In 1765, the famous Frankish sage and ex-adventurer Sir Bosworth Towland conducted an unprecedented 5-year survey of the world’s leading experts on adventuring sites and legendary creatures as a basis for his now-famous treatise “The Ten Greatest Dungeons of the Western World”. This text, still considered far and away the most authoritative of its kind, is now a staple of perhaps every adventurer’s education eventually. We reprint some of his core chapters here.
Although destroyed over 900 years ago, Vecna's still-intact citadel was never fully cleared or explored, and what it still might contain can only be speculated. Although effectively inaccessible, it is (at least hypothetically) the world's #1 Greatest Dungeon site.
Innumerable treasures and artifacts were lost when the fall of the great Phoenician capital ended the First Age. Now buried under both waves and rubble, it is not a pragmatic destination, but still deserves a second place ranking.
Possibly the most famous dungeon in the western world. Within it lies perhaps the greatest artifact known to mankind, guarded by some of the most terrifying creatures known to mankind. The Temple of Serpents is our #3 Greatest Dungeon.
The most extensive necropolis ever discovered. Despite also being among the most visited of the great dungeons, the deepest levels of this complex have never even been successfully explored, much less conquered. This helps make it our #4 Greatest Dungeon.
Also known as the Tomb of the Mummy Kings, it consists of four separate complexes. They have produced spectacular treasures in the past, but it is thought only a fraction has been explored. It is considered the richest of all the "great dungeons". We rank it as #5 in our top ten.
Ancient city of the First Age and producer of some of Humanity's greatest magicians, this site is continually yielding new finds to explorers able to conquer its dangers. We consider it the sixth greatest potential dungeon location.
A vast area of primeval wilderness containing multiple dungeon sites, and dominated by the town of Battenburg and the Estates of the Elder Vampires. With its many locations and relative accessibility, the Black Forest is our seventh greatest dungeon destination.
Site of the EarthForge, where some of the world's great weapons have been forged, and some still remain. Home of the Frost Queen, a sorcerous Frost Giantess herself armed with a legendary artifact axe. We give Frostcrag our #8 ranking.
Originally a vast Dwarven mine and city, but long since abandoned by its creators and fallen to evil. It is now dominated by a powerful Efreeti Lord, and a pair of Ice Devils, and populated by several nonhuman races. Mount Sardiak is our ninth ranked dungeon.
Included here only because of its iconic status, this City and its legendary Dragon guardian would by all accounts belong on this list -- IF it were ever found. Enough influential scholars believe it real that we present it here as a "hypothetical #10"
In the centuries since the destruction of the great and terrible evil Arch-Mage, Vecna's abandoned Citadel in Iberia has represented one of the most tantalizing and mysterious of all the world’s great adventuring locations. To this day, it still remains almost completely an unknown. Even at the time Vecna was slain, only a small portion of the vast Citadel works were ever explored; once the Arch-Mage and his most important minions were destroyed, the rest was simply left to nature. It has remained so, largely because of the simple fact of its location deep within Iberia makes it essentially inaccessible to anything short of a large army.
The difficulties of adventuring in Iberia are extensive, not only in its residents but in the very ground you walk upon. The intensely magical and evil nature of the land itself alters the normal manner in which a number of our natural magical castings and invocations work. Holy spells of all kinds from non-evil sources are notably inhibited, causing them to function at a lower-than-normal effectiveness. Divination spells are particularly affected, and can actually be co-opted by forces other than whom they are intended for. Magical transportation effects, including teleportation and plane shifting, are unreliable and subject to an uncontrollable error factor. Arcane spells involving conjuration run a substantial risk of being hijacked, much like divination spells, and invoking something far different than what was intended. Druids consider the entire land an abomination, and although their spells don’t degrade like normal holy casters, they seem prone to a significant error factor where spells either fail or invoke contrary effects.
Across the entire peninsula, adventurers will find no refuge or place of safety. Once crossing the border mountains or landing on its shores, they will encounter nothing but a land of evil forces and evil peoples. The forests of the north are dominated by Iberian bugbears, the hills of the east and south by Lowland Uruks, the jungles of its west coast by the Naga, and the central plateau by the mysterious Highlander Uruks. Where they do not rule, the wildlands of Iberia are home to virtually every legendary evil creature that can be listed. It isn’t a question of overloading the resources of an adventurer group; Iberia has successfully driven off a half-dozen historical attempts to establish colonies or fortified bases on her shores. It’s just not a very friendly place.
A number of our experts objected to the inclusion of Vecna's Citadel on this list on one of two grounds. Many made the point that it is so inaccessible and dangerous as to be beyond even the ability of "super hero" adventurers to risk. Others objected from the standpoint that for all anyone knows, there might not be a bit of salvageable treasure available there, and it's too much of a complete unknown. As one respondent put it, "We might as well put the Ninth Plane of Hell on your list, it's easier to get to, and probably has better treasure". While this is unlikely, it makes a valid point, and is certainly part of the reason the Citadel remains such a mystery.
Yet all these unknowns are precisely what makes Vecna’s Citadel the “greatest” of all destinations. The history of the location needs no repeating here, save to point out that for more than 900 years, Vecna's Citadel represented perhaps the singular focus of power, magic and evil known to western humanity. Any group that could reach and conquer it would blaze their names in adventurer history, and it is impossible not to believe that vast wealth and great treasures still lie in those unexplored chambers. If the opportunity to go where no adventurer has gone before is not one of our profession’s greatest ideals, what is?
So, perhaps as a pragmatic destination, Vecna’s Citadel is not high on anyone’s list, but “greatness” is not about being easy. Certainly, there are famous dungeons around the Western world where both treasures and opponents of legendary scale are well documented. But there is no name that rightfully brings chills to the blood of men as does that of the arch-lich Vecna. To return to the place from which his power reigned and conquer it would forever stamp one’s name of adventurer lore in a way that no other place would do. It rightfully places Vecna’s Citadel at the top of our list of the Greatest Dungeons of the Western world
Considered the greatest city of the First Age, the destruction of the city of Atlantis in the Great War marked the end of that era and nearly the end of civilization itself. The majority of the island city sunk beneath the waves of the Aegean Sea, what little land remained was swept almost clean. No attempt to reclaim or rebuild has ever been attempted, most navigators avoid it, and it remains a placed haunted by evil and fell magic.
Adventurers, however, still retain an interest in Atlantis. The city was fabulously rich in wealth and in magic, and even the colossal destruction did not erase everything. Explorations over the centuries have confirmed that there are still underwater areas where such treasures unquestionably remain. Artifacts known to have been brought forth by adventuring efforts here include the Shield of Ebor (a Blackmoor expedition from 1477), the Solaris Mace and the Helm of Divine Sight (both now in Rome), and the Knight's Grand Halberd (royal symbol of the King of the Combined Frankish Kingdoms). What might still remain there is fuel for dreams.
The problem, of course, is that Atlantis is probably second only to Vecna’s Citadel in being all but impossible to reach, and even then only with massively financed and supplied expeditions. The logistical difficulties of underwater adventuring are significant enough in a small lake. In the depths of the ocean, these issues multiply exponentially. Most of the site now lies under six hundred feet of water or more. Temperature, darkness, water pressure, lack of air, and other issues all require magical enhancements to overcome just to make survival possible. Further, these enhancements need to be maintained not just for minutes, but for hours. Even if treasure was lying about on the sea floor, simply the environment itself would present difficulties enough to stop most expeditions in their tracks.
There are also things living in that environment that can stop you in your tracks. Reaching the site requires sailing in the kind of deeper water most mariners will avoid, and for good reason. On land, we think of a Purple Worm as big because it can swallow a man whole. At sea, its equivalent can swallow a ship whole. Big ships. All kinds of creatures can swallow swimmers. There are a lot of things out there we don’t really know much about, except (as wryly put by one contributor) “they all have teeth and like to eat”.
Now to list the things we do know about. While the entire Aegean Sea area is well known for its saghuagin population, they do not reside at the Atlantis site directly, although any activity there tends to rapidly attract their attention. On the other hand, there are underwater creatures, including giant octopus, eels, and sharks, common to the site which seem to have developed magical abilities, and often high intelligence to go with them. One dominates the entire site; a gigantic magical crab, said to be big enough to build a mansion on its back. Its claws are strong enough to sever a man’s body in half, and have given the beast its common name: Dreadclaw. Its armored carapace would apparently make Marston proud, and it is either highly magic resistant, or simply unaffected by a wide variety of magical spells and effects. It may be an Immortal; it can, however, be at least injured and driven away, and those adventurers satisfied with that result survive.
As if this were not enough, undead still haunt the site, and have adapted to the underwater environment. It is presumed they have spawned from those killed in the sinking of the city, as they stay within its boundaries as though bound to it. There is a type of underwater ghoul which has actually evolved gills, and skeletal warriors that probably don’t breathe at all. The former fight like their surface cousins, while the skeletal warriors often carry decaying weapons that still strike with deadly force. Ghosts have been reported as well, and are particularly difficult to see under water.
Most dangerous of all the undead are two separate liches*. One resides in an underground complex, some of which is still dry. The area is referred to as “the Arsenal” because of the number of magic weapons that seem to be found there, and the lich is known as the Guardian of the Arsenal, or sometimes just the Guardian. The second lich, nicknamed “the Rover”, has been encountered in numerous locations, though all mostly in the southern half of the sunken city. This creature appears able to raise and command nearby undead, and sudden attacks by large numbers of these creatures are often a sign of the Rover’s presence.
Sunken Atlantis will remain a mystery for a long time. The sheer size of the city ruins, scattered over twenty square miles of ocean floor, and the difficulties involved just being there hardly make it conducive to systematic exploration. Successful expeditions to Atlantis are once-in-a-lifetime events, and any adventurer could consider membership in one as the crowning glory of a successful career, and it is not hard to rank it as second only to Vecna’s Citadel as the Greatest Dungeon of the Western World. For centuries to come, wealth, knowledge, and the lure of glory will bring adventurers back to Sunken Atlantis.
* Blackmoor Editor’s note: In the years since the original publication of this work, it has been accepted that the lich Roswell describes as “the Guardian of the Arsenal” is in fact a Demi-Lich.
Of all the dungeon locations of the world, the Temple of Serpents in Iberia is probably the most famous among adventurers and civilians alike. The phrase “the most” tends to come up a lot when talking about it. Within it sits the Orb of the Eternal Dragon, considered the world’s most powerful artifact. It has multiple legendary-class encounters that must be overcome just in the journey, perhaps the most of any known dungeon destination, and its final guardian may be the most dangerous creature in any dungeon known to humanity. Some of the most famous adventurers in history have made a name there, and some of the most famous adventurers in history have made a grave instead. It is generally believed that of all the expeditions that embark for it, less than half their members even return home.
Merely reaching the Temple is an intimidating prospect. It is located deep within the primal rain forests of the western Iberia coastline, in a valley at the foot of a great mountain range. Being Iberia, magical travel is impossible, and crossing land to reach it is not an option. The only pragmatic route is to sail the Iberian coast along the Endless Sea, seeking the wide river that leads inland almost like a roadway toward the Temple. “Pragmatic” is, of course a relative term; any mariner you speak to will identify sailing with the Endless Sea on one side and Iberia on the other as the most insane place any captain can possibly put his ship. It’s fair. Best guess is that one in five expeditions never even reach the river.
Still, that might be the easiest part, as the next stages of the journey involve encounters that might qualify as a “Great Dungeon” all by themselves. The river part of the voyage typically takes four, maybe five days. River current, weather, and fickle winds can make it longer, but still an easier route than trying to cut through wilderness. These rain forests are the domain of the Iberian Naga, and of who knows what else, save that none of it is friendly to intruders. Attacks from the Naga and other jungle creatures can be expected; they will come in well-planned ambushes and can overwhelm an unprepared expedition. Still, they represent small change compared with the Legendary encounter that lie along this path.
By the third day upriver, explorers will encounter a broad, swampy area where the river spreads out into a web of many channels. This is the swamp of the great Dragon Turtle, believed to be one of the world’s Immortal creatures. It will attack and sink any ship that attempts to sail through it, and there are no known reports of anyone every getting away when it does. No ship, no matter how large or small, survives encountering the Turtle in the water.
The key, however, is "in the water". A short distance into the swamp is a low-rising circular island, not surprisingly called Turtle Island. At the center of this ground stands a small shrine of ancient and unknown origin, and it holds a silver and bone horn which will summon the Turtle to the island. Here, it can be fought on land and, if defeated, safe passage through his waters can be gained.
In another day or two of travel, the river portion of the journey abruptly ends. The land is abruptly split by a sharp and high ridge line that runs north-south across the travel path. The ridge rises suddenly, estimates are nearly a hundred feet, with the river dropping over it in a spectacular waterfall and forming a large and deep lake at its bottom. Here, at the base of the cliffs, an immense cavern leads up from the water; it connects to a series of underground lava tubes and cave passages that will gradually lead to the surface in perhaps two days travel time. It’s a free ticket ride, and there’s never been a report of an encounter anywhere in them … except at the very start.
The Chromatic Hydra is an immense beast, perhaps thirty or more feet long, with five heads of differing colors -- Black, White, Blue, Red, and Green. Each head can attack with a vicious bite or a dragon-like breath weapon. Like the Turtle, it is believed to be yet another Immortal. Slaying the body appears impossible, as the beast regenerates at an absolutely phenomenal rate, but if at any moment all five heads can be “killed”, the Hydra will retreat deep underwater. The only good news is that the Hydra, and the Turtle as well, will only assault an expedition once; always on the way upriver, but never when returning. It should be noted the Naga and the jungle’s other inhabitants are not so considerate.
The cave passages lead prospective adventurers to the surface only a short distance away from the Valley of the Serpents where the Temple is found. It is a holy shrine for the Naga, and the area is always well populated. The approach is a vast complex of walled passageways and enclosures, filled with small shrines and other ritual areas. Naga eyes cannot be everywhere, though they will respond to intrusion once discovered. Unfortunately, they cannot be entirely avoided, as the only way into the Temple is through a locked door, and only the Naga High Priests carry the keys that will open it. These priests are known for the power of their spells, and the fabulous gemstone necklaces they wear. Negotiating the outer works of the Temple is usually a race against time, as adventurers must find and defeat a High Priest, then reach the entry door before being overwhelmed by responding Naga.
Out of the frying pan, and into the fire. The Naga won’t pursue a group into the Temple, but they aren’t as dangerous as what awaits. The upper floors of the structure are the domain of a Marlith, a type V Greater Demon of unsurpassed evil and malice. The Naga are believed to worship her with live sacrifice, mostly the greater Iberian Uruks from across the mountains, with whom the Naga make war constantly. It is known that she can be approached and treated with, but like any demon, her price is souls. Those unwilling to pay must negotiate a complex of rooms and corridors which apparently shift into different connecting combinations every 15 to 20 minutes. The Marlith is apparently fully aware of it at all times, and can teleport at will throughout it, either to confront intruders or escape to safety. She appears to heal herself at an extraordinary rate, for even if obviously badly wounded, she will blink away and return, sometimes in as little as 20 to 30 seconds.
The demon’s ability to teleport at will about her domain makes her impossible to destroy, and a group’s best hope is to make forward progress in between repeated bouts of self-defense. She can neither be turned nor banished, as the Temple is her place of Power and she is powerfully resistant here to both arcane and holy magic. She can be hurt, and badly enough to drop some of the multiple magical weapons and items these creatures are capable of using. She will appear, however, with a new arsenal, probably not surprising given the centuries over which she has been able to collect. Somewhere within the level, there is doubtless a fantastic treasure horde, but it’s never been successfully found. No one spends any more time here than absolutely necessary.
Those who successfully escape the Marlith and reach the lower levels of the Temple actually gain a brief respite, a quiet zone where it is possible to rest and prepare for what comes next. Already explorers have entered an enchanted realm, closed to magical travel of any kind, and with only one path forward. Ahead lies the Maze of The Medusa, and at its center, the Chamber of the Orb.
Medusa. The Medusa. Take a deep breath before you say it, because this is not the normal (terrifying enough) creature we commonly refer when saying “oh, look, a medusa!”. Perhaps this is their mother, or maybe their god, but they resemble her like a candle resembles a Meteor Storm. She heads the list of the world’s Immortals; if there is a way to kill her, it is not known by man or god. Her skill with a bow is said to rival the Elf King’s, and her arrows and knives carry a poison from the asps in her hair, so deadly it will kill before a counter-spell can neutralize it. She moves through the maze-like corridors of her abode faster than a man can run, silently if she wants, and she can strike and disappear before her presence is detected.
But it is her gaze that is feared. If you meet her gaze in any way, ANY way, you turn to stone. It’s possible to handle common medusa with reflection, well-planned magic, or other tricks, but not here. No sight-bending, no magical barrier, no mechanical device, no spell or magical power provides protection from this Gaze. It is documented that even a wish for immunity has resulted only in one more stone statue. By any standard, her gaze is the single deadliest known magical power possessed by any creature on the Prime Material Plane.
The Maze itself is described as being an enormous circle of twisting and branching corridors, designed to channel movement more than confuse it. Its stone walls are unaffected by magic spells, and cannot be penetrated by scrying or divination effects. Although there are dead ends and false paths, it is not that difficult to negotiate, it just becomes time consuming, and there are believed to be multiple routes to the center. We know this latter detail because many groups deliberately split up to find alternate routes, actually an ideal way to gamble on at least one group succeeding while the others ... don't.
The center of the Maze is a circular temple that serves as Medusa's treasure room. Her gaze may turn flesh to stone, but it doesn't destroy magic items, and the room is filled with treasures extracted from the stone statues scattered throughout the Maze. If one of her petrified victims has something she wants, she is perfectly capable of shattering enough stone to access the item. The fact this prevents the petrification from being reversed bothers her not the least.
Among all our experts polled, none rated the Temple of Serpents lower than third; it was the most consistently top-ranked choice by far. Its dangers are unmatched, its rewards almost without limitation. It is a destination worthy of the most elite of all professional adventurers, and simply to gaze upon the Temple building and return to tell the story is a feat worthy of a lifetime. A dream worthy of any adventurer, the Temple of Serpents is easily among the greatest of the Great Dungeons of the Western World.
The Sicilian Catacombs are probably the world's most extensive complex of underground tombs, in this case a full seven separate layers deep. Each layer is a vast labyrinth of crypts, vaults, rooms and passageways that seem to continue forever; some of them are even believed to be under continual modification by the residents within. Their full extent is unknown, most levels are still believed only partly explored, and no layer has ever been comprehensively mapped. Each level has its own characteristic population of undead, who increase in power with each descending level.
We don’t know exactly who built the Catacombs; in fact, the construction probably occurred in different stages at different times, undertaken by entirely different peoples of the pre-historic era. Most of it appears to date from some time before the Phoenician Empire’s foundation; there are persistent claims made that the lower levels are much, much older, perhaps a millennia or more, but most scholars reject this as it would pre-date even generous estimates of humanity’s origination. The site was “discovered” by Phoenician colonists in the process of founding Syracuse, roughly a century before the Empire’s foundation, and it has remained one of the great adventuring destinations since.
The entry to the necropolis is found in a small valley deep in the mountains that form the center of the island. Perhaps because of the inherent evil of the place (it is said you can hurt yourself casting “detect evil”), it is shunned by natural creatures. It is not a place to be at night, when incorporeal undead are active. An area roughly two or three miles around the entrance is known in a double pun as the “dead zone” -- nothing living inside it, but plenty of dead. In daytime hours, however, the land is usually quiet.
It appears the entry area to the crypts was probably once some kind of small temple complex, as there are still some minimal ruins suggesting the presence of other buildings. Most of the site, however, is long since overgrown, and the only intact building is the one containing what has been labeled “The Grand Staircase” by explorers. This wide stone stair descends into the earth to the first layer of crypts and tombs; while it once obviously went deeper, it is completely and utterly filled by earth and rock to a point just below this level. There are, however, a number of secondary stairs connecting the levels within their structures, which allow progressive access to the lower areas.
The first level of the Catacombs is simple in structure, consisting of wide corridors lined with niches for individual remains, and periodic ossuary wells filled with bones. These corridors link moderate-sized rooms typically containing a more elaborate individual tomb. The whole forms a vast network, the absolute dimensions of which are not known. Surprisingly, there is light present; magical torches burn in wall sconces along most of the corridors and rooms. There is also a fair amount of damage throughout this level, primarily caved-in areas that block passage and force detours. The damage is the result of the island's occasional earthquakes, and does not represent imminent danger to explorers, but it makes a mess of attempts to systematically explore and map the place.
Danger there is, it just has other sources. Explorers on this level are regularly attacked by skeletal warriors, whose ancient and rust-damaged weapons are no less deadly for their state of decay. Such attacks are disorganized and unpredictable, sometimes individual creatures and sometimes a mob. The mobs appear to travel the corridors, and can often be heard approaching, but individual attackers can suddenly crawl out of a nearby niche without warning. Larger rooms will frequently be defended by a small group of skeletal warriors, led by a skeletal knight-class individual.
The level as a whole is of little value to adventurers beyond the experience of being there; no treasures have been found here in so long it isn’t even recorded, and beyond the incidental remains of those who enter and fail to come out, there is nothing left here to find. While it can be an excellent learning ground for the less experienced, to veterans it is just a bothersome step.
In structure and general layout, the second level is generally similar to the first, including damage and occasional blockages, although there is evidence that the residents of this and lower levels may possibly be making repairs over time. The undead encountered here are stronger and seem to react in a more organized manner to intrusion. Most explorers encounter skeletal mages on this level, and report the skeletal warriors seem tougher than the norm. Rooms on this level also occasionally feature two or even three individual tombs, with the danger level rising appropriately. In rare cases, exceptionally powerful individuals have been encountered, probably revenants, but these reports have only come from groups that extensively explore the area.
Many groups don’t, as they regard the level as just another “experience builder”. While the general belief is that the original treasures on this level are, like the first, long since plundered out, the dangers here continue to claim lives on a regular basis; and so over time, new treasure hordes are accumulated. For willing groups capable of handling the relative dangers, explorations here are still capable of yielding rewards.
It seems universally agreed by those that have explored the Catacombs that their very nature seems to change as one reaches the third and deeper levels. The presence of magic is more prevalent, and stronger, both in the form of ancient spells that are part of the very structure itself, and more recent spells and effects created by the residents themselves. Magical wards, glyphs, and reactive spells are constantly being laid and renewed by the magically capable undead found here.
The physical layout of the third level also changes distinctly from those above it. Instead of niche-lined passageways and rooms, this level consists of large vaults connected by otherwise plain corridors and passageways, occasionally lit by magical light as noted earlier. The vault rooms vary somewhat in size and structure, but typically contain one to four main burials and any number of lesser ones (including wall niches and ossuaries0. Experience suggests most vault-groups will contain at least one magic-using individual and produce a sequence of coordinated attacks by successive waves against any disturbance. The skeletal creatures of the higher levels are still found here, and explorers have further reported mummies (often several together) and wights (rare, but very strong). There is a rumor, still unproven, of a barrow-wight guarding a particularly magnificent treasure; the wights are said to be its minions and where they are found, the barrow-wight is near.
A unique complication of this level is that, while there is relatively little of the physical damage of the type found at the higher levels, there is a somewhat unique issue caused by the years of exploration. A great many rooms and vaults on this level have had their doors broken by adventurer groups and remain unrepaired by the occupants or anyone else. The result could be called “leakage”. While normally, closing a vault’s doors keeps its occupants at bay (even once disturbed), a broken door provides no such relief, and many such vaults tend to leak some of their occupants into nearby halls. This can be a significant danger, as the occupants on this level are highly aggressive once engaged.
The third level of the Catacombs is also, in the eyes of many adventurers, the beginning of the “true” dungeon, and this is because it still appears to contain unexplored areas and original treasures. Several times over history, it has been thought certain the level had been entirely explored, only for entire new wings or sections to be discovered. In one case, this even led to a discovery of a staircase back up to a section of second level whose existence was previously unknown! It is clear that even after centuries of exploration, there are many secrets yet to be answered here.
The fourth level of the Catacombs is reported as similar to the third, but with everything of grander scale – including the dangers. Corridors become wide hallways, but they are filled with a magical hazy fog which cuts all forms of vision dramatically and cannot be dispelled. Explorers invariably report that at first the halls are quiet, but as a group stays longer, patrols become increasingly frequent and dangerous. Vault doors, thankfully, have been treated more sensibly, and still keep their occupants within. The vaults themselves become multi-room complexes, each with progressive waves of opponents reacting in organized fashion, usually once the intruders are well within. Revenant mages using up to sixth level spells are a fairly “standard” vault-boss, as are skeletal lords, many armed with the leftover magic of failed explorers, and others with unique artifacts of their own. These encounters are highly dangerous, even to experienced groups, but they have also proved to produce spectacular treasures for those who can prevail. Un-plundered vaults on this level consistently produce rich hauls of jewelry, art treasures, and common items made in precious metals or with valuable gems.
For most adventurer groups, the third and fourth levels of the Catacombs are likely to represent either the apex of their careers (or the unfortunate end of same!). Indeed, if the Catacombs ended here, their place on the list of Great Dungeons would probably be secure. There are, however, at least three more levels, each of which are legendary-class locations of their own. Often referred to as "the Deep Levels". and only accessible to the most advanced and sophisticated adventurers, it is these areas that make the Catacombs truly unique.
The fifth level of the Catacombs is known as the Lair of the Cyclops Lich. [STORY UNDER RECONSTRUCTION]
If the Lost Temple of the Nile is not the most famous dungeon site in the adventuring world, it certainly at least has the most names. This is appropriate in a way, for this location is regarded as many things by many people. Scholars have come to call it the Lost Temple of Egypt, not because its location is unknown, but because its place in history is. Although it is believed by experts outside Egypt to be connected in some way to that country’s early history, this thesis is (often hotly) denied by native historians and religious teachers alike. Their preferred name has always been the Forgotten Temple of Nubia, in reference to its location. The adventuring community has over time developed its own nickname for this site, the Tomb of the Mummy Kings, in “honor” of their notorious occupants.
Regardless of the name chosen, the Temple has attracted attention since its discovery early in the First Age, driven primarily by the compelling stories of treasure rooms that have been part of its lore ever since. Legends describe them as the richest known in the Western world, and eyewitness accounts give these stories real credibility. Piles of coin, jewelry and artistic items of exquisite quality, precious and semi-precious gemstones, precious metals and rare elements, wealth is present in every form possible, and more than an individual can carry. Great magical items have been brought forth from its chambers as well, including weapons of both warrior and wizardly bent. If treasure is your adventuring goal, the Lost Temple is said to be your Nirvana.
The valley in which the Temple is found lies deep within the south Nubian highlands near the source of the Nile, so far that it is said to be within sight of the great volcanic mountains representing the southern end of the continent and the known world. Even from the southernmost Egyptian fortress, the trip is a long and dangerous one. The lowlands are ruled by orc-clans, and are difficult enough to negotiate, but the highlands are as truly wild and as magical as any land on the Prime Material plane.
The Nile valley throughout this part of the voyage is dominated by a unique and mysterious crocodilian form of lizard-man, believed to practice a form of devil-worship and sacrifice which gives their priests an ability to call forth creatures from that realm. The skies are equally dangerous, home to manticore, winged carnivorous monkeys that fly in packs of 30 to 50, and a giant vulture-like bird, larger than a giant eagle and easily capable of snatching a man off a boat and carrying him away. What lies in the lands beyond is anyone’s guess.
As the river passes through the highlands, it enters a spectacular gorge with sheer rock walls almost 200 feet high. Branching out are several smaller valleys, now dry but obviously once containing rivers which flowed into the Nile in ancient times. The Temple complex is found a few miles up one of these valleys, its four entrances cut two each into the bases of the opposing cliff faces. Although it has no apparent cause, magical or otherwise, the Temple valley is always quiet, free of the hazards of the river voyage and the creatures otherwise inhabiting these lands.
The structure itself is an underground necropolis built in four independent sections, each with a separate entrance, all converging at a mysterious central chamber. The sections differ in their details, but they are all basically similar in layout. Each is an extensive multi-level complex with numerous crypts, chambers, vaults, and passageways. Each separate quarter is itself divided into two separate halves, often called an “outer” and “inner” section; the outer section must be first conquered to reach either the inner vaults or the central Chamber. Each of these eight outer and inner sections are built around the burial chamber of an individual “Mummy Lord”, which appears to control and coordinate the lesser minions in its sector. The central chamber, both in structure and occupants, is a total mystery. What is certain is that the entire necropolis is filled with magical and undead creatures, many unique to this location and found nowhere else in the known world.
Overall, the separate quarters of the Temple are similar regarding their general residents. Some of the creatures here are similar to those found in other ancient Egyptian sites, notably Anubis Warriors, Serpent-Statues, and the ibis-headed Gatekeeper. But it is the unique undead creatures found here which truly give legendary status to this dungeon location.
The basic “soldiers” of these tombs are mummy warriors; they have all their normal undead characteristics, but fight with an ancient kopesh and shield. They are often commanded by a sort of revenant-warrior called a Myrmidon which reflects magic spells back upon their casters and heals itself as it inflicts damage on mortal creatures. There are also unique forms of revenant-mages that were somehow called “priests” and the name has stuck. They are in fact arcane casters, the lesser resembling a normal revenant mage but the greater ones not only more powerful, but carrying a deadly mace which places a Curse of Vulnerability on those it strikes. Most fearsome, perhaps, of all of these are the dreaded Bladeguards, a sort of golem-undead abomination, deadly in melee combat and highly magic resistant.
The Mummy Lords themselves are the most dangerous of all. There are eight in total; each quarter of the Temple holds two. It has become common to refer to the creature guarding each section’s outer area as a “Captain”, and the one in the second half as that tomb’s “King”. Although all are believed to be the same sort of creature, properly classified by scholars as Elder Mummies, they are not equal. Temple artwork in each area clearly shows all that quarter’s common residents, even the captain, all in supplication to that section’s resident king.
The Elder Mummies of the Temple are among the rarest forms of undead known; the only similar creatures are the commanders of the Army of Bone. Some believe they are in fact one and the same, but general opinion holds the Army originates from elsewhere. As this could only be proven by someone who has both explored the Tombs and encountered the Army of Bone, this thesis will remain controversial, hopefully permanently!
They are incredibly ancient creatures, many believe they predate humanity itself. The tremendous amount of negative energy they channel to maintain their existence gives them superhuman physical skills; their intelligence and strength of will are matched only by their sheer malevolence and hatred of all things living. Like liches, they have accumulated power over the millennia of their existence, and are now so powerful that no way to destroy them permanently has yet been found. Even directly targeted Resurrection spells, capable of annihilating anything short of a Demi-Lich, have no effect on these creatures. While this has led many scholars to include them on the Immortals list, legends connected to the Temple distinctly claim the Mummies can be destroyed -- though as to how, they are silent.
As individuals, each Elder Mummy can command powerful magicks, but primarily is either a master warrior or an arch-mage-class arcane caster. Interestingly, the two caster-kings have warrior captains, the two warrior-kings have caster captains. This seems designed to ensure any explorers will be forced to test themselves against both kinds, at least if the great treasure rooms are to be gained.
Each Mummy captain and king has a legendary treasure room. Unlikely as it seems, evidence suggests that in this case, legends about these vaults might really might match reality. No known expedition has ever plundered a king’s treasure horde, but they have been reached; a few expeditions have glimpsed their wealth but have been driven off too quickly to take advantage. Few too are the times that a captain’s horde has been plundered, but that has indeed occurred, and the treasures that have been brought from them have matched the difficulty of their attainment.
The central chamber is the most mysterious part of the Temple. It has been described as appearing like a ritual room, possibly a summoning chamber, but with no clue of what to summon, or how. Most experts hypothesize that it contains some kind of secret that can only be learned by systematic exploration of the separate wings, and (of course) this leads to further speculation of even richer treasure rooms which may lie in a yet-hidden vault. Given the intensity and difficulty of the encounters within any single wing, such a search seems unlikely, and questions over its purpose are likely to continue.
One of the few locations in our poll universally selected as a Great Dungeon by our experts, the Lost Temple of the Nile is not going to lose its appeal to adventurers any time soon. Whatever name its explorers choose to give it, the challenges and dangers it presents will likely continue to claim the lives of many, and surrender its secrets to few.
Ur was one of the greatest cities of the First Age. It was for centuries the capital of the Sumerian people and the center of their culture, and even to this day may have been one of the most magically intensive cities ever in human history. The Sumerians were great magicians, and their cities were ruled by societies of mages and arch-mages, each city with its own exclusive specialized schools and dark practices. Only in their capital of Ur was there a "neutral ground" where conflict between the schools was prohibited and from which ruled their Mage-King and council of advisors, each themselves representatives of the various magical schools and societies. Due to this practice, Ur became a center for the learning and exchange of magical information, a commodity which brought it great wealth and power, and ensured its status as the greatest of all Sumerian cities.
The Great War began in the Sumerian states, and despite their power they were successively overwhelmed by the fell armies that poured into them. We know Ur was the last to fall; its refugee-swollen population slaughtered and the city destroyed. Yet it seems as though while destroyed, the city was not looted, or perhaps just not extensively. Modern explorations, which have really only begun in the last few centuries, are bringing back evidence that much of the city’s legendary wealth may still lie buried in its wreckage. Most spectacular has been the finding of the legendary magical pipe-organ known as Karashan (the Speaker) in the Sumerian language, as well as lesser artifacts, and yet only a small part of the vast city area has been explored. Given the magical saturation of the Sumerian culture, and their predilection for creating both common and powerful magical items, the further possibilities of what this site may produce are making the Ruins of Ur the equal of any of the Great Dungeon sites.
The city once stood amidst populated and productive land, most of which was devastated in the War. Some of it remains wasteland, some has been reclaimed by nature, but it is all now the realm of humanoids, predominantly the orc-tribes which regularly raid the modern Babylonian border. Many of the wasteland zones have an unknown magic about them which spawns hostile elementals, mostly earth creatures. The local orcs know and avoid these areas, but they are difficult to detect, and the magic causing this is not understood.
The orcs also avoid the Ruins, and it isn’t hard to see why. Although devoid of any humanoid population, they are still active. Magical creatures, many of an extra-planar nature, are found throughout the city site. Most are small creatures, things like gremlins, imps, or quasits, that are believed to “leak through” summoning sites still partially or potentially active. These include not just the temples to various lower Powers often worshipped by the Sumerians, but still-intact summoning chambers of private mages and demonic cults. Rarely, something of real significance is encountered, often an Erinyes or Gargoyle devil, but potentially almost anything from the lower planes. They are occasionally brought here by accidental adventurer activity; in other cases intentionally by those have come here with that purpose in mind.
Odd magical creatures, probably mutated over the course of time by the residual magic, have become common to the Ruins, particularly a species of giant scorpion which has developed the ability to harness electrical magic in both attack and defense. A rare form of stirge has also been reported which appears to drain strength as well as blood from its victims. Most notorious of all, however, are the Bone Worms. Although they appear to be undead, they are apparently purely magical in nature. They are worm-like creatures consisting of a nine to ten-foot spine and an enormous set of fanged jaws in a lizard-like skull. Bone Worms travel underground, and will burst up from below to attack, usually in groups of five to eight. Their approach is almost impossible to detect, and they attack with tiger-like speed and ferocity.
At night, the Ruins are ruled by undead. As soon as the sun is low in the sky, the presence of mortals causes these creatures to manifest, and to stay in the city at night is to court a terrible death. Ghouls appear first, often while the sun is still only low in the sky, and more powerful wights will appear once darkness sets in. Incorporeal creatures will soon follow; spectres, ghosts, and wraiths, and all will steadily swarm to the presence of any living mortal creature that stays within the immediate Ruins area. The quickest way to die in the Ruins, it is commonly accepted, is to lose track of time and be caught there at night.
There may be a number of epic encounters in the barely explored Ruins of Ur, but there are three for certain that are building a true Legendary reputation. Most notorious of them all is the Temple of Dispater. The ancient Sumerians were known for their conjuration skills, and their interaction with creatures of the Lower Planes. Devils were regularly courted, and while there appear to have been similar structures dedicated to a variety of Devil Lords, only this one remains fully intact amidst the wreckage around it. It is a tall structure, rising over two hundred feet, consisting of a central large domed building and a series of towers around it. The magical aura around it is said to be tangible.
Powerful magical defenses protect the structure, but do not inhibit entry, or the use of its sacrificial altars and summoning chambers. Many differing infernal powers can be invoked here, ranging from lesser devils to greater ones. In the highest room of the dome, there is a chamber dedicated to the Dispater, with an altar where, according to legend, prayers are heard directly by the Devil Lord himself. Despite periodic efforts by great heroes to seal off this room, or ward it sufficiently to prevent violation, nothing seems to be able to permanently close it away.
For those not interested in negotiating with devils, an alternative complex of buildings known as “the Palace” is a more common destination. This was clearly once a separately walled enclosure, possibly a palace or special estate for some particularly important individual or group. Most of its surface buildings lie in ruins, but there is an extensive network of underground passages still intact. Here, in a partially destroyed great hall, is found one of the greatest artifacts of the First Age, the legendary grand pipe-organ known to the Samarians as Karashan. This magical musical instrument is an enormous, steam-operated pipe organ, with rows of keys, pedals, and more than four hundred pipes. According to legend, there was a vast range of magical effects and powers that could be invoked by playing the Organ properly, including raising the dead, but the instrument today is in a bad state of damage, and most keys don’t work well or at all. Exactly what it can still do is unclear, but stories about it report it can still boost an individual’s attributes, or give permanent magical casting abilities to those who can play it properly. Legends further claim that playing it poorly can turn its magic against the user, invoking curses instead of boons. The truth of this is uncertain, but most experts accept it as factual.
Reaching the Organ is a complicated process. The building itself is surrounded by some kind of magical force field impossible to penetrate, and the only means of access is a passageway up from the underground chambers below the Palace area. A separate building holds the only stair descending to them that is not otherwise blocked or buried. The chambers themselves are a maze-like arrangement of corridors and dead ends, empty save for a single guardian: the Golden Golem.
Certainly the greatest treasure item no one will ever possess, the Golden Golem is a ten foot tall humanoid statue made of pure gold; its value defies even estimation. It isn’t affected by anything: weapons go clang, arcane and holy spells alike have no effect, even psionic attacks have been proven useless. Its metal fists can deliver blows that will crumple even master warriors in a single blow. It would certainly be on everyone’s Immortals list were it alive, but it is just a dumb, relentless machine. Yet in this lies the creature's only weakness. The Golem cannot be physically beaten, but experienced groups have proven it can be out-thought and out-maneuvered in the halls of the maze.
There is also a full-blown lich to be found in Ur. Evidence suggests it is not native to the city, but came here in relatively modern times. Reports of this creature begin in the late years of the 17th century PC, and since that time, it has established itself as a permanent resident. It appears to shift its location periodically; always residing underground, but this unpredictability adds substantially to its danger factor. There are groups that believe they have been attacked by this creature while on the surface; the validity of this is not universally accepted, but the risk cannot be completely discounted.
The lich’s purpose and intent are unknown, but it is hard not to assume it seeks the same kind of knowledge and power that adventurers travel here for. It is known to be strong in elemental magic, and has demonstrated a tendency to conjure powerful elementals for attack and defense. It also appears to have a strong sense of self-preservation, and will retreat, even flee, when facing superior force. In these rare circumstances, its lairs have proven valuable treasure finds. It should not, however, be underestimated, as it is at least capable of 8th level spell magic.
Then there is the legendary Guardian of the City. Every group that explores the Ruins encounters this individual, though it can come seemingly at any place and at any time. The guardian will appear as an individual warrior, wearing an exquisite suit of purple and gold decorated plate armor. The Guardian will fight with a berserk fury, heedless of individual safety. The armor makes him (possibly her) immune to magic and all sharp or edged weapons; the only way to stop the wearer is to bludgeon them senseless. The wearer cannot, however, be killed, and will rapidly regain consciousness and start all over again. The only way to slay the wearer is for a mortal to remove any part of the armor and don it themselves. This action removes the curse from the prior victim, and transfers it to the new wearer, who will promptly don the rest of the armor and take the previous wearer’s place in all ways. The armor is cursed to remain forever in the city to defend it, and it will magically sustain an individual’s life whether they like it or not, until some new individual relieves them of the curse by taking it themselves. Despite the now well-known nature of this curse, it still seems to periodically find someone who doesn’t know. You have been warned!
What else may lie within the Ruins of Ur is anyone’s guess. Undoubtedly, more great treasures will be discovered here over time, and even if nothing but the Organ remained, this site would still merit attention. The ruins of Ur are likely to remain one of the Great Dungeon destinations for a long time to come.
The Black Forest is more than just a single "dungeon", but in fact an expansive area thousands of square miles in size that borders both Frankish and German lands. It has attracted western adventurers since the earliest days of the First Age, and the legends and mythologies connected with it are far too numerous to count. Many separate dungeon sites have been found here, more are suspected, and several permanent, legendary-class encounters are found here as well.
Many creatures are common throughout the entire area. The wolves of the Black Forest are unique, highly intelligent, and evil creatures often capable of speech in the Common tongue. The can create magic spell-like effects with their howls, and they possess a dangerous fiery breath. Some experts believe their packs are regularly led by werewolves, but this may be more of an exception than a rule. Spiders are found everywhere, including many web-building species that live in large communities almost like ants. Individual queens of these colonies, like the wolves, become highly magical and intelligent, and are capable of formidable magical evocations. The Forest is known for a high population of owlbears, and in particular is the only known place where the extremely rare Giant Owlbear is found. Most notorious perhaps of all is the Black Forest Troll, an exceptionally aggressive predator with a stalking skill otherwise unheard of in trolls, giving them a surprise attack mode that few victims walk away from.
Even the plants of the Black Forest can be dangerous, and show signs of magical influence. Several species of plants are particularly good at mimicking common harmless species, but produce a variety of poisonous liquids or odors. Picking mushrooms is particularly hazardous even for experts, and is advised against. Stranglevine is found throughout the forest year round, and brightly colored flowers in the spring and summer months frequently mark plants capable of firing poisonous spines or seeds based on vibrations detected by their roots.
Not everything in the Forest is bad, thankfully. Found throughout the Forest are remnants of some kind of ancient, probably human, civilization. It shows all evidence of being an otherwise unknown culture completely unconnected with any of the First Era Gaulish cultures. Undoubtedly one of the many pre-historic cultures that didn’t survive that era, it shows signs of remarkable magical sophistication, yet there is no clue about what caused its downfall. Virtually all of these sites are inhabited by powerful undead; most have a barrow-warden or powerful skeletal lord at their heart, and creatures such as haunts, wights, spectres, and wraiths around them.
These random ancient ruins, scattered throughout the Forest, are perhaps the greatest attraction for the adventuring community, notwithstanding some of its more noteworthy encounters. Most produce a surprising variety and quantity of magical trinkets, and particularly items associated with conjuration. Some of these finds have been quite spectacular. The Summoner’s Grand Staff was originally found here, as were Daern’'s Drums of Dismissal. With the vast amount of land here yet to be explored, the possibilities for what else may be found are tantalizing, indeed.
Although they share many characteristics, different parts of the Black Forest do have distinct personalities. The northeastern section of the Black Forest is controlled by Drow Elves. The forest here is particularly heavy, with old growth trees forming a dense canopy that keeps the forest floor in darkness, enabling the Drow to maintain themselves on the surface even on otherwise sunny days. It is from this location historically that the Drow have come to the surface to conduct raids on the Frankish and German lands that border the Forest area.
The dark elves maintain three separate fortresses, each of which is thought to have tunnels and passages underground connecting them to the greater realm known as the Underdark. The largest of them is a massive citadel complex that would require an army and siege to assault. The other two, however, are relatively small scale constructions, not dissimilar from a castle an individual knight might build, and considered appropriate fare for legendary-rank adventurer groups. Being regular inhabitants of the surface world, the magical items produced by these elves are produced without the normal underworld materials that notoriously cause Drow equipment to degrade. In producing their equipment, they appear to take advantage of the high quality metals produced by the orcs to the west, obtaining them perhaps through trade or more likely through plunder. The combination of quality materials and elven magic produce weapons, armor, and magical trinkets that, if not too saturated in the natural evil of the Drow, are highly sought after.
The citadels are well-manned by the Drow and their traditional Derro servant/slaves, and in this local case by local Black Forest gnolls, who serve the dark elves as well. Unusual in Drow society, the leadership here seems dominated by male warriors rather than female priestesses. They appear to maintain a special cult of highly trained and fanatical male warriors recognizable by a dragon motif in their armor and heraldry. These troops are supported by priests and wizards of either sex, but their leadership always appears male.
The northwestern quarter of the Forest, and much of its western border, is dominated by a strikingly beautiful mountain range of dramatic peaks and deep valleys. These are the lands of Black Forest Orc tribes, aggressive and warlike orcs that feud constantly with the nearby Drow and frequently raid into northern Frankish territories. They extensively mine the mountain area using goblin slaves to produce exceptionally high grade ores, and their smiths are highly advanced in smelting techniques that produce superior quality metals. A moderate amount of gold and silver are produced here as well.
The wealth produced here makes orc settlements a potentially profitable target for adventurers capable of handling them. This is made somewhat easier by a highly decentralized social structure of small communities built around individual ironworking forges. Groups must still balance their risks carefully, for although individual sites may prove vulnerable, and organized reaction can be slow in coming as word gets around, those that stay in the fire too long get burned. More than one adventuring group has discovered it is often one thing to find adventuring success, then another to get home with it successfully.
The southern section of the Black Forest is often called the Wodenburg Wood, named for the ancient city of Wodenburg. One of the oldest human-populated sites in the Western world, it is humorously called “Wierdo-burg” by many; it certainly exists under conditions unlike any other inhabited location. It lies in complete isolation more than 25 miles deep in the Forest, and is connected with Frankish territory by a single road. It has only one local industry, a silver mine of unprecedented richness, located directly in the heart of the town. The mine has been producing a steady supply of silver for well over 1200 years, although always at a carefully regulated and controlled rate. The silver is of unusual purity, and is both mined and refined in Wodenburg.
Neither town nor mine should exist in such isolated fashion so distant from anything friendly, but few towns have the kind of guardians that Wodenburg does. In the hills overlooking the town, there are three grand estates with three unique residents. They have been given various titles, including Vampire Lords, Elder Vampires, and Arch-Vampires. They do not rule the town, but they protect it and the local area from the Orcs, the Drow, and Forest forces that would otherwise quickly overwhelm and destroy the community. Immensely powerful and ancient beings, their origins (like the town’s) are shrouded in humanity’s earliest history. The first mention of them in the historical records we have dates to the second century PC, but it is certain they are much older than that. Local lore or records about them are nonexistent, as the city has no real “permanent” population -- its residents come from elsewhere, stay for a period of time, then leave. It’s not hard to understand why.
Although the population of Wodenburg is safe from the hazards of the Forest, somewhere around six to eight people every month just “disappear”. There are no particular targets, and no way to avoid being a target, but just a random chance everyone shares in. It’s no secret; the rate never varies, and it is understood by the people here that this is the price of doing business. Given the population of the city, which the residents regulate at around three to four thousand, it really might be less risky than life in most frontier towns in the world. Still, it’s no surprise even residents say it is “a nice place to visit, but I sure don’t want to die there”.
For their part, the Vampires are meticulous about maintaining the status quo. To understand the true meaning of the protection they provide, consider the sobering fact that Wodenburg not only survived the Great War, but did so completely unscathed. Adventurers appear to be no particular issue to them; those who come in courtesy are apparently treated similarly, and those that come to slay them are also treated similarly. Apparently they consider the latter good sport, and since they are so far obviously undefeated, it must be.
The central portion of the Black Forest is simply wild, and not dominated by any singular power. It may serve as something of a “neutral zone” amongst the Forest’s populations, and explorers here have occasionally reported scenes of orc and drow patrols battling each other. Both appear to be potential encounters in this area, but are not really common. Wildlife encounters, on the other hand, are plentiful (some say relentless), and a number of creatures, particularly the Giant Owlbear, are usually only found some distance from the humanoid-populated areas.
There is also the werewolf issue. While the Black Forest as a whole has a reputation for werewolf encounters, it seems the vast majority of them are recorded from groups in the central part of the Forest. The reasons for this are controversial. Frankish legends, particularly in the areas bordering the Forest, specifically hold there to be an active cult of werewolf-humans here, possibly entire tribes, with a culture revolving around the ancient civilization sites. Foreign scholars tend to consider the evidence for this extreme view lacking. Without some kind of significant new discovery, this legend is likely to remain debated by scholars for some time to come.
Located south of the kingdom of Blackmoor, Frostcrag Peak (a.k.a. “Temple of the Frost Queen”) is considered by many to be the “perfect” Legendary-class dungeon. It is relatively easy to reach, being only a few day’s travel time from the historically adventurer-friendly kingdom of Blackmoor. Its hazards are well-documented, and remain consistent, allowing adventurers a relatively unique opportunity to anticipate and plan for dangers. Its reward potential is high enough to meet almost any expectation, and in some ways, unique amongst all dungeons in the world.
The Peak is a giant (literally) castle which sits high on a mountain spur jutting out from the great mountain range that borders Blackmoor. “High” is too tame a word -- the cliff itself rises like a monolith close to seven thousand feet from the surrounding forest area, and the mountains behind it rise over two miles. From the ground below, it is often entirely invisible on bad weather days. The Castle itself appears to have been built by giants, and a large portion of the structure is built to their scale, including living and working quarters for its resident population of stone, frost, and fire giants. Significant areas, however, are built to a relatively human-size scale, and this includes sections that access all the important encounters and (more importantly) significant treasure opportunities.
Reaching the Peak, meaning the bottom of the mountain, is not difficult. Once there, however, the work begins. There is only one viable path up the mountain, a physical climb. Magical travel appears to be blocked, and flying is impossible due to the Castle’s resident population of aerial creatures. Conveniently, there is a path up the mountain; a rock stairway cut quite literally into the frequently vertical rock face. It averages six to eight yards in width, and despite its great age, it shows very little wear. That’s a mercy, because there is neither guard rail or protective barrier of any kind at the stair’s outer edge, and it can be a very long way down.
The stair has hazards, the weather being foremost among them. The mountain climate is changeable, and even on a summer’s day afternoon showers are a frequent presence. When they become thunderstorms, a rock face stairway is a bad place to be, and even druids have difficulty predicting the weather here. The last thousand or so vertical feet are above the snow line as well, meaning ice underfoot and possible snow-slides from above.
Then, too, there are the harpies. And the griffons, and the manticores, oh, and did we remember chimeras? All of these creatures, it appears, are bred at the Peak, and can be sent in either matched or mixed groups to harass those making the climb. It seems they are sent quite deliberately, and are trained to attack, but they always seem sent in limited numbers, as there is a prevalent theory that these attacks are intended not to destroy groups, but simply cause some early deaths. The Frost Queen, these theorists claim, needs her entertainment.
As the stair debouches to the height of the castle, it opens onto a broad and open snowfield less than a mile from the castle. Here, explorers not only continue to be exposed to attack from above, but now add danger from below. Ice Worms live in the snowfield; how many is not known, but groups moving quickly enough are seldom attacked more than once or twice while crossing this area. Within the last hundred yards or so before the castle, a slightly raised stone bridge forms a pathway to the gate. Once reaching the bridge, the harassing attacks will stop; but to pass through the gate, adventurers will first have to defeat the Brass Bull.
The Brass Bull is a golem-like creature believed created by the Forgemaster, and the outer gate to Frostcrag will only open if it is slain. The problem in doing that is the Bull will swallow one group member for roughly 30 seconds at a time, and any damage the Bull takes in that time passes to the person inside as well. There is a short moment between the Bull spitting out one victim (a bit nasty, but otherwise ok) and swallowing the next, and in that time it can be attacked without collateral damage. However, at the same time, elite Bugbear warriors are periodically teleported in groups into the battle area, and these creatures must be quickly cut down to allow damage to be focused on the Bull in its only vulnerable moments. The bugbears know the score as well, and will attack the Bull if they know someone is inside it. Intelligent target prioritization is critical for success in this fight.
If the encounter at the gate is survived, the group gains admittance into the outer keep of the castle. From here, gateways in the three other walls lead into different sections of the castle, with one gateway in each of the other walls. Each castle section can be thought of as a separate a dungeon in and of itself. The outer keep itself is a refuge where no harm will come to adventurers. For the next five days (120 hours exactly), it will serve as a sanctuary where the adventurers can retreat to and rest, study, pray, or conduct any other peaceful activity without interference. Elsewhere in the citadel, however, the gloves are off.
From the outer keep, the left-side gateway leads to the nesting areas and the Harpy Queen. This entire section of the castle is devoted to the flying creatures that are raised here and used in the castle’s defense. The exterior walls are lined with numerous small platforms which serve as nesting sites; these then connect by interior corridors to fodder rooms, harness and tack stores, and the many other needs of raising such creatures. As it is bugbears that appear to do the manual labor here, most of this castle section is structurally friendly to normal-sized creatures. They will quickly react to intruders, and once the alarm is raised, release Cerberus Hounds to help hunt down anything not native to the Peak. Stone giants are occasionally encountered, but their presence on this side is more likely random castle business than a regular presence.
The Harpy Queen is found on her own exterior platform which is surrounded by a magical power field. Once a mortal passes within this barrier, they can only leave on the death of the Queen. She is protected by waves of special minions which she summons in numbers equal to her intruders; either harpies or bugbears, and each with magically augmented abilities requiring different tactics to defend against. While they are present, the Queen is invulnerable to attack. Once they are destroyed, she will engage in melee combat, but after taking limited damage she summons new minions again. The cycle repeats until either the Queen or the adventurers are slain. It is an exceptionally long and exhausting encounter, requiring a group to plan and manage its resources carefully.
The right side of the castle is the area where the giants largely reside, and most of it is built on an appropriate scale. While this makes exploration difficult and stairways a distinct problem, neither issue is really important. The main passageways lead directly to the Sky Forge, and nothing else here is of any real value. Considered a legitimate world wonder, the Sky Forge is an open-air forging hearth which, sages believe, is built in a position where certain magical forces and elemental powers coincide in a unique and particular manner. Any weapon, armor, or item created here takes on epic to legendary-class capabilities. Depending on the skills of the masters and the quality of materials, artifact-class items can and have been forged here. First, however, a group must meet the Forgemaster’s challenge.
The Forgemaster is a powerful Fire Giant, skilled in both magical and combat arts, and considered by some experts to be one of the Immortals. He works his slaves both night and day in constant torment, keeping the Forge in constant operation. Those who would challenge him must first deal with successive and increasingly dangerous groups of minions, in a race against time to prevent an overload of the furnaces and a catastrophic (for the mortals, anyway) explosion. These minons include the famous Dwarf Giants, said to be half the height, twice the width, and maybe even stronger than normal giants. After surviving either the minions or the explosion, the group must then engage the Forgemaster himself.
The Forgemaster cannot be killed (at least by any known means), but after sustaining damage estimated by one expert as equal to several cave trolls, he can be forced to concede defeat. Combat with this being is a sobering proposition. He carries a giant-sized greatsword named Oblivion which is thought to be the second weapon ever forged here, although some legends say it was the first. Oblivion can wound but it cannot kill. Any blow that would be fatal heals the target instead, but curses the victim to join the ranks of the Forgemaster’s slaves for 600 years. Although aging effects are suspended over that time, they instantly occur upon release, which in most cases at last delivers the oblivion that the weapon’s name promised.
Opposite the entry gate to the outer keep stands the gateway leading to the Palace of the Castle and the Frost Queen. The path here is guarded at multiple stages by bugbear warriors, Cerberus hounds, golems of multiple types, and stone giants. A pair of elite frost giant warriors guard the final doorway to her palace chamber.
The Frost Queen herself is a confirmed Immortal. She can be slain, but she rises again almost immediately, presumably through some powerful Resurrection enchantment. She can also be bargained with, but her price is the sacrifice of souls, a price most are unwilling to offer. Combat against her involves both a magical combat phase and a physical combat phase. The former requires adventurers to neutralize or otherwise handle a complicated series of potentially catastrophic magical attacks cast while the Queen sits on her throne and cannot be attacked. If intruders survive this sequence, the Queen will leave her throne and engage in physical combat. The axe she carries is said to be the first weapon ever forged at the Sky Forge (some say second, see above), and it is a powerful artifact famously capable of severing limbs and heads with a single blow. Very, very few groups in recorded history who have overcome her have done so without at least one casualty.
There is very little treasure found in Frostcrag, except at the Harpy Queen, Forgemaster, and Frost Queen encounters; but what is lacked in quantity is made up in quality. The Harpy Queen may or may not have ordinary treasure, depending on whether her last visitors failed or succeeded, but her feathers remain magical even after death. Each intact feather plucked from a wing is worth up to a thousand gold pieces on the right market, each wing can yield 30 to 50. The Sky Forge, or to be more precise, the chance to use it, represents a treasure opportunity potentially unmatched anywhere in the West. Finally, the Frost Queen herself is known to guard one of the great treasure hordes in the adventuring world, filled by both by items and wealth lost by those who failed Frostcrag’s challenges, and epic new creations produced by the continuous work of the Forgemaster.
Frostcrag Peak is another of the dungeon destinations that every expert included in their top ten somewhere. Thanks to the relative level of knowledge about it, Frostcrag is probably the dungeon on our top ten list most often successfully negotiated, either in whole or part. Yet it still claims its share of victims, year after year. No one ever said adventuring was easy.
The Dwarves have built many mines and cities throughout the Western world, but few have ever reached the size and scale of Mount Sardiak. "Vast" is an understatement; more than 18 levels have been identified by reliable explorers and it is almost certain there are still more. It's large enough that entire populations can live there, yet massive sections are still deserted. Some claim even the Dwarves do not remember how deep it actually goes, and others believe new levels are being created even to this day by the current residents.
Mount Sardiak (this is a modern common-language name, the native Dwarven name for it is not known) is ancient even to the Dwarves. Begun as a mine in the early history of that people, it grew into one of their first great cities. By the time of the first humans, it had many centuries of history behind it, and to those early humans it without question appeared as a place of wonder and awe. After nearly a thousand years of its own history, the city suffered some kind of still mysterious disaster which decimated the population virtually overnight. Surviving Phoenician records have been found referring to the "sudden silence of the Mines" in 116 of the Phoenician Calendar. Speculation abounds as to what happened, but we don’t really have any idea.
In any case, although the Dwarves never repopulated the site, others have. The upper half-dozen levels of the abandoned site have become a home for goblins. Entirely separate tribes live on separate floors in this immense complex, and they appear as quick to fight each other as to assault adventurer invaders. It is estimated they may be present in literal thousands, and any adventurer group can be literally drowned by a flood of these creatures. These goblins regularly raid Gothic communities and border towns, and many of that population’s adventurers gain early experience raiding the goblins in return.
Although many areas, and even entire levels within Mount Sardiak are often called “empty”, this is not really an accurate term. The mine itself is very much “alive” in a natural sense, supporting a food chain based on several forms of mosses, lichens, and fungi, some of which are significantly bioluminescent. Beetles and bugs, small to moderate sized snakes, scorpions, spiders of all kinds, an underground lizard about eight feet in length, and full-size giant centipedes are all part of that chain, and all will gladly add adventurer to their diet when they can get it.
Somewhere around levels 9 through 12, a substantial community of Drow Elves and their Derro servant-slaves conduct continuing mine operations. It is believes that these levels are still producing a supply of precious and semi-precious gemstones valuable to the Drow in their magic use. On rare occasions, mostly in the time of the Drow Wars, the dark elves have used Mount Sardiak to raid human settlements, but they appear normally content to stay within their underground realm. Although dangerous, as all Drow are, this community is a rich source of potential plunder, from the wealth they mine, the magic they naturally possess, and from what they themselves have found here. These Drow are not above using quality dwarven weapons, shields, helms, and other items, and any given dark elf is as likely to carry a dwarven axe as an elven shortsword.
Adventurers who have successfully explored and returned from these depths report substantial but chaotic mining operations. It is believed that different Drow clans, enemies in their normal politics, attempt to co-exist and work the site, a situation which more often than not is subject to continual interruption from skirmishing and mutual sabotage. In any case, it is far from one big happy community, and its internal frictions can be made to work in an adventuring group’s favor. Raiding the Drow of Mount Sardiak is seen by many adventurers as not only an opportunity for profit, but to turn the raiding tables and “do to them what they’d do to us”.
Below the Drow levels is the Worm Zone. Exactly how many levels are part of it, we’re not sure, but the dark elves don’t appear to go below the 12th level, and that is accepted at least as the starting point. There is at least one, maybe several, Purple Worms living here. Having no skeleton, these massive creatures can squeeze through impossibly small openings, and move at will throughout rooms and passageways. Encounters with these creatures are simple; if you have one, it’s game over -- a mouth-first encounter with the ultimate swallowing machine. Extremely high intensity bursts of damage can drive them back, but combat with these creatures is a fool’s proposition.
Yet fools come here with some regularity, for the entire area is treasure-rich, and most of it is literally just lying around. The worms digest flesh, but little else, and even things like magical scrolls, garments, and of course metal items pass through their digestive systems unharmed. Adventuring here is a race against time and probability. Some gamble and win, some gamble and lose.
As the Mine deepens, so do its mysteries. Below the Worm Zone is the Efreeti Realm. Many experts believe these creatures came to the Mountain in the cataclysm that largely destroyed the Dwarves. Whether they were a cause, or merely took advantage of it, depends with the story. According to legend, at the 19th level, generally thought to be the mine’s deepest point, the Dwarves had encountered an enormous natural cavern, through which magma flowed like a natural river. They intended to tap the power of the site to build a great forge, but it proved to be some kind of Gate or magical vortex which connected directly to the Elemental Plane of Fire. Through whatever events, the Gate became active, the Dwarves lost control over it, and something bad came through it.
The traditional thought is this was the Efreet, others think it was something entirely different and the Efreeti simply followers in its wake. In any case, in the time since, adventurers who have reached these levels report a population of Efreet and other elemental creatures, ruled over by a powerful Efreet Lord. He is a powerful Greater Efreet, the kind possessing the fabled power of granting wishes. Legends claim he does, but finding someone who has actually benefitted from one is tough.
There is no shortage of stories claiming there are yet undiscovered levels still in Mount Sardiak. What might be in them is limited only by the imagination of the storyteller, from great demons in suspended animation to a unique set of dwarven heroes waiting to be awakened by cosmic events. All of these tales are tantalizing, but none have any support in the academic community. Perhaps something will be discovered at some point in the future, but for now, the credentials of Mount Sardiak are more than enough to place it on our list of Great Dungeons of the Western World.
Including the Forgotten City on the list of the Ten Greatest Dungeons of the West is something of an editor’s privilege. Properly speaking, the City is a legend, not a real destination. There is no solid proof of its existence; it has been sought for centuries but no definitive evidence of a location has yet been found. Most of the clues about it are hints at best, and subject to multiple interpretations. Despite the lack of proof, it remains an unquenchable legend, periodically rekindled by claims of a new-found location, but remaining ever elusive. Certainly, IF it were to be found, it would deserve inclusion in our list, so it’s certainly among the hypothetical ten greatest dungeons, right? With this minor discretion, the Lost City is included as our tenth Greatest Dungeon of the Western World.
Legends say the Forgotten City is an incredibly ancient place, older than mankind itself. It may have been created by the gods, maybe by an ancient super-race, maybe by creatures of a different realm. Once a beautiful city in a rich land, it was destroyed in a catastrophic event, and the land around it reduced to desert wastes. Over eons of time, it has become buried under sand, lost to sight and knowledge.
The City can, however, be found, if one can find its guardian. Legend claims a great blue dragon is ever-present at the site, either to protect the City with powerful illusions, or to blow clean the sands with its mighty breath. Variations credit this creatures as being an Immortal, one of the Legendary Dragons, or the last remaining dragon from the First Era. Whatever it is, most tales suggest that the dragon’s purpose is to turn away those it deems unworthy, or admit those who pass whatever test it might have.
One thing all the legends agree upon is that the City is still populated -- by the dead. In some versions of the story, they await the chance to be released into the world; in others, they remain here to guard their city and its treasures. In some tales there are thousands, in others only a relative few, but all the more powerful for it. The most powerful amongst them are usually described as arcane casters capable of summoning demons or devils, and often commanding squads of lesser undead as bodyguards. But these are only the “minor” guardians of the City and its riches.
The Forgotten City is said to contain several mighty artifacts, and each is guarded by a unique and special creature of evil. Every story varies as to what or how many, but the most common total is three. The artifacts are usually weapons, and often include a ranged weapon, a warrior’s melee weapon, and a caster’s staff, wand, or similar item. Occasionally one is a shield instead. However they are portrayed, all are said to be needed to defeat a last guardian who will bar final exit from the City.
As might be expected, the guardians of each weapon vary considerably in these legends. No two legends agree, but of all the guardians described, two are noticeably common: a mummy-lich and a scorpion-man. The mummy-lich is an undead creature with the magic skills of a high lich, and a touch that inflicts rot not just on flesh, but on fabrics and metals, even magical ones. The scorpion man is something like a Drider, with a man’s head, arms, and torso fused to a giant scorpion body. The creature is strong as a giant, with huge claws that can snap bone and a poison in its tail is said to be so virulent that merely a splash of it on flesh is almost instantly lethal. Not every variation of the legend includes both, or even one of them, but they are probably still the most frequently cited guardians. Others include powerful demons, greater devils, legendary magical creatures like the beholder, elemental lords, a sleeping elder vampire, and an almost limitless list of special creatures or monsters “never before seen on the earth”.
As noted, once all three (etc.) weapons/items have been gained, their possessors are not yet free to leave, and must confront one last opponent. Most stories say that defeating the three guardians gives access to a special chamber which will summon forth a great and terrible opponent, usually a Demon Prince or a Duke of the Nine Hells. If conquered, these legends claim, the being will be barred from the Prime Material plane for the next thousand centuries; if not, it will begin a great cataclysm where Evil will come to dominate the world.
It is all marvelous legend, but whether there is any truth to it, this author cannot say. Many legends, even if time warps them out of proportion, start with some kind of truth. The search for the Forgotten City has been the passion of many great adventurers through history, and it remains a passion unsatisfied. To prove it true, in whole or in part, would be a legendary accomplishment not unlike conquering Vecna’s Citadel. For this reason, the Forgotten City takes the final place as one of the Great Dungeon destinations of the Western World.
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