The Haven Depths

Four floors of dungeon under Kismet, reached by three stairs and a rope. Gates in its deeper halls lead out to the mainland.

Under Kismet, Bridhill's harbour town, the Haven Depths run four floors down, each harder than the last. Its monsters fight as hard as monsters anywhere, though the Dove Peace still holds between players inside. See The Haven: Bridhill island.

  • Four ways in. The stair in the old church on the north-east edge of town leads to the first floor; a Balm seller waits at its top. A ruined chapel to the west has a stair that comes up at the first floor's far end. A cave mouth under a rock arch, on the high ground west of the south cove, leads to the second floor. On the south lobe, about a kilometre south-west of the pier, a stone doorway in a mound opens on the ledge of a deep shaft: a rope hangs from a hoist on its lip down to the third floor. See Climbing ladders and ropes.
  • Four floors. The Salt Cellars, where feeble kobolds, rats and decrepit dead keep to the cellars: a fair first fight for a new adventurer alone, and the rats leave you be until you strike one. The Old Barrows, where a troll holds a great hall. The Lost Lake, a cavern lake watched by stone gargoyles. The Ember Deep, two bridged channels before the lair of a crimson dragon.
  • Hidden doors. Some walls hide a door. Stand beside such a wall for a moment, or reveal hidden things, and the door is found for everyone nearby. Monsters never open one, and one left open swings shut by itself after a minute. Left shut with nobody near, it hides again.
  • Lairs. The largest beasts keep to their own halls and fight from there; a gargoyle or a dragon may take wing inside its lair.
  • Deep water. The lake and the channels are real water. You can swim them, and most monsters will not follow you in, but anything with wings will. See Swimming.
  • Gates out. A gate stands in a wall on the second, third and fourth floors. Walk into one and you are carried to a mainland town: Losts, Ghodog or Ekh, farther the deeper you go. There is no way back through a gate; a Waykeeper can take you home. See Waykeepers: home and travel.