The third floor of the mega-dungeon is less traditionally “dungeon-like”, it more resembles an underground forest and a freshwater lake with islands in a giant cavern. The GM may treat this floor more like a small wilderness, allowing the adventurers to step off the dirt paths between areas. The “ceiling” of the floor is 13 yards high from the ground. The floor’s lake is 35 yards at its deepest. The March floor is 250 yards end-to-end, from one rock wall denoting the edge of the floor to another.
Going off the dirt paths and into the tree-line will slow down movement. Call it -1 to Move, after encumbrance.
Areas on this floor are less “rooms” and more open due to the wild nature of the floor, although there are a few discrete buildings. Any doors in such buildings are average ironbound, DR 10 and HP 34, assume Lockpicking +0 modifier if locked. Walls of building on the floor are six inches thick, DR 78 and HP 75. Any metalwork on the floor are average; DR 9 and HP 18 for bars, weighing 500 lbs., and ST 18 to lift 2-handed without assistance or extra effort.
Lighting varies in buildings, but overall the wilderness areas of the floor are lit by nearby glowing plants, for a -5 Darkness penalty.
Mana on the floor is Normal. Sanctity is Normal, too. Nature’s Strength is +0, due to the odd wilderness of the floor.
The chance of a random encounter on this floor is 9 or less on 3d.
March Floor Random Encounter Table
Roll 2d.
2-4: Nx2 Dire Wolves with 1 Alpha Male OR Nx2 Giant Rats
5-6: N Foul Bats OR Nx1.5 Big Spiders
7-8: N/4 Cave Bears OR N Giant Vipers
9: N/2 Acid Spiders OR N/4 Redthorns (DF Monsters 2 pages 36-37)
10: N/4 Crushrooms OR N Terror Birds (DF Monsters 2 pages 46-47)
11: 1 Gryphon OR 1 Chimera (DF Monsters 2 pages 12-13)
12: Any two of the previous table entries combined
Monster Notes: N denotes a number equal to however many 250-point adventurers are effectively in the party, with every +100 points total increasing N by 1 (so a party of two 125-point delvers, one 250-point adventurer and one 350-point delver is N=1+1+2=4).
On the Lake: The above table assumes the adventurers are on land when they encounter a monster. If the party has a random encounter while they are boating on the lake, the monster they encounter instead is drawn from the below table.
Roll 1d.
1: N Aquatic Giant Constrictors
2: N/2 Air Elementals
3: 1 Electric Jelly
4-5: Nx2.5 Leaping Leeches
6: N/2 Water Elementals
MAR 1:Stairs Landing
The stairs down from FEB 18 lead here. The stairs down are inside a solid rock circular column coming down from the ceiling and ending with a 10-yard-radius room with brown rock walls, floor and ceiling, a single square opening leading outside to the rest of the floor. Inside the landing, no lighting is available (-7 Darkness penalty). The landing is located on the west of the floor.
Just by the opening outside, there is an idol made of stone depicting a strange otherworldly monster. Around the foot of the idol are thin stone slabs upon which unknown people have left 5 gold coins, apparently as an offering to the depicted monster. The GM should feel free to describe the idol in whatever bizarre manner they can dream up (“Seven tentacles all lashing out into the air, a face like a baboon’s, four legs like a horse, scales…”), even changing the description of the idol from moment to moment. What actual effects the idol has, is whatever curse or random magical effect the GM chooses, players may learn what it is by making a Hidden Lore (Elder Things) roll.
Other areas (including other buildings) of this floor are nearby this place, and two dirt paths leading away to even more areas. The area is close to the lake, the lakeside docks area is only 10 yards from the landing.