABITAT 1F and below
A monster that lurks in cracks in the wall and other dark places. It strikes at adventurers with its enormous pincers and its tail, which injects a neurotoxin. Because it tends to firmly grasp its prey first before striking with its tail to finish it off, you can use a stick to bait it and seal the pincers, making it a cinch to deal with.
GREEN SLIME
Slime
SIZE Varies by specimen
HABITAT Mostly 1F
Like walking mushrooms, these monsters are among the first foes new adventurers face. Their bodies are covered in a viscous digestive fluid, and they can travel through narrow cracks. Slimes lurk in ceilings or up in trees, and when they sense the carbon dioxide in their prey's breath, they drop, land on the prey's face, and suffocate them. As an aside, slime species that actively attack living creatures are rare. Most are swallowed by aquatic animals and live in their bodies as symbiotes.
DUNGEON CLEANER
Magical Creature
SIZE 0.5-20 cm
HABITAT All over the dungeon Creatures that are capable of breaking down objects the dungeon doesn't need and repairing broken areas with their secretions. The conditions under which they are active and their preferred diets vary by type. The closer you get to the surface, the more sluggishly they move.
UNDINE
Spirit
SIZE Varies by specimen
HABITAT All over the dungeon
A colony of water spirits. They aren't hostile to humans and are sometimes used as servants by casters. If harmed, however, they will strike back. They have enough power to kill a sturdy dwarf with a single attack. As an aside, man- drakes are rich in mana because they're nourished by water spirits as they grow.
-
- Non-Player Character
- Posts: 12
- Joined: Fri Apr 26, 2024 7:07 am
- Trinkets: 0
- Player Name: Creature