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The guide and the wiki change with every game update, so AI writes the explanations. Every name, number and place comes from the game's own data and is checked against it.

The dungeon

Caverns under the earth, joined by ways that turn, every join a sealed gate. One of the seven charts on the wall of the hall at Dormant's Rest. When the host touches it, the run is rolled in this shape, at whatever tier the stone says.

The place

A closed setting in the dark of the earth. Small rooms under the earth, joined by corridors that turn.

The wings

The wings of a run here hang behind a fallen elder log (Woodcutting), a rockfall (Mining), a rusted portcullis (Smithing), a barricade (Kindling), a ward (Magic), at the tier's base level plus 10, never past 99. Any one member with the level and the tool works the door for the whole party. Behind the door is one of the four wing tasks (the forge, the beacon, the offering, the kiln) at the same level. The runs guide lists them.

A fallen elder logWoodcutting, axe in hand
A rockfallMining, pickaxe in hand
A rusted portcullisSmithing, hammer in hand
A barricadeKindling, tinderbox in hand
A wardMagic, staff in hand

What lives there

The packs lean to the undead. Seven times in ten a room's pack is drawn from the kinds that carry the tag, and otherwise from the rest of the tier's pool, so no tier is ever short of a pack. The Dormant is rolled the same way.

Dormants that carry the tag: Dormant Abbot, Dormant Magistrate.

The dressing

Its rooms are lit by torches and strewn with a pile of bones, rubble, a boulder, cave mushrooms. The music is its own.

The other charts: The walled keep · The ziggurat · The ship battle · The flooded monastery · The crater · The ruined quarter.