Dungeon Crawl¶
Dungeon Crawl¶
Procedural dungeon exploration
Dungeon Crawl
Enter a dungeon:
Go to a dungeon location (sewers, mines, crypt) and
type 'enter dungeon' or 'explore' to begin a crawl.
Exploration:
Move through the grid with N/S/E/W. Each tile may
contain creatures, loot, traps, or rest spots.
Encounters:
Creatures spawn as you explore deeper. Fight them
or 'flee' to escape combat. Items drop on the ground
— use 'take all' to collect your loot.
Boss:
Each zone has a boss encounter at the boss lair tile,
found at the far edge of the zone.
Exit:
'leave zone' or 'retreat' to exit and keep
your loot. Reaching the edge also lets you leave.
Zones (easiest to hardest):
Sewer Tunnels Rats and spiders beneath Ghelmyon
Goblin Mines Goblin warrens in Darkhollow
Haunted Crypt Undead in the catacombs
Enchanted Forest Wolves and bandits in Thornwood
Thornwood Swamp Venomous creatures in the bog
Deep Thornwood Fey-touched ancient forest (deadly)
Commands:
enter dungeon Enter the dungeon crawl
N/S/E/W Move through the grid
flee Escape combat
take all Collect dropped loot
leave zone Exit the dungeon
/dungeon Show your run stats
/inv, /stats Check inventory and stats
Topics:
?dungeon biomes Available biomes
?dungeon encounters Encounter types
?dungeon ice Ice Caverns biome
?dungeon barrow Thornwood Barrow biome
?dungeon undercroft Millhaven Undercroft biome
?dungeon sewers The Sewers beneath Ghelmyon
?dungeon commands Dungeon-specific commands
Dungeon — Biomes¶
Available dungeon biomes
Dungeon — Biomes
Each dungeon entrance can roll one of several biomes.
The biome determines enemies, NPCs, and atmosphere.
Biomes:
Enchanted Forest Wolves, spiders, druids
Shadow Realm Wraiths, shades, spectral beings
Infernal Depths Fire imps, magma serpents, lava
Thornwood Barrow Undead, root golems, curses
Ice Caverns Frost wraiths, trolls, blizzards
Undercroft Smugglers, river dead, pale folk
Entrance -> Possible Biomes
Sewers 4 sewer layers
Mines Fire, Shadow, Ice Caverns
Ruins Forest, Fire, Shadow, Ice Caverns
Sunken Mines Fire, Shadow, Ice Caverns
Thornwood Barrow Barrow (curse stacking)
Undercroft Smuggler tunnels (Millhaven)
Dungeon — Encounters¶
Types of dungeon encounters
Dungeon — Encounters
Combat Fight enemies (Str/Con/Dex checks)
Puzzle Riddles and logic (correct answer wins)
Social NPC interaction (Cha/Str/trade)
Chance Random outcomes (treasure or trap)
Trap Avoid hazards (Dex/Con checks)
Rest Safe zone (heal, search)
Shrine Cleanse a curse (Barrow only)
Boss Final encounter at max depth
Difficulty scales with depth. Deeper = harder
checks and more damage on failure.
At depth 6, you face the biome boss.
Dungeon — Thornwood Barrow¶
The cursed burial mound in Thornwood
Thornwood Barrow
An ancient burial mound deep in the Thornwood forest.
Root-choked corridors, bone altars, and fungal gardens.
Unique mechanic — CURSE STACKING:
- Trap encounters may apply a curse (-5 to a stat)
- Up to 5 curses can stack simultaneously
- Shrine encounters can cleanse one curse
- The boss (The Green King) grows stronger
with more active curses (above 3)
- Exit with curses = temporary stat penalty
Enemies:
Barrow Wight Undead warrior, life drain
Root Golem Plant construct, slow regen
Corpse Wasp Venomous insect swarm
Forest Specter Incorporeal, fear aura
Bone Crawler Mass of fused skeletons
Boss: The Green King
Skeletal druid lord wrapped in living vines.
Heals from curse stacks — cleanse before fighting!
Loot: Ancient weapons, druidic reagents, bone materials.
Access: Deep in Thornwood. Requires Verdathi trust
or ranger escort to discover.
Dungeon — Ice Caverns¶
Frozen caves beneath the mountains
Ice Caverns
Frozen tunnels carved by ancient glaciers, now home
to frost-touched creatures and bitter cold.
Unique hazards:
- Icicle traps (Dex/Per checks)
- Frozen doors requiring Str to breach
- Blizzard encounters with visibility loss
- Ice bridges over crevasses
Enemies:
Frost Wraith Incorporeal, life drain
Glacial Troll Slow regen, fire-weak
Ice Spider Pack hunter, poison
Snow Stalker Ambush predator, stealthy
Frozen Revenant Undead, cold-immune
Boss: Glacier Wyrm
Ancient ice dragon. Three approaches:
Str (brute force), Con (endure), Per (weak spot).
Loot: Frost salves, ice shards, glacial steel,
permafrost amulets, frostweave cloaks.
Access: Mines, Ruins, or Sunken Mines entrances.
Dungeon — Millhaven Undercroft¶
Smuggler tunnels beneath Millhaven
Millhaven Undercroft
Smuggler tunnels beneath Millhaven, connecting the
Salt Cellar to the underground river. Brick passages
give way to pre-Millhaven stonework.
Stealth-favored — many encounters reward sneaking
over fighting. Social encounters with smugglers.
Enemies:
Smuggler Guard Stiletto-armed thug, calls help
Giant River Rat Bloated vermin, disease bite
Tunnel Viper Venomous, quick strike
Drowned One Waterlogged undead, chilling grasp
Pale Folk Eyeless deep dweller, ambush
Boss: The Ferryman
Undead river pilot on an ancient stone barge.
Three approaches: fight on the barge (Str),
destroy the lantern (Per), or negotiate (Cha).
Loot: River pearls, smuggler gear, stilettos,
tunnel runner boots, ferryman's equipment.
Access: Through the Deep Cellar beneath Millhaven.
Requires discovering the Salt Mothers' tunnel.
Dungeon — The Sewers¶
5-layer sewer dungeon beneath Ghelmyon
The Sewers — Ghelmyon's Underbelly
A 5-layer descent beneath the Warren district.
Layer 0 is survivable for beginners. Each layer
gets progressively harder.
LAYERS:
Layer 0: Upper Tunnels Rats, roaches, easy
Layer 1: Pale Hand Turf Smugglers, guard dogs
Layer 2: The Drowning Undead, leeches, water hazards
Layer 3: Deep Passages Elementals, constructs, shades
Layer 4: The Depths Bosses, the worst of the worst
ENTRANCES:
Drainage pipe — one-way from Marta's tavern cellar
(crawl through the pipe to reach layer 0)
Main entrance — Warren district (two-way)
EXPRESS ACCESS:
On return visits, if you've reached deeper layers,
you can skip directly to layer 1 or 2 based on
your deepest reached. Saves time on repeat runs.
SEWER SICKNESS:
Non-Twins mercs are debuffed in the sewers:
Warriors/Paladins/Clerics: -30% HP
Other classes: -18% HP, -25% mana
The Wrecking Crew (Kash & Renn) are immune —
they grew up in these tunnels.
KEY CREATURES:
Sewer Rat HP 18-25 Layer 0-1 (fodder)
Giant Cockroach HP 12-18 Layer 0 (fodder)
Pale Hand Thug HP 35-55 Layer 1-2 (standard)
Drowned Zombie HP 45-65 Layer 2-3 (standard)
Water Elemental HP 70-95 Layer 3 (dangerous)
Sewer King HP 175-225 Layer 4 (boss)
Pale Mother HP 150-200 Layer 4 (boss)
Drowned Oracle HP 150-200 Layer 4 (boss)
TIPS:
- Bring health potions. Rest spots are rare.
- The Wrecking Crew (Kash & Renn) are the best
mercs for sewers — no sewer sickness penalty.
- Layer 0 is safe for fresh characters.
- Watch for traps — base damage scales with layer.
- The drainage pipe from the cellar is one-way.
Use the main entrance for return trips.
See also: ?mercs, ?combat, ?potions
Dungeon — Commands¶
Commands available in dungeons
Dungeon — Commands
Inside the dungeon> prompt:
1, 2, 3 Pick a numbered choice
<keyword> Match a choice by text
look / l Re-display current node
retreat / flee Exit (keep loot so far)
back Pop to previous node
use <item> Use potion or consumable
/inv Check inventory
/stats, ss Check stats and HP
/help, ? Access help system
On death: wake at entrance with half loot.
On victory: keep all loot + boss reward.