User:TripleAught/List Of Dungeons
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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 | ||||||||||||||||||||||||
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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! | ||||||||||||||||||||||||
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