Horror style tombs:
Announcement: You have struck an ancient tomb filled with riches!
The tomb your camara pans to is made out of 2 5x5 rooms, one of them with holding 6 masterwork iron statues, a locked door leading to the other and a few bones. The other, holds a complete(but inanimate) skeleton, some jewelry and some furniture.
After that you'll probaly move the camera back to your idustria area, and when you return to the tomb to inspect the jewelry, you'll see that the statues have gone missing. A quick glance at the stocks screen says you have 0 statues and there are no racoons who could have stolen them.
5 minutes later, another annoucement pops up:
Announcement: Urist Paddletraded cancels dig: Interrupted by iron man.
Mushroom alingment:
-A serene fungal growth could contain nicely lined up patches of tower cap and plump helmet. Guardians would include lonely ents just taking care of their cabbage patch untill your midgets show up and try to take it to brew stuff from.
-A wilderniss fungal growth could contain various disorganized groups of random fungus, some good like tower cap, some bad like miasma emmiting mould. There would be a various mix of savage fungal creatures and a few fungus related hyphen men.
-A terrifying fungal growth would most likely only contain evil fungi that try to kill your dwarves, emit toxic spores, grow all over your fortress and cause all the food they touch to rot and spoil alcohol/water. Walking through them will cause dwarves to get covered in mould, which when not cleaned, causes clothes to wear much faster, and actualy take over your refuse pile once that happens. Also, it greatly increaces the chance for infections and diseases. These are best dealt with by stocking them full of explosive booze and a dragon. Don't forget to quarantine the haulers and give them alot of soap.
Good fungi will generaly provide edible items and a small selection of medicinal herbs. When abandoned, they generaly keep to their own.
Neutral fungi provide less edible objects but more extracts, most of them good but some of them only useable against goblins and nobles. Without supervision, randomly mutates, shrinks, grows but nothing too harmful to the rest of the fort.
Evil fungi rarely yield anything edible(and even rarer to see something non poisonous) but they do enable you to harvest some very powerful extracts, provided you have a way to harvest them safely. When left unchecked, will actively proliferate and attempt to take over your fort.
Benign fungi are the most boring variety. They contain a small selection of species and the guardians usualy sit next to them, doing nothing.
Predator fungi contain more varied ammounts of extracts but the inhabitants will also attempt to defend themselves.
Savage fungi contains the widest variety of species but the creatures surrounding them(or the fungi themselves, in evil areas) will see you as an intruder that needs to be rooted out. This can vary between ambushes by plump helmetmen and a full scale war with the ents.
Forests as more important areas:
Depending on alinment, the underground glade/swamp/forest is either the Central Park of your fort, or the creepy woods nobody wants to enter after dark. Incase of te first, nobles may demand offices or dining rooms with window view over those places and dwarves will use them as relaxion places. They will be unhappy if you cut it down. In the second example, dwarves occasionly get scared shitless by a "strange noise" or a "moving shadow" while in it. They will also sleep uneasily in it's vicinity. At this point it's up to you wether to hire an elven druid to "calm the spirits of the forest" or to use a schorched earth policy against whatever is actualy stealthing arround there. At this point dwarves will be more then happy to see a few big explosions.