ENVIRONMENT OVERVIEW
The second floor of the dungeon, thick with vegetation and monsters.
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.
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BASILISK
Serpentes
SIZE 100-120 cm (from head to tail)
HABITAT 2F
Also known as "the king of snakes," this monster has the body of a chicken and a serpent for a tail. Its spurs and fangs carry a strong poison. Since both the chicken and snake heads have brains, if you get their attention at the same time, it's possible to make it freeze up. The argument over which side is actually the head-chicken or snake- hasn't yet been settled.
MANDRAKE
Plantae
SIZE 30-40 cm
HABITAT 2F and below
Plants that are notorious for screaming when uprooted. Because hearing their screams drives the listener insane, the magic school recommends that harvesters use a dog. Mandrakes contain a vast quantity of mana, apparently equivalent to the amount in a thousand lemons.
MAN-EATING PLANT
Plantae
SIZE Varies by specimen
HABITAT 2F and below
A blanket term for plants that trap living creatures and use them as nourishment. There are many different kinds of man- eating plants, from those that can digest prey to those that are parasitic and plant seeds under the prey's skin. It's said that some people can't get enough of the exquisitely balanced pressure of the vines that trap them.
BIG BAT
Mammalia SIZE 140-180 cm
HABITAT 2F and below
A giant bat monster. They're quite intelligent: They use their sharp claws to trap prey, drop them from high in the air, and then drink their blood. They're roughly ten times the size of the regular species and can lift a half-foot easily. They make their dens in the hollows of trees and hide away in them during the day.
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.
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.
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