/
Some of this text is written by AI.Read moreClose

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 flooded monastery

Chapels in a cloister ring round a drowned garth, the walks between them under shallow water, open to the sky. 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 surface setting under the realm's own sky, daylight and weather, with the far field fading into the sky. Chapels in a cloister ring round a drowned garth. The walks between them stand under shallow water, which does not slow you.

The wings

The wings of a run here hang behind a ward (Magic), a fallen elder log (Woodcutting), a rusted portcullis (Smithing), 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 wardMagic, staff in hand
A fallen elder logWoodcutting, axe in hand
A rusted portcullisSmithing, hammer in hand

What lives there

The packs lean to the drowned. 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.

KindTiers
Drowned deckhand1 to 3
Salt wight2 to 4
Hull scuttler3 to 6
Sea drake4 to 6

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

The dressing

Its rooms are lit by hanging lanterns and strewn with a gravestone, a statue, a fallen statue, a broken column, a planter. The music is its own.

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