User:TripleAught/List Of Dungeons: Difference between revisions

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Latest revision as of 08:39, 15 September 2010

Definition of a Dungeon: It contains at least two areas. It contains hostile spawns. The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete. Or The pathway is a dead end which must be retraced to exit.

Dungeon Distance from Meeting Spot Party Level Quest Associated? Boss? Comment
Elysia From Elf Gate
Inner Sewers 1 Transition 1-10 Yes Mini-Boss Multiple exits to city
Crypts 2 Transitions 8 - Epic No Yes If you complete it, no need to retrace your steps out
Spider Caves 4 Transitions 1 - Epic No Yes This dungeon is huge, leave time to hike out.
Forest of Midnight 4 Transitions 10 - 18 Yes Yes Large area, varied spawns. Scales as you progress deeper into the forest.
Drenan's Tower 6 Transitions 9 - 15 Yes Yes Part of a cross-module multi-stage quest
Beetle Cave 6 Transitions 3 - 10 Yes Yes Entrance is invisible. Find a guide or wander till you fall in!
Goblin Keep 7 Transitions 10 - 18 Yes Mini-Boss
Mikona From 'The Rock'
Village Crypt 0 Transitions 6 - 16 No No PCs less than 10th will struggle on the second area.
Ice Caves 1 Transition 5 - 20 No Yes Scales up rapidly on the lower levels.
Iron Mine 1 Transition 8 - 12 Yes Yes Extensive caverns with lots of variation throughout.
West Crypt 2 Transitions 1 - 10 Yes No There's an obscure quest in the city that ends here.
Wildmagic Sewers 2 Transitions 15 - Epic No No Sewer entrance leads to beginning. Bring kits – casters will suffer.
Hills of Tumult 2 Transitions Epic + No No No seriously, this dungeon is pain. Bring Epics and Resurrection rods
East Crypt 3 Transitions 5 - 10 No No Tough lock to get in, bring a Rogue
Bugbears 3 Transitions 8 - 12 No No A very straightforward dungeon - See Bugbear, Kill Bugbear.
Library Basement 3 Transitions 15 - Epic No No Short and sweet. Cleric playground!
Wilderness From Zvidureth
Old Sereg Cave 3 Transitions 10 - 18 No No No actual sereg! Cleric useful. Quality Rogue doubles dungeon size.
Hobgoblin Cave 3 Transitions 5 - 15 No No Be prepared to make it all the way through, which can be a challenge.
Verossan Temple 4 Transitions 5 - 15 Yes No Expect to try this at least twice before success.
Quickling Cave 5 Transitions 8 - 12 Yes Yes Entrance is well hidden, requires good eyes. Evil characters: Look for alternate quest.
Yuan-Ti Cave 6 Transitions 10 - 18 No No Old dungeon. Mostly closed for IC reasons.
Fire Beetle Hole 6 Transitions 3 - 10 No Yes Entrance is hidden, requires good eyes.
Orcscourge Cavern 6 Transitions 10 - 18 No Yes Obscure world lore trumps high DEX to continue.
Golem Cave 7 Transitions 10 - Epic No No Last 2 rooms are very difficult, be prepared.
Giant Cave 8 Transitions 10 - 18 No No A short dungeon but with some fun fights
Slaver Cove 9 Transitions 15 - 20 No Yes Challenging with lots of unique features and a good boss fight.
Shaahesk Cave 10 Transitions Epic + No Yes Deep in Shaahesk raiding territory. Travel is almost as hard as the dungeon!
Drotid Pass 12 Transitions Epic + No No Pure Epic Brutality. Come to this dungeon if you have a deathwish or something to prove.
M'Chek From Blandenbrg Village
Minotaur Cave 5 Transitions 15-20 Yes Yes Two trips required to complete quest. Second one is much faster...
Lost River Canyon 6 Transitions Epic+ No Sort of Challenging the Masters to a solo duel is a time-honored tradition.
Lost River Iron Mine 4 Transitions 12-18 No Not Anymore Boss moved out a while back, but still a nice short dungeon.
Nelthrope Mine 3 Transitions 10-15 No No Being a mine, lots of people come here to mine things rather than kill monsters
Blandenberg Sewers 2 Transitions 5-10 No No The opening area to an extensive cave system. Get your graph paper out!