The large dungeons under the outer islands: how to get in, what holds them and what waits at the bottom.
What a dungeon is
A dungeon is many rooms on levels that go down, far larger than a
cave. One faction holds all of it, one pack to a room, and each
level is harder than the one above. Its chief stands in the last
room with a guard, beside the best of its chests.
A dungeon is built so that one strong traveller can finish it
alone. A fellowship only goes faster. See
Fellowships.
One dungeon is open
so far. Harrow March, Ivory Rest, Juniper Rest, Harrow Shore, Harrow Ward and Ivory Ward have none yet.
Saltmere and Bellcross never will.
Getting in and out
The door stands on open ground near the island's great landmark:
a heap of boulders with a front of dressed stone, two lamps and a
lit ring inside. Stand at the ring and press E to go
down. The ring in the first room below brings you back. Unlike a
cave's mouth, the door stands above every tide, so the sea never
shuts it.
The first room and the hall behind it hold no creatures, so a
fellowship can gather there. Entering a dungeon for the first time
counts as a discovery, and the chart, on M, shows the
whole dungeon with its rooms named.
Fighting below
Strike one creature of a pack and the whole pack answers, as it
does everywhere.
A pack that loses sight of you does not give up at the nearest
wall. It follows by the rooms and passages, the shortest way to
where you are, and walks home the same way.
Creatures rise again as they do above ground. A chief rises
20 minutes after it falls.
Each level has one chest, filled again once a tide, which is
every 30 minutes. A chest is anyone's to open. See
Loot and death.
A dungeon's creatures leave what the same kind leaves above
ground, at the strength of the level they stand on. Nothing is
found only in a dungeon.
The dungeons
The Windworks
The galleries that fed sea wind to the Iron Choir, mined for their iron when the pipes fell silent and held now by reavers. It lies under
Harrow Rest and Juniper Ward. 3 kinds
of creature hold it:
the wrack hound, the reaver and the reaver bowman.
Under Juniper Ward the same dungeon lies turned
left for right, with stronger creatures and its own chief: every
room keeps its name, and every turning is on the other hand.
Level
Rooms
Packs
Creature levels under Harrow Rest
Creature levels under Juniper Ward
The Upper Galleries
The Wind Door, The Draught Hall, The Kennels, The Tally Room, The Ore Floor, The Sorting Sheds, The Cart Turn, The Lamp Store, The Smoke Gallery
7, of 3 creatures each
3 to 5
5 to 8
The Bellows
The Lower Winch, The Reaver Forge, The Great Bellows, The Mess, The Cart Foot, The Bunk Cut, The Arms Racks, The Fighting Pit, The Plunder Store
9, of 4 creatures each
4 to 6
6 to 10
The Sea Throats
The Sump, The Whelping Cave, The Sounding Pipes, The Throat Landing, The Brine Vents, The Tithe Room, The Chief's Watch, The Silenced Choir