DungeonsFifteen dungeons, a trial and two raids
Each dungeon is instanced for your group and built from a stone kit for its theme: the Hollow Crypt, the Rootdeep Warrens, the Drowned Grotto, the Cinder Forge, the Vault of the Last Lantern, the Moth-Eaten Loom, the Hall of the Warp, the Undertow, the Selvage, the Underweave, the Looking Side, the Far Side, the Frozen Spinnery, the Cutting House, the Winding House, the Trial of the Lattice and two raids, the Spire of the Sundered Crown and the Drowned Basilica. Torches cast shadows through drifting haze, and doorways are arched in stone.
The fifteen story dungeons each take a shape of their own: the Hollow Crypt winds down past eleven tombs, Rootdeep Warrens opens into caverns, the Drowned Grotto runs in a ring of sea caves round the Cantor's flooded arena, the Cinder Forge is a run of pillared halls, the Vault of the Last Lantern, the second chapter's dungeon, is a run of warm slate halls beneath the Glass Scar, the Moth-Eaten Loom, the third chapter's, is a warren of halls and chambers hung with moth-eaten tapestries beneath the Heartroot, the Hall of the Warp, the fourth chapter's, is a run of icy vaults strung with glowing warp threads and webs of glass beneath the Warp Pillars, the Undertow, the fifth chapter's, is a sea cave of black, barnacled rock whose shingle floors hold tide pools glowing with the warp's light, the Selvage, the sixth chapter's, lies at the edge of the world's weave out along the glass boat's line, its floors woven of great cords and its sea-worn walls hung with loose warp, and the Underweave, the seventh chapter's, lies down the drowned boat's thread beneath Frostmere on the wrong side of the weave: a ring of rooms in cold rimed rock hung with loose warp and crystals of the mere's glass, its floors showing the back of the cloth in dark pools, long floats of thread and tied-off knots, and the Looking Side, the eighth chapter's, lies through the Looking Arch at the Lattice Gate: Cinderreach woven again in silver the wrong way round, its halls lined with arched mirrors, silver poured on the floors and pale glass along the walls, with the ash falling up into the dark, and the Far Side, the ninth chapter's, lies behind the Lattice Gate along Wenna's thread: halls of warm pale stone strung with white-gold warp, its floors inlaid with thread and every wall framing a window onto a place that cannot be, from a desert under two suns to a city standing upside down in the sky, and the Frozen Spinnery, the tenth chapter's, lies down the Carders' Stair in the glacier east of the Spire: open caverns walled in old blue glacier ice in strata warped by its flow, the old king's spinning wheels and stools standing in the ice where they were left, the floors combed into furrows like carded wool and the crown's lilac glass breaking through, and the Cutting House, the eleventh chapter's, lies under the Cloth Guild's half-fallen finishing house at the west end of the Tenter Ground: timbered, whitewashed shops hung with cloth in madder, woad and green, the croppers' padded tables standing in rows and the nap of a hundred years drifted against the walls like snow, and the Winding House, the twelfth chapter's, is the guild's laying-out house on the Saltreach downs below the Lych Field: limed walls, floors scrubbed white, lavender and rue hung drying from the beams, and linen folded in presses, stretched on frames and pinned to the dress forms that stand along the walls with their arms out. On the way down each has a mini-boss under a set piece of its own: Sexton Mordaunt by his open grave, Old Gnarltooth in a fallen hollow trunk, Captain Halloran Vane on the wrecked bow of the Morning Gull, Slagmaster Krag at his crucible, Ser Caddoc, the Wick-Knight, by a hearse of candles, Aldreth Silkhand at her distaff and great spindle, Vessrin, the Glass Brood-Queen, in a great web of glass strung across a ring of crystal spurs, Old Hallam, the Drowned Keeper, at the Greywatch Light's lost lantern, washed up on a rock ledge with its Fresnel lens still turning, Hesper, the Last Ferrywoman, by her moored glass skiff with its lantern turning at the bow, and the Shuttle, the greatest of the glasspike, capped in bronze, in the Sounding Pool, where Wenna's sounding lines come down through the roof, and the Looking Hart, silver to the hooves under antlers of the mere's clear glass, on the Hart's Road, where a crown of glass tines turns over the waystone, and the Treadle, Aubrel Corrow's old draught horse woven whole in the far side's thread, at her gin, the thread winding onto its drum and her ring worn into the floor, and the Rolag, the snow of the north carded into one fleece the size of a barn, crawling round the carding hall before the Carders' swift, and the Great Shears, the Cloth Guild's cropping shears as long as a man, walking on their points in the Cropping Shop by their padded table and empty rack, and the Lay Figure, the guild's jointed lime-wood mannequin four metres tall, walking the Fitting Room. Every boss asks something of the group: marks to step away from or gather on, or a ward to break.
The bosses are dressed for who they are. Sexton Mordaunt digs in a slouch hat with his grave spade, Captain Vane wears a tricorn and barnacles and fights with a cutlass, Slagmaster Krag pushes brass goggles up over a red beard, the Twin Sirens have fins over their ears, Archdeacon Thessaly's mitre keeps its gold bands through his light, and Old Gnarltooth has gone grey, with old arrows still in his hide. Warden Ossric carries the lantern he calls the dead with, Choir-Mother Vesh stands under a halo of flame, and the Sundered King wears his crown broken in two. In the Vault, Ser Caddoc's great helm is crowned with burning candles, and Ilgrim, the last Lamplighter, wears a wide hat and a yoke of lanterns and fights with his lamplighter's pole. In the Loom, Aldreth wears a robe of undyed silk under a silk veil, glowing threads hanging from its hem. Boss rooms have set pieces that wake with their boss. Ossric's coffin lid grinds round and topples off; the Drowned Cantor's bell tolls; the forge vents steam and sparks; in the Spire the Rime Colossus rises from a frozen altar and Choir-Mother Vesh plays a burning organ before the Sundered King; beneath the Glass Scar the Last Lantern burns gold on its dais behind Ilgrim; under the Heartroot the Pale Moth wakes at the Weavers' Great Loom, its shuttle turning in cold moonlight; and beneath the Warp Pillars the Loomwright, a giant of ice-clear glass, stands at its frame of fifteen threads drawn up to a turning knot of light. Its glass, and the spiders', flashes at every facet and bends the hall seen through it. In the Undertow, Old Hallam wears an oilskin coat and a slouch hat crusted with barnacles and carries his lamp on a pole, and the Tideloom, a medusa the size of a cottage, spins the warp up out of its glowing pool. At the Selvage, Hesper is an empty hooded cloak of old thread with two cold glints in the hood, a ferry pole and a lantern, and the Ravel is a knot of plied rope as big as a room, its frayed ends glowing; when it wakes the loose warp round the Hem Stake whirls up. In the Underweave, Ilsabet, the Backweaver, stands pale as frost under a veil of thread at the Back of the Loom, in a robe of starweave where every knot is a star, and her Reflection is the same in the mere's silver. Through the Looking Arch, Tebasli wears her sister's veil and starweave in silver, the joins where her forty pieces came back together shining gold, and stands before her loom with pieces of her still circling it and the ash rising off the floor. On the far side, Aubrel Corrow, the First Gatewarden, grey-bearded in tarnished plate, is woven from the feet to the waist and still a man above it, and stands at his loom with his places turning in their frames over it. Under the glacier, Gyda Thrum, the King's Spinster, sits in her indigo robe embroidered with the spindle's lilac light, a living woman above the waist and old clear ice below it, with the spindle turning in its bowl beside her. In the Cutting House, Maud Kerf, the Cutter-off, wears the Cloth Guild's umber robe and leather apron with her little shears on a string at her belt, and stands at her folding table under broadcloth folded in layers, a length of it caught mid-fold turning above her. In the Winding House, Agnes Ellery, the Measurer, in mourning black and a chalked linen apron with the guild's ell in her hand, waits at her cutting table in the Sewing Loft, the great winding-sheet on its frame behind her.
Both raids are for up to ten. The Spire of the Sundered Crown is the level-30 climb to the Sundered King, past his Rime Colossus and Choir-Mother Vesh; the Drowned Basilica is a level-40 raid through twelve flooded halls of sea-worn stone and stained glass. Their bosses mark heroes to run out or to gather, raise wards to break before a channel ends, send adds crawling in to heal them and make their Defenders take turns, and every one has a berserk timer and scales to the size of the group. The Encounter Journal (X) explains each fight by role. Loot is personal, each encounter can be looted once a week, and each class has a tier set to collect in each raid.
Dungeon and raid bosses in the wiki