Rumors continued to spread, as rumors always do. Any new dungeon meant new dangers and new opportunities, and rumor had it that this one had more than its share of both. They said that it had gold heaped to the ceiling. They said that it had skulls heaped to the ceiling. A growing number of people - not all of them adventurers - were coming to learn the truth for themselves.
And so, the little town-to-be continued to grow over the weeks to come. Merchants came with food and supplies, and left far richer. The tavern was completed, and immediately began doing brisk business. An enterprising journeyman blacksmith set up a little forge, and was soon making money hand over fist on equipment repairs. Carpenters and masons arrived, knowing that their trades would be in high demand, and they were not disappointed. Several more alchemists arrived and plied their trade, producing mainly healing potions but also a growing selection of other recipes.
But most importantly, more adventurers arrived, adding their tents to the growing sprawl. Some were scared off by the unpredictable dangers of the dungeon, but most agreed that the predictably superior loot was worth it. The survey teams - still hard at work - were now followed down every day by less experienced adventurers working in the levels they'd mapped out. A typical dungeon town economy was forming, where loot flowed from the dungeon to the adventurers to the merchants and civilians in town. The Guild wasn't exactly happy to see them so soon, but so far at least everyone had had the sense to stay on the upper levels.
Not that there weren't still surprises, of course...
The third floor consisted mainly of dirt and roots, with large hollows for rooms and wide tunnels for corridors. This room was a bit different: it butted up against a stony outcropping that was thrusting up towards the sky.
In the center of the room, Bren gave a mole monster's body another good whack with her warhammer to be sure. This one caved its skull in with a loud crack. Then, with all the obvious monsters dealt with, she and her party took a wordless moment to listen for any sounds of digging.
The monsters on this level loved bursting out of walls, floors, and sometimes even ceilings to surprise unwary adventurers. Keeping an ear out was crucial, but it wasn't foolproof - some of the burrowers could creep through the soil incredibly quietly, so sometimes you wouldn't hear anything until they burst through the last few inches in a sudden rush.
But Bren and her team had come prepared. One of the new alchemists in town had known a recipe for an obscure hearing-enhancing potion, and was making a fortune selling them to anyone who wanted to spend time on the third floor. The whole party was using them, giving them hearing sharp enough to hear each others' heartbeats from three paces away - and more importantly, sharp enough that they hadn't been surprised once.
After a moment, Shaff gave a quick nod. "I think we're clear." The orc shaman's beaded braids clicked faintly against each other as he spoke, but everyone expected that by now.
Murin walked up to the stone wall and ran his hand over it, inspecting the veins of minerals running through the mining point. "Looks like we made it, then." The dwarf unslung his pickaxe and started eyeing likely targets.
No one knew exactly what this mining point would yield. Its location had been mapped, but nobody had actually taken a pick to it yet. In most dungeons, a third floor mining point would produce high-quality iron ore, alchemical reagents, native copper, some medium-value gems, or, if you were lucky, a small amount of mithril.
Of course, everyone expected this dungeon to be different, and Murin and Rissea (the party's other miner) were eager to find out exactly how. The two of them hefted their picks and started attacking the wall, strike after strike ringing out as they worked.
All that noise, unfortunately, was why no one heard the tunnel worms until they burst through the floor and attacked the miners from behind.
Luckily, an adventuring miner is still an adventurer. The first worm lunged at Murin's back, but his studded leather blocked its mandibles even as the worm's acid saliva hissed against it. He turned in shock and swung his pick at its flank, forcing it to dodge backwards. The second had better luck, grabbing Rissea's leg and pulling her to the floor, but Bren was only a few steps away, and she charged to assist her teammate.
She brought her hammer down on the worm, then hooked it with the spike end and flung it away from Rissea. Shaff raised his left hand and began to chant a life-draining invocation. Smoky black wisps of magical power began flocking around the worms, sucking hungrily at their life and vigor. Murin, meanwhile, flung his pick at his opponent as he leaped back and drew his broadsword. The worm lunged at him again and got decapitated for its trouble, while Bren hurled herself after the other worm and smashed it to a pulp in two places.
Everyone paused to catch their breath, and Rissea tended to her injury.
Finally Shaff spoke up. "Okay. Now I think we're clear."
Off in a corner of the second floor was a vastly oversized room, where an enormous stone slab sloped up out of the grassy floor. Near the top, a sort of leonine centaur, bleeding from countless wounds, roared and lunged at Sten, but he ducked under its swing and thrust his sword at its foreleg. The monster danced away from the strike, only to find itself in the path of Brannock's axe. It dodged back safely, but gave up another couple of steps in the exchange, forcing it ever higher up its perch. A thrown dagger chased after it, but missed the creature's vulnerable face, barely piercing its scalp.
The second floor boss, unlike that jackass goblin chieftain upstairs, was refreshingly simple. It had no particular tricks; aside from spawning with a few hyenas it relied on strength, speed, and its vicious claws. That might have been enough for it to deal with Sten and Greppa, but they'd teamed up with Brannock and Isphel to make a run at it, and it was working. The two warriors had double-teamed the boss from the start while Greppa dealt with the hyenas, and Isphel's healing magic kept everyone in fighting shape.
They'd needed it, too. Sten and Brannock could generally evade the boss's attacks, but when it hit, it hit hard.
Finally, the monster made one mistake too many. Weary from bloodloss, it lunged at Brannock but presented its flank to Sten in the process. He leapt up onto its lower back, driving his sword into the shoulder of its foreleg as a handhold, then drew a dagger in the other hand and started stabbing it in the spine. It roared and tried to buck him off, but Brannock seized the opportunity and slammed his axe deep into its chest while it was distracted. Finally, it slumped to the ground dead.
A few paces away, at the rock's highest point, was a treasure chest surrounded by a wispy blue barrier. When the boss died, the barrier flashed once and winked out.
"Well damn. I wanted to throw it off of this rock," Brannock said with a jovial grin. The human warrior was olive-skinned and brown-haired, and was wearing good steel scale mail over leather.
Greppa shot him an unamused look. "A win's a win. You won't hear me complain."
Isphel, on the other hand, was chuckling. The elven priestess wore no armor but her enchanted robes, but carried a large shield in her off-hand. Her eyes and skin were both brown, and her head was shaved completely bald. "Yeah, but I'll admit, it would have been pretty cool."
"Anyway," Sten cut in, "the boss chest is right here. Greppa?"
Greppa nodded and started carefully searching the iron-bound chest for traps.
Isphel raised an eyebrow. "On a boss chest? Really?"
Greppa nodded. "You can't be too careful with this place."
After a few minutes of searching, she decided that the chest was safe, and soon the group was looking over the spoils, and then heading back to the surface.
Aw! I thought someone might finally get the special bonus for throwing the beast king off the rock!
Oh, well. I'm sure someone will find it eventually. After all, there are more adventurers running around in me than ever! There's a bunch of new guys spending time on the first and second floors, and sometimes the third. They don't seem to want to go deeper than that, though. It makes sense for the weaker ones, but some of them are definitely ready for the fourth or even fifth floor. I guess maybe they're waiting for something? I don't know what, though.
But the older parties are still pushing deeper! There's one group all the way down on the seventh floor, and another one making their way through the Serpent Temple. There's also a group of old-timers spending tons of time in the swamp. I think they really like the loot there?
They're at the fishing point with the chest right now. Oh, and they got a fishing rod! Neat!
The swamp was nearly as unpleasant as it sounded. The dungeon opened up into a mangrove forest, with dry clearings taking the place of rooms. It was possible to cut through the deep water and thick vegetation that separated them, but it wasn't really worth the effort. The monsters in the branch were mostly frogs, insects, and the occasional lizardman, and although the terrain definitely favored them, it wasn't anything Borrin's team couldn't deal with. Which was good, because they really needed a fourth mermaid amulet so they could finally start mapping the flooded part of the dungeon.
The clearing they were currently in was nicer than most, though. It was larger and drier than most, with a lizardman hut and an oddly pleasant little lagoon with clear blue water that stood in stark contrast to the murky greenish swampwater around it. Narik had just looted the chest inside the hut, and the party was more than a bit confused by what he'd found.
"I know this dungeon likes weird loot, but a fishing rod?" Cener asked.
Narik was looking up and down the rod. The ranger was a skilled fisherman, and for what it was worth he liked what he saw. "Looks like a nice one, at least?" He gave it an experimental cast into the pond.
"Still, not much of a prize for the fourth floor," Hevis said. "Unless it's some kind of weird magic item, but I have no idea what a magic fishing rod would do."
"Catch lots of fish?" Borrin suggested.
An awkward silence descended as the party mulled it over. Then Narik was startled out of contemplation by a tug on the line. A minute or so later he hauled up some sort of exotic fish that no one recognized.
Cener stared at it. "A fish. You caught a fish in the dungeon. Why are there fish in the dungeon?"
"Is this some kind of... fishing point? Like, a mining point but for fish?" Borrin suggested.
"Well, let's try this." Narik cast the line into the murky swamp water. A few minutes passed in silence, and he pulled it back in empty. Then he cast it into the pond again, and soon pulled in a different strange fish.
"Huh. So what the hell do we do with these?"