When I began working on the second floor I realized I gained 3 more small monster templates bringing the remaining unused templates to 5 and I gained three more tiny monster templates bring the total up to 8.
I was conflicted on what the second floor should be... I was thinking a forest with with small and cunning animal humanoids... lets just refer to them as beast kin instead of animal humanoids, ok. The other concept was a massive cave with insects made out of different rocks and minerals.
Hmmm... after some careful consideration I have decided the floor 2 shall be a insect infested cave and floor 3 will be a massive and proper working surface ecosystem with my beast kin.
I began carving out ten more rooms for the second floor, but this time the rooms were way bigger than the first floor. Each room was around 100 meters wide, 300 meters long and 20 meters high while the halls were 3 meters wide, 10 meters long and 3 meters tall.
Unlike the classic dungeon floor were everything had the feeling of being man made and organized the caves were as natural looking as I could make them, stalactites and stalagmites hung from the ceilings and stood tall on the floors, pillars of stone connected the ceilings and floors sometimes forming natural barriers, drops of water dripped from the ceilings forming small puddles here and there but in some spots were the water gets too deep you may just fall into a hidden lake or two.
The rough uneven walls, ceiling and floor made the cave feel alive, using 2 of my 7 plant templates to create some moss and tiny lily pads with randomly colored floors on top.
The moss I made was to give the cave some color around the stagnant water and to place about the ceiling, by the way did you think I would waste one of my templates on a normal plan... no... just no. The moss was made with the intent to survive anywhere and evolve to suite the purpose I give them.
So that means that moss on the ceiling with start growing vines to hang down in certain places, moss on the floor with start growing blades of grass, moss beneath the water will grow seaweed like blades, speaking of sharp stuff the moss also doubles as a defense mechanism.
When an intruder gets to close to the moss grass, tiny moss thorns with rise to cut open the targets feet, the few leaves on the vines are extremely sharp like blades and when the delver gets to close, a random vine will lash out and cut them down... not all moss vines will do this... I still need to give them a chance.
The seaweed on the other hand though, all the seaweed will attack but instead of cutting up targets, they tangle them up and slowly drag them down to the depths where they will drown or be attacked by my monsters... speaking of monsters it's time to design them, the atmosphere and ambiance are already perfect... as for the traps... just watch out for moss covered holes and the occasional falling stalactite.
The first tiny monster I created was an ant made of coal... I know it doesn't sound so cool or scary, but it's until you realize how big they are is when they become scary.
They a rough pitch black texture with soft orange light seeping out, the workers are always more than an inch long and possess a drill like appendage on their abdomens while the soldiers always grow to a foot longs and have the ability to start small fires and inject a venom infused with burning mana into prey... it is very painful.
The Queen is special as she is not a combat unit and is practically just a stationary unit so it is allowed to grow to an impressive three feet in size. I originally only made the worker template but after finishing it I was given the option to give the template variants, so basically the template was the species and under that template I could create variants and different models for it.
It is similar to the way that some kobolds are green and others red, or why when they become a mini boss they have different horns and body types, that is because I allowed some variations between kobolds... It wouldn't be fun if they were all the same copy pasted monster.
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Speaking off our tiny lizardmen they will also make an appearance on the second floor, the first room solely belongs to the coal ants while the second room has a quarry and mineshaft full of kobolds with, mining caps, minecarts, pickaxes, hammers and axes... the axes are for combat if you were wondering.
The kobolds share the second room with the coal ants in a symbiotic relationship, their are 50 kobolds spread across to campsites near the entrance and the exits. When engaging in combat with kobold expect a few coal ants to be hurled at you and remember that a pickaxe is this a viable weapon, a pickaxe to the skull is just as lethal as a normal axe to the skull.
Oh yea, be extra cautious when coal ants are thrown at you, make sure to rid yourself of all of them, why?... well aside from the nasty bite you'll receive there is a variant specific to the second room and more specifically to the kobold camps. Obsidian ants, unlike their wild counterparts the coal ants, these insects have a smooth and shiny texture with a hellish red glow that pours from their eyes, they are way sharper and more intelligent.
They can spit magma and superheat the tips of their legs, mandibles and drills to cause more damage, the only downside is they are more fragile than normal coal ants and a little bigger so it's harder to hide, they are the definition of a glass canon.
Each kobold camp has one queen with about 100 ants total for each, the first room has 10 queens and a thousand ants total.
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The third room is home to the glass hoppers... I know it's a bad pun but it fits. The room is covered head to toes in the moss... lets call it mimic moss, the moss here grows very tall grass in place of the normal short stuff, the grass here has no thorns to prick delvers, yet have the ability of the seaweed to hold people in place while the glass hoppers do their work.
Tiny transparent insects made of glass that throw themselves at you with the speed and force of a bullet, they dent armor, tear through clothing and have the nasty habit of aiming for the exposed spots and especially sensitive spots like the eyes.
The average human doesn't take having a glass bullet hit them in the eye to well, the hoppers can smash into a target two times dealing heavy damage to unarmored individuals, they will break against their target on the third time dealing three times the damage.
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The fourth floor once again has the kobolds, the water in this room is more abundant as well as the substance known as clay, their are three small kobold settlements on the floor, brick housings and a love for glass and ceramic work, statues, pots and glass figurines can be found throughout the structures.
The domesticated variant of the glass hoppers is also found as companions in this floor, the ceramic glass hopper is a two foot long non translucent version of the smaller see through bug, it wont break on impact with surfaces anymore but move a bit slower, they are more dangerous as now you actively have to hunt them instead of dodging.
Their is another domesticated variant of the glass hopper found in the workshops of the settlements, the obsidian glass hopper is a foot and a half long, a dark see through body with orange glowing insides, extremely fasts and sharp, can release small burst of flames in passing, they prefer to jump pass their enemies while trying to cut and slash them while burning them.
The kobolds in this room prefer blades, spears and bows... sharp stuff, obsidian daggers and arrows, ceramic shield and armor plates. The kobolds here are also variants of the normal species, they have black heat resistant scales on theirs, arms, feet and tail because they use them so much in glass work.
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The fifth floor is home to the steel weavers, spiders made of solid steel with webs as equally strong. The floor itself is taller than most at about 40 meters tall, the floor is filled with waste high water and the ceiling is covered in stalactites for the weavers to construct their webs.
The weavers themselves are very sensitive to sounds and vibrations, they communicate by playing songs with their strings like violins, guitars and bases. They hunt by leaving strings in the water to pick up any vibrations, once they feel something they will leap down and snatch up the prey or they will shoot venom tipped darts at the passing prey.
They will cause paralysis... when your in waist high water, put two and two together and use your imagination.
The steel silk threads, are a metallic white with trace amounts of pink, purple and pale blue, they are soft and strong so if you get caught it's light out.
The weavers create two types of silk, silent silk and sonic silk, one is meant to absorb and suppress noise while the other is meant to amplify and create sounds, one is used for hunting and stalker while the other is used for recreation and communication.
The weavers loved creating patterns and complex structures, their giant cities of string are always a sight to see. One last thing about weavers is the magic they hold, not just sound and vibration but memory.
The tale has been stolen; if detected on Amazon, report the violation.
Using silk thread they can store intent and thoughts, they can preserve information in their strings and not just their own thoughts and feelings but those of their victims as well, they use this to teach young weavers and gain data from fallen foes.
Just don't try and splash around too much... you might not have a choice in that mater. The stone fish is a small foot long fish with rough grey scales that make them look like rocks, they can be found in all lakes and puddles on the second floor, the average stone fish only has a nasty bite while the fish in the fifth room have two new variants, the blade and shield variants.
One has blade like fins and teeth while the other has very tough scales that could shrug off a strike or to, the seaweed holds you in place while the fish try and rip you to bits, and if you struggle to much you risk being shot or dragging up into the nest.
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The sixth floor naturally has kobold settlements, the water is now neck high and the fish are a little more vicious, the stone fish now have moss growing on them giving them better camouflage.
There are four settlements total, three being raft settlements stitched together by steel silk, the floor consisted of large planks of wood and waterproof fabric.
The last settlements was hanging from the ceiling with the spider colony, suspended from the ceiling by rope made from densely woven steel silk, the settlements has a complete view of the entire floor.
The kobolds variants had the ability to stick to surfaces with ease, they had better eyesight and had some aquatic capabilities with webbed feet and gills, their bite causes mild paralysis like they companions.
The hunt using nets, traps and arrows with silk attacked, they wore long baggy clothing and mainly used spears, they had the power to access the information storage function of the weavers webs and used this to create their own forms of media... yes the lizards now have a radio broadcast system.
They love playing music, sewing and dancing to an extent, the lake surface settlements love swimming and diving, they hunt the stone fish for sport and collect lily pads to trade with the hanging settlement.
Why? well the stone fish scales can be used to make some durable light armor and the lily pads colorful flowers can be used to make some nice dyes.
The domesticated weavers have two variants, the needle variant and the diving variant. The needle variants was made with the intention for them to used their needle like legs to create complex web structures and clothing or precise deadly strikes.
The diver is two feet long and is covered in fur, they have the power to slightly manipulate the water their silk touches to form currents and air pockets for them to breath, their webbing is more stick and relentless when wet.
The cool thing about the little radio network is that I could connect it to not connected webs, I had the weaver's create little dream catcher like trinkets that you'll copy the signals from the network... the kobolds in the other rooms and floors now had web radio's to listen to while they do their thing... web radio... I like that name.
The kobolds on the first floor love to listen to it while training, it could be used to talk to the other kobolds on other floors or entertainment like music, stories and reports... it was great, now it's not so boring down here, I now had a little civilization to look over and interact with.
Now back to work.
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The seventh floor is home to the copper wasp, they are a foot long with a black and orange pattern with a long orange stinger, the black parts of their body is rubber and the metallic orange is copper.
They create nest from rubber and can generate electricity, they deliver a nerve frying shock when they sting and can sting multiple times when angry.
They can generate two types of electricity, yellow and blue. The yellow electricity is normal electricity and is delivered in stings to fry the nervous system while the blue electricity is more mana based and powerful, this can be launched at a distance causing intense electrical burns, often times they will drop their stingers once the electricity wears them down.
The floor of the room is covered by ankle high water that the waste will electrify every so often, they can disrupt and modify electrical signals so communication doesn't work.
If blue electricity hits you to much you may be magnetized causing any fallen stingers to be pulled towards you... were protective gear around your head.
Their nest make up a majority of the ceiling.
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Eighth floor is here and guess who... the kobolds, of course who else would it be. The variant on this floor now sports some orange coppers scales along with their black rubberizes tongues, palms, soles and tails.
Using their rubberized tongues they can pick up on the electrical signals of the wasp and enemy technology, their palms were rubberized so they could handle the wasp without being shocked and their feet were rubberized to prevent water from shocking them.
Their copper based biology allows them to generate shocks while taking no damage from them... major damage, it still can stun them or knock them unconscious.
The longer a kobold goes without dying the more their skin oxidizes, this can be seen as a mark of strength or cunning.
With the help of their companions they can magnetize and launch their sharp scales at enemies, they live inside the walls and in the nest of their companions.
The oxidized copper wasp is the smaller domesticated variants of the main species, they are smaller than the wild copper wasp but have a wing structure similar to dragonfly's, they can use purple lighting, it is not only stronger than than the other types but can inflict the haste status effect making allies stronger and enemies weaker using the thunderstruck effect [Instant knockout if it hits the head].
Their stingers are more like lightning rod and blades that stabbing weaponry, these wasp are way stronger but need to rest and recover more, the kobolds on the other hand are way faster and use their rubber soles to jump around with great speed.
They could use their powers to create and modify electrical signals to communicate using their minds while also listening into others communication over long distances.
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The ninth floor is a large grassy field with ponds filled to the brim with lily pads, this room is the home off the golden bee. Foot long gold bees that make their home in the large shiny hexagonal wax constructs that line the walls and ceiling of the room.
Not only in the honey that they make a healing item, they also create gold constructs with the wax hives, they feed on the flowers growing atop the lily pads.
The bees are neutral until antagonized, if you leave them alone they leave you alone, just watch your step and respect the bees space. but if you attack one or trying a break into the hive you will be stung... repeatedly... until you expire.
The bees can sting through armor and can bust through your cranium if you don't have any protective head gear, their sting isn't what kills you, but the poison they inject.
The bees use Midas poison, a poison that replaces biological mater with gold, it wears of after a few minutes but get stung repeatedly and parts of you won't go back to normal unless a purifying spell is uses, if you die while its in your system you will become a gold statue that the bees will feed off.
Their honey is made from sugar and gold, many gold resource nodes around scattered about, but they are usually surrounded by bees
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The tenth and final room of the second floor has some very special variants for both the insect and the kobold, the room is also a field of lily pads and glass but the occasional bush or tree about, the variants of the creatures are obsidian, platinum and diamond.
Obsidian bees have hell fire venom that causes the victims body to burst into flames at the injection site, their hives are made of hardened obsidian and basalt, their honey is both sweet and spice and has the ability to boost fire users abilities.
The obsidian kobold has pitch black shiny scales and has a orange glow beneath their scales, their skin is a glowing orange white the easy are a bright red and purple. The are immune to fire and can spit fireballs as people, you'll find them chilling in the shade under trees and sleeping in the water to cool down, they can produce magma and turn it into weaponry, they will sell their scales to other rooms for arrow creation.
Where their is a obsidian beehive their is an obsidian kobold their to protect it, their are two obsidians settlements with 20 kobolds each and 2 obsidian queens each.
The diamond bees have venom that causes pressure build up in the injection site, the site with then pop live a balloon if not treated, they can flash light in peoples eyes, their stingers can extend and if no careful they could easily punch through vital organs, their crystalized honey can be used to mage regeneration potions.
Diamond kobolds can shiny reflective scales, pure white eyes and a soft blue glow can be seen from them at night, they can store heat and light within their scales to release at a later time in an explosions or concentrated light beam, they can use this stored light to buff themselves and heal allies, you'll find them bathing in the artificial sunlight of this room in particular.
They can create diamond constructs using the dust from their scales or they can cause diamond spikes to erupt from the growing, 100% fatality if not dodged and I, 3 settlements with 20 kobolds each and 1 queen each, the bees act like medics to the kobolds and the lizards act live iron walls for the bees.
The platinum bee is like the normal gold bee but platinum instead... they turn people into platinum statues but unlit any other insect they are tough and incredibly so, you could stomp it out and it with be ok, you could shoot them and they'll be fine.
Drinking their honey will grant you increased defense and endurance, theoretically if you had a constant supply of the stuff you could go without sleep for the month.
Platinum kobolds are absolute units, they are the regular size of kobold but they can take a beating, I'm sure one of them could solo the first floor, white metallic scales with a pink undertone, these lizards are not to be screwed with. They make weapons out of platinum, not just basic weapons' but complex ones too, I'm sure at least one player with know what a ballista is and wonder if they would survive taking a 3 meter long platinum bolt travelling at Mach 1 to the chest... the answer is no.
They can control the metallic weaponry from a distance, they can be found training near the end of the floor, their are two settlements, on has 5 platinum queens and the other has the floors mini boss.
The second settlement is build around the exit of the floor, the mini boss is a strange one, instead of it being a title it is it's own creature.
The mini boss is an alloy kobold, the ability to assume the form and traits of the other three kobold variants of the room, they are bigger as all mini boss kobolds are with some majestic horns a top their head.
Their stats in all three forms are equal to three times the average, so don't let this thing hit you or it's game over... unless you a tank and can take a hit or two before flatlining.
The real danger isn't the kobold but what it's carrying, on the back of the armor mini boss is a platinum hive, within this hive are three queen for each variant of bee, and because they are classified as part of the mini boss they make stronger versions of the bee variants.
Once you make it pass the mini boss... somehow, you can head down to the third floor. Any person that enters a dungeon has to have some experience in fight or else they are going to be flattened flatter than a sheet of paper.
When I finally finished my second floor I realized that I have been working for 4 days, I took a break to chat to the kobolds and see how they are doing when I felt something coming down the stair... oh... more players.