Galahaut's Morrowind Mod List Wiki

 

Dungeons

Page history last edited by Kainee 1 yr ago

Dungeons

Mods that add dungeons to the game.

 

Links:

Marbred's List of Dungeon Crawls

 

 

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Aaltethrar by IceScraperNinja

Requires Tribunal

This adds a few caves to explore, some monsters to fight, and a very pretty landscaping job (if I do say so myself).This Daedric Shrine should not be taken lightly though. If you can actually survive the interior you are stronger than my character. Do not worry though, I left you a hammock and some Moon Sugar to keep you comfortable whilst running off to my death. Look for the entranceway somewhere in the sewer system of Mournhold.

 

Aard Vetooch 2.0 by Blockhead

Direct Link-(View main link first)

This plugin is a 100-level dungeon, inspired by the 100 level (and more) dungeons created by Qwerty. The important difference between this dungeon and all of the large dungeons by Qwerty is that this plugin does *not* require Tribunal. You can play this dungeon with only the morrowind.esm file. There are no special quests or unique treasure items: it is just a large underground dungeon to explore, filled with many goodies, and filled with many creatures that will try their best to kill you.

 

Aarkaiikyev by Xereau

Requires Patched Bloodmoon 1.6.1820

The besieged dwarven dungeon of Aarkaiikyev was designed around the concept of hostile and friendly factions coexisting within the same interior cell, a staple in RPG’s but rarely found in Morrowind. The entrance to Aarkaiikyev is located west of the town of Gnisis, well hidden from view.Upon entering the dungeon, a singed bronze color fog enshrouds a non hostile dwarven sentinel. Around the corner, you encounter a large room teeming with more sentinels. Something bad must have happened here. Seven cave systems link to this room, each inhabited by the local dwarven residents. This bastion of freedom teeters upon the brink of annihilation, as evil lurks just behind two securely locked doors. It is up to you to rid the dungeon of the invaders, and secure the future of this forgotten society.

Screenshots

 

Abandoned Well at Dagon Fel by jman0war

Adds a Spelunking, dark, and very detailed, Daggerfall-esque dungeon to the game world. The dungeon is in the village of Dagon Fel, just click on the top of the Well.

 

A Blight In Time by Dangleberry

The location of the action in the game is near Vivec. Take the stiltstrider to Vivec, or get to the strider at Vivec. Head west for awhile, crossing some water, then sort of keep left. You will find four raptors guarding the entry portal (a totem staff). This will take you to the Plane of Bone - a large cavern with different bone raptors. The second part is a *very* tough end boss, if you can't beat him you'll have to teleport out or scoot past him to the exit door. Also added since the trial version is the v025 Boneraptor that has a kick attack and improved modelling. You might find it hunting you down one day as I have added several instances of levelled creatures throughout Vvardenfell. If you are very high level you also have a chance of being jumped by the Avatar itself.

 

Altor Island by MouLDY_LLaMa

Altor Island is a small island northwest of the mouth of the Odai River, it has Dwemer ruins on it. Beneath the island is a small dungeon.

 

Aquarius Dungeon MC7 by morsepone7

Requires Tribunal

Visit this very nice, subterranean Dungeon near the exit bridge in Seyda Neen. Look for a trap door just below the stream on the right way looking out (towards Silt Strider platform). Within these Dwemer walls lies Danger. Though the Danger is great, with ferocious beasts and powerful enemies (a Sorceress with 1000 health points with 2 Dremora bodyguards in the End room), there are also equally potent weapons, and a good blacksmith to repair or sell your weapons and armor to (with over 90,000 in bartering gold). Through watery passages, mummies, tombs and cave rats you will know why this place is called Aquarius Dungeon.

 

Ashinarba by Alex Strada

Requires Tribunal

Adds a small 5th-8th level smuggler cave outside of Seyda Neen on the path to Pelagiad, Just past Addamasartus.

 

Atoks Cave by Author Unknown

A small cave and quest in Pelagiad. Go to Fort there, look on the table near the altar and read the aqua book to begin the quest of Atok. If you cannot find the way to the cave, look very close to the fort near two bushes. No Readme file.

 

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Barabus' Graveyard by Barabus

Primarily a modders resource , this plugin adds a new tileset to build Imperial crypts and exterior graveyards. Also adds new containers (corpses and coffins) an incense burner and a new alchemical ingredient.I have also added a small crypt and graveyard outside the town of Caldera by way of a demo much the same as Bethesda's ancestral tombs. I hope you enjoy these meshes and can make use of them in your own creations.

 

Battlescene by Kuusik

This plugin adds a cave near the road from Moonmoth to Caldera. It may not be the biggest, but expect it to be quite unique. Mediocre challenge expected. The caves may get dark and difficult to navigate; you may need torches (which exist here and there) and levitational devices (exists as well, but the chances of you finding them are close to zero). There is an exit in the end.

Screenshots

 

Beasts of Burden: Dwarves! by Kevin Castellano

Mod adds an interior to the tower just above the Abaelun Mine (E of Ft Moonmoth), and a large dungeon (buried city) in the basement, populated by dwarves....and man, are those dwarves mad! The dungeon, of course, is hidden behind a secret door which you must find. There are also rumors of an old tunnel leading to Balmora from this dungeon.

 

Bone Tomb by Crypts Of The Dead

This is a little tomb (dungeon) crawl I made for fun. It's not hard and the first two levels can be completed with lower level characters, however, the 3rd and final level I do suggest a character of at least level 10. This is aimed for a necromancer, mage type character because of the reward found in the final battle room, however, all can enjoy. The tomb is very easy to find. It's right near Seyda Neen, north east from the silt strider.

Screenshots

 

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Catacombs Beneath Farlon Keep by Soar182

Explore the catacombs beneath Farlon Keep, a network of dungeons accessible from a cave north of Fort Moonmoth, on the Foyada Mamaca heading toward Ghost Gate.

 

Cave of Sadows by su han kim

Requires Tribunal

The Cave of Shadows has been known to many but do they know the story behind it? Enter the trap door at the top of Fighter's Guild in Balmora to find out.

 

Cave of Woe,The by Zdim

Explore the haunted caverns of Lorogh and Lagorn. Retrieve three lost weapons of legendary power. Escape with your life! To begin this adventure, visit the Razor Hole in Balmora and search for a clue. The Cave of Woe is a challenging dungeon adventure suitable for level 8 - 12 characters.

 

Cliff Racer Burrow by SwordForTheLord

Ald-ruhn is experiencing an increase in cliff racer activity lately. An Imperial, Thalbus Darsus, has been hired to look into the matter and help the city get rid of this menace. It is suspected that the cliff racers are breeding in some sort of underground burrows. Find out more by talking to the locals in Ald-ruhn, or finding Thalbus at the Rat in the Pot to start your adventure! This is a simple dungeon crawl with a few custom parts. This is my first quest mod. It is intended for lvls 1-5 or so. Not too tough, and not too much loot either, but a simple addition to keep your character distracted for an hour or so.

Screenshots

 

Clock Tower,The by Tsar_of_Cows

Requires Tribunal,Bloodmoon

This mod is about a new Dwemer ruin that has been discovered. It is basically a dungeon crawl but there's also a big story behind it, broken up by snippits of story, item hunts and puzzles with piles of written information providing you with backgrounds to the characters involved. Apart from hords of monsters, and a story line, there are also some relatively challenging puzzles to keep you amused, and lots of nice items as rewards for acccomplishing things. To get to the Clockwork Tower, you can take the dwemner teleporter which appeared mystically on the top of the Ebonheart Barracks, or prepare for a very long swim directly west from Ebonheart!

 

Cult of the Talosec by Martini60

Mournhold museum has decided that it is time to reclaim the artefact of Omnicron, a powerful dark skull which can summon undead Daedra for the caster. The last known location of the Omnicron was with the Cult of the Talosec, a separatist Daedra cult who took the Omnicron down into the old dwemer ruin of Munzflek. Now the museum is looking to hire someone brave or foolish to go recover it. The cult of the Talosec is a plot driven dungeon romp designed for medium to high level characters (If you can beat Tribunal, you should be able to beat this).

Screenshots

 

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Dagoth Cavern by Abaddon

Direct Link-(View main link first)

Adds a cave northeast of seyda neen by the sign pointing to pelegiad. For higher level characters.

 

Deepest Chasm,The by Xereau

Requires Patched Bloodmoon 1.6.1820

The Deepest Chasm is massive. This underwater dungeon is a labyrinth of danger, confusion, and packs of hungry sea life! The entrance is found underwater, northeast of the Urshilaku Camp and northwest of the stronghold Valenvaryon. The entrance is on the roof of a flooded cavern. You will be drawn down into the chasm, if you want to explore. Immediately, you will be presented with choice of going different directions into different wings of the chasm. The Deepest Chasm is a dead end. I wish the best of luck to those who not only make it to the bottom and survive the onslaught of the dreughs, but to those who think they can find their way out!

Screenshots

 

Demon Mage,The by Zargis

Requires Tribunal,Bloodmoon

NOTE: WARNING!- This mod contains language that may be offensive to some players! (A few minor swear

words in the text.) Player discretion is advised!

The Demon Mage involves some of Nerevar's unknown descisions... Unfortunately you are the one that the blame falls upon as the Nevarine. The mod has the following basics: 1. A floating skycastle. 2. Lots of dungeon crawling 3. and (hopefully) a fun short story/quest. This Mod is meant for level 40-60 characters. Hope you all enjoy!

Screenshots

 

 

Dreadful Caves: Updated by Lady Eternity, updated by Arkenor the Green

Direct Link-(View main link first)

There is a certain cave near Seyda Neen, overlooking the ocean. Locals shun it, whispering of the evil reputed to dwell within... This mod adds a dungeon a stonesthrow to the west of Seyda Neen. No quest will lead you there, except for the never-ending quest to vanquish evil, and nick it's stuff.

 

Drunken Moon,The by Leviathan

This plugin will ad a shabby bar in the Vivec, Arena canton where you will be able to find a billboard which information can be stored in. This billboard will also contain information about the lost Daedric ruins of Akrateshu. Akrateshu itself is a dungeon designed for characters at lvl 25 that is not Überd up. Within it you can find some rather good artifacts if you can make it that far that is.

 

Dungeon Island by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

The dungeons are all over the island. Some of them are connected to the others. Go in one dungeon, and maybe emerge somewhere else unexpected. The dungeons contain many leveled creatures and some leveled treasure. I have tried to keep the amount of loot down to a plausible amount. There is no quest and no unique items. There is no "boss" creature. There are no path grids. Dungeon Island is north of Khuul, and northwest of the Sheogorad region. There is no boat or other quick transport there. You must swim,water-walk, or fly there. If you feel like cheating to get there, use the console and type "coc landmass test" to get to a cheat/test room that in turn has a door that will get you to Dungeon Island. Includes an optional patch to connect Dungeon Island dungeons to Xindaz Veft. [From Dec 2004 - conflicts with Ald Vendras V2 Moved and newer.]

 

Dungeon Island to Vogar Bridge by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

Requires Dungeon Island

Requires Vogar and Ald Vendras

This plugin is a patch that adds a bridge over the water between Vogar and the Gorf landmass of my Dungeon Island plugin. This plugin is not a dungeon. It is a long bridge. There is nothing you need to do in-game. Go to the northern coast of the Vogar area and you will see a Solstheim-style rock leaning on a large daedric pillar top. Walk up the natural ramp formed by the Solstheim-style rock and you will find yourself on the bridge.

 

Dungeon Mages by TrevorDemented

Go to the Balmora Guild of Mages and find Elodie Meric and Alusananah in Caldera's Mages Guild. They are travel mages that gives you the choice of going to 6 dungeons that were generated buy Genmod. The dungeons are set for levels 1-50.

 

Dungeon Of Death by Hegzx

Adds a small cave near Balmora for high level characters.

 

Dungeon Romp Double Feature by Warlord Jim

Requires Tribunal,Bloodmoon

Ever wanted TWO dungeons to explore? Well, now you can explore two dungeons. Each one is in a separate esp for easy use. One is Lord Vaudere's Tomb, a dungeon filled with Undead based in the Grazelands. The other is the Castle of Illusion, a random (I mean RANDOM) dungeon in the Molag Amur region. Reuqires no outside models, just the esp's.

 

Dunzar by Blockhead

Requires Tribunal

Dunzar is a long dungeon. It connects Vivecand Mournhold and corresponds 1:1 to the surface distance between those cities. It contains many leveled creatures and some leveled treasure. I have tried to keep the amount of loot down to a plausible amount. There's a lot to explore.

 

Dunzar,South by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

Requires Dunzar

This plugin adds two more connection points to the south (Mournhold)end of Dunzar. The dungeons contain many leveled creatures and some leveled treasure. I have tried to keep the amount of loot down to a plausible amount. There is no quest and no unique items. There is no "boss" creature.

 

Dwemer Graveyard,The by Qwert

Adds a 1000 level Dwemer dungeon; look for the Dwemer tower near Buckmoth fort. As you approach Buckmoth Fort, Look to the left and up. The entrance to the Dwemer Graveyard will be on top of the hill.

Screenshots

 

Dwemer Tunnels and Corprusarium Cavern by Xereau

Direct Link-(View main link first)

Requires Bloodmoon

The "Corpusarium Cavern" is a interior cell (inconspicuously following the mainline quest) that has some resources to acquire and some Daedra to farm (depending on your level). The "Dwemer Tunnel" mod is a series of tunnels that connect a total of seven (7) "Dwarven" towers (a.k.a. "Ruins") to a small central (interior zone named) "Hub". The seven sites with "Tunnels" (in alphabetical order) are; 1) Artngthand, 2) Bthuand , 3) Bthungthumz, 4) Mzahnch, 5) Mzuleft, 6) Nchuleft and 7) Nchurdamz.

 

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Eisus Cave by Cris Yoder

Eisus (eye' sus) cave was occupied by a secretive cult a millenia ago. Nothing is now known of the cult's purpose or activities. When the cult died out (due to it's extreme secrecy, no doubt) the location of the cave was lost. Can you find it and the treasure it contains? Will you get very far once you are inside? Sounds pretty standard when I put it that way. Does it sound more interesting if I say, "Remember to bring your hobnail boots and earplugs?"

 

Epp Tomb by [Epperson?]

Direct Link-(View main link first)

The tomb is just outside Seyda Neen, near where the guy falls from the sky. To be honest, a lvl 1 character will have trouble in this tomb, especially toward the end of it so if you can, bring an established character.

 

Exile: Spirits of the Underworld by Clone

Not just a dungeon, but an epic, underground dungeon WORLD! The player will be able to experience an underground world of cities, dungeons, tombs, and much more. Travel lower into the depths of Exile and find creatures you will not want to meet again. It is very dark. Some areas there is no light at all. The level of your character really determines how far you want to explore. The deeper you get in Exile, the harder it gets. There are no quests in Exile, this is mainly a dungeon explorer with tons of areas to discover. There is an end boss to kill. If you do have enough strength to kill him, you will be awarded with many treasures.

 

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Falon's Tomb

A small tomb with decent loot; needs a password to unzip.

 

Fward Ancestral Tomb by TwIsTeDbOi

Dungeon crawl, med low levels - vicinity Vivec (Balur's Farmhouse); mis-spellings, slang, profanity. Adds an ancestral tomb to the Ascadian Isles Region (2, -9). If you can't find the tomb, open up the console and type in coc "Fward Ancestral Tomb"'

 

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Ghorak Dungeon by Kaith

This plugin adds a trapdoor leading to a cellar in Ghorak manor. For those who are strong enough to get through this highly hazardous dungeon, lies a reskinned glass helm(I made this to be beast-race friendly). But be warned, the dungeon is not for the faint-hearted (in other words it's better for high-level people).

Screenshots

 

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Haunted Bridge,The by DarkDragon

Requires Bloodmoon

The dwemer built a bridge long ago to connect Vvardenfell to Solstheim, and like all other dwemer strongholds, it has been long since abandoned. But the Alk-Korath bridge has some hidden secrets, and has attracted evil in all it's forms. Daedra, undead, Rieklings, and an unspeakable terror. The daedra are there for the magickal powers flowing through the bridge, the Riekling because they feel that the bridge may contain a strategic advantage, the undead, because they feel a calling. Nobody has used the bridge in ages, perhaps it is time a brave adventurer re-take the bridge. Perhaps the bridge should be left alone. This mod is intended for higher-level characters. All the monsters are leveled, but there are enough of them to be difficult at any level. I had trouble with my level 25 Nord warrior. There are a few treasures, but this bridge is mainly made as a hack 'n slash dungeon. Probably the best treasure will come from the creatures you kill, and the experience you gain.

 

Heart of the Inferno by Xereau

Requires Patched Bloodmoon 1.6.1820

Upon zoning into the Heart of the Inferno, you will find yourself in the middle of a hellish bastion of entropy. This dungeon consists of a fiery series of wings, all connected by a ‘hub’ room. The entrance to Heart of the Inferno is located west of the Erabenimsun Camp at the end of a lava pit. My goal for Heart of the Inferno was to drop the player immediately into fiery danger. You are confronted by an altered fire atronauch, fire scarabs, and fire breathing racers. If you can survive the first room, you are confronted with the option of going 4 directions. The specter of choice rears is ugly head, and to press on, you must enter a wing of the dungeon. The Heart of the Inferno is a dead end. There is only one way in, and one way out. The specter of having to retreat through what you have just cleared to enter a new wing, or exit the dungeon, presents the player with a sense of impending dread.

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Helm of Sheogorath-LD by LDones

The Helm of Sheogorath is an artifact both prized and feared by magicians of Tamriel. Legend says that a clipping of Sheogorath's hair was crafted into the helm by the long-dead smith. Embued with a piece of the Mad Lord, it grants great power, but at what cost, none are sure - save to say that whatever boon it may grant, the sheer, overpowering insanity of Sheogorath is likely not far behind. A quick, clean, cavern romp with some nice atmosphere and a strange reward.

 

Hlaalu Catacomb by Umir Shadowblade

Its a tomb somewhat larger than the BethSoft ones. Its west of Gnisis in a mountain pass. Should provide 10 minutes or so of entertainment.

 

Horror Mod by [LightningFlik and MentalElf]

Requires Tribunal,Bloodmoon

Graphic Adult Content

NOTE:This is NOT a patch for the earlier version of HorrorMod done by LightningFlik... it is INCOMPATIBLE with that mod. If you have installed that mod, uninstall it, back up to a saved game prior to it's install, Then install this Horror Mod.

Descend into the deapths of Horror to find out what's causing the people of Suran to disappear. To start the mod, head to Suran and talk to one of the Imperial Guards. You will need a player of at least level thirty-five (recommended minimum level due to combat difficulty).

Screenshots

 

House of Madness by Qwert

A new 100 level dungeon with a nice little surprise at the end. This dungeon is located close to Hla Oad and comes with teleporters that will teleport you to the lower levels but only if you have activated them in the dungeon. This dungeon is pure randomness i have no clue what you will find in the house of madness.

 

House of Pain by Maulton

Requires Tribunal

This mod adds a Sotha-sil style Dungeon with Two traps 5 Imperfects.(Giant Robot) The Dungeon is located in Ald-Ruhn near the temple in the cliff wall.

Screenshots

 

House of Six Pains,The by Qwert

Adds a 500 level dungeon; entrance above the Temple in Balmora, near the dragon statue. The entrance can be tough to find. You need to have either a levitate spell or potion. The entrance is up on the mountain off to the left of the Temple.

Screenshots

 

Hrazmah Tower by The Skinky Sharpshooter

Requires Tribunal,Bloodmoon

The tower is filled with vampires and is located in The grazelands. It has a 0.00000001% chance of survival and it has been proven! Needless to say, this is for higher level characters.

 

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Imperial Yomb by Author Unknown

Requires Tribunal,Bloodmoon

NOTE: Read me, but no description

Adds a tomb to explore east of Balmora on the Bitter Coast.

 

Io's Cave by +Zero Bit

This is a small cave in Seyda neen for Beginners. Starting wizards may have a harder time than warriors. Regular treasure nothing big.

 

 

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Khazzar Cave by Mr Been

Direct Link-(View main link first)

Khazzar Cave is near the Odai Plateau. Move south from Balmora and along the river.

 

Killing Fields by Lady Rae

A 99 level hack'n'slash dungeon and a merchant that wanders all over Morrowind buying your unwanted loot. There are also some major cheats in the first level of the dungeon which you are free to ignore. The change I made was to one of the cheat items and to increase the weight capacity of the cheat chests. This is an esp only mod - no new meshes or textures.

 

Knaarus by Blockhead

Direct Link-(View main link first)

Knaarus is a long dungeon, just south-east of Suran. It contains many leveled creatures and some leveled treasure. I have tried to keep the amount of loot down to a plausible amount. There is a lot to explore.

 

Knaarus,East by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

Requires Knaarus

This plugin is a patch that extends the East end of the Knaarus dungeon (right outside Suran) to points East in Vvardenfell. It roughly doubles the size of Knaarus. A small fraction of the NPCs will not attack the player but will instead attack other creatures & NPCs in the dungeon. This should hopefully add to the ambience of the dungeon. While you are battling something in one room you may hear another battle going on simultaneously in another room! Don't attack an NPC unless you are sure they are actually attacking you.

 

Korsuth by Jake Whiton

The island fortress of Korsuth has been abandoned for hundreds of years, but rumors are beginning to arise that the complex is haunted. The fortress is located near the city of Vos. The citizens there may be able to tell where the ancient fortress can be found.

 

Kwerner Complex by Stabbey_the_Clown

Requires Tribunal

The mod adds a new NPC who gives you a quest and it adds an eight-level maze/dungeon which has a bunch of new items at the end. Go to Moonmoth Legion Fort, where there is an NPC on the road who will give you further directions. A level 7+ character (well equipped with supplies) is the minimum recommended character to play the level with.

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Labyrinth,The by [Deathar & DeepRedCee]

Requires Tribunal,Bloodmoon

The labyrinth is a puzzle mod for morrowind. To play the mod, go and talk to Ra'virr the trader in balmora. You can figure it out from there. Currently, it has 6 actual trials along with several side puzzles.

Screenshots

 

Lob Shephli by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

This plugin is another large connection dungeon. It's large enough to connect Dagon Fel, Sadrith Mora, Gnisis, and other points in Vvardenfell. A small fraction of the NPCs will not attack the player but will instead attack other creatures & NPCs in the dungeon. This should hopefully add to the ambience of the dungeon. While you are battling something in one room you may hear another battle going on simultaneously in another room! Don't attack an NPC unless you are sure they are actually attacking you. Some of the containers will respawn slowly over time. This should enhance replay value of this dungeon. In addition, the custom NPCs and custom monsters sometimes carry some useful loot. A new feature (new to *my* dungeon plugins, anyway) are safe zones. These are interior cells here and there where nothing will attack you since they have been placed under Daedric Grace. Merchant NPCs are in these cells, allowing your character to get repairs, replenish supplies, and even sometimes get some spells made or enchantments done. These cells are easily identified because they are all ice caves and they are the only ice caves in Lob Shephli. They also have two trioliths near the door which identify each location as a safe zone.

 

Lord Raven's Tomb by Author Unknown

Requires Tribunal

This mod adds a trap door near one of the guard towers up near the Hlaalu building and manors. Inside there will be a lot of deadly monsters; along with a new sword.

 

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Marassa's Peat by Xereau

Requires Patched Bloodmoon 1.6.1820

The entrance to Marassa’s Peat is located southeast of Hla Oad. The beastiary in this dungeon consists of entirely new monsters, using old models. Bog rats, raptors, various fish, crabs, and three bosses will keep you on your toes. Several of the creatures are very numerous, and although they don’t hit hard, they hit often with tweaked stats (high str, agi). These lesser creatures are a real nuisance when trying to deal with one of the larger, more dangerous creatures in the dungeon. Each boss drops nice loot, and there are a few trinkets that can be looted elsewhere in the dungeon.

Screenshots

 

Martistan Castle by ed_conn

This Mod is primarily a dungeon crawl. The object is get Martistan's diary. The main playing area is a 10 level dungeon. I strongly recommend being 25th level or higher before starting this mod. All creatures and creature list used by this mod are unique, and assume you are a high level character. Low level characters will not survive very long.

 

More Undead Vetooch by Blockhead

Direct Link-(View main link first)

Requires Tribunal

Requires Aard Vetooch,The Undead Dungeons and Undead Vetooch

The Undead Vetooch plugin connects Aard Vetooch (a 100-level dungeon) to Qwertys's "The Undead Dungeons". It adds 16 connections between the two dungeons, some of which are passages with their own monsters and loot.This plugin adds a few more connections in addition to those 16 in Undead Vetooch. Not every level is connected to its counterpart in the other dungeon. There are 23 different connections between the dungeons. Some doors connect directly from one dungeon to the other. Some doors lead to a new interior that is a passage between the two dungeons.

 

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Narus Ancestral Tomb by David Peno

This plugin adds a new quest for upper level players. Talk to the Dagon Fel locals about the rumored Narus Ancestral Tomb. This is an upper level mod. My 40th level char was challenged at 30 difficulty level.

 

Necromancers Tomb by [Ben McCubbin]

Direct Link-(View main link first)

The tomb is to the south west of Gnaar Mok, just leave to the south, but before leaving into those mountains head to your left, and continue untill you find the tomb.

 

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Old Unused Well of Pelagiad,The by [ jman0war]

The water in the Well of Pelagiad was making the residents ill, so it was boarded over. You'll get a quest to find out why. Adds 1 quest/dungeon to the game world.

 

Orc Dungeon by Author Unknown

Direct Link-(View main link first)

This mod adds a cave to the Grazelands. There is a man in Seyda Neen near the slit strider in a brown robe, he will transport you there. There is also a man on the other side that will bring you back to Seyda Neen. In this cave are lots of orcs and lots of neat tresures to find that the orcs found on their journeys. The orcs are very peaceful and wont attack but when in trouble they will figh back with a ton of force.

 

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Party at Boro's House by Marbred

Requires Tribunal

Regent Boro is throwing a party at his house near Seyda Neen, and you're invited! You can talk to him near the northern exit of the town for directions to his house. Not a big mod in the least, this is just meant to be a fun little diversion, a nice little romp through a dungeon. Everything has been made with multiple player levels in mind, so ANY character should be able to complete it. I do suggest atleast a level 5 PC, as I've found some parts to be pretty hard for lvl 1-4. But, it is possable.

 

Privateer's Hold by [Jman0warS and ManaUser]

Requires Bloodmoon

NOTE: Requires starting a new game

An alternate beginning mod. New characters now have a chance to play through the beginning dungeon from Daggerfall. Start a new game and look for something unusual on the prison ship at the beginning.

Screenshots

 

Puzzle Canal by Shanthe

NOTE: Only a little litter and a door was added to the existing Puzzle Canal Level 5. Nothing else in the existing game was changed. The main game won't be affected in any way.

Although there are several unique artifacts/weapons, I tried not to exceed anything that couldn't already be found in the game. There are 2 main exceptions. Even these aren't too overboard. I remember hearing the rumors about the Puzzle Canal in Vivec. Something about dark corridors, valuable artifacts, and daedric servants as guards. I waited and waited until I felt my character was finally strong enough to attempt the Puzzle Canal. What a disappointment. No dark corridors, no artifacts, and one tame daedra. This plug-in attempts to correct that situation. You will need to search the bottom level of the existing Puzzle Canal again to find your way into the depths. There, you will find everything the rumors spoke of, and more.

 

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Shrine of War by Xereau

Requires Patched Bloodmoon 1.6.1820

The Shrine of War is a large, downwardly spiraling series of keyed hallways that encompass a central shrine. The Shrine of War is located in the mountains west of Tel Vos. The beastiary of the Shrine of War consists of an array of undead creatures starting with forgotten pilgrims, sauntering eternally in these imperial passages. Ghosts accost you as you search for the keys to the balconies overlooking the shrine below. Forgotten spectators line the balconies, and do not like to be bothered. Several static bosses are encountered on the way to the bottom of the shrine, with several also spawning on scripts. The spells of the creatures in the shrine are varied, but have a common theme of attribute destruction. Bring your potions! The loot encountered in the shrine is hard to get, but worth the fight.

Screenshots

 

Skull Maze: Quest for the Red Skulls by Soar182

Find Kraytak's Keep. The keep is southeast from Khuul. From Khuul or Khuul's silt strider, head east on the path leaving town, it then heads south. When you reach the first road sign. You should be able to see the keep. The keep is just a house for the wizard. It is not a castle. Inside are 3 quest givers and some other NPC's Kraytak gives the quests for the Red Skulls.

 

Smeradon 1 (and Patch) by Blockhead

Some time ago, the wizard Smeradon desired to construct a magical passage between Seyda Neen and Balmora Through magic, this passage would link the two cites as a doorway, so that only one step into the door at one city would find the walker at the other city. Smeradon saw no other way to do this but to work with Chaos Magic.Other mages, with good reason, avoided chaos, as it has a way of turning awry... often at the worst possible time. Undaunted by the warnings of his colleagues, Smeradon pored over ancient tomes and worked with spells, old and new. After some years of effort, on a clear starlit night when both moons were in conjunction with the constellation of the Summoning, Smeradon worked his magic. Much to his dismay, something went awry. The passage formed, but it instantly filled itself to the full length. The passage was no longer a shortcut; the distance between the ends of the passage was the same as the actual distance between the cities. The stuff of chaos had been sucked into the passage, taking fragments of existing buildings and caverns from all over Vardenfell with it. A strange aftereffect of the chaos magic caused everyone in Vardenfell to forget about Smeradon and his passage. The end points of the passage still exist in two buildings, one in Seyda Neen and one in Balmora, but the owners of the buildings do not see the doors. An outlander, recently arrived at Vardenfell, might be able, if he found the right house, to see the entrance and enter the entrance and travel the passage.

 

Smeradon and Dwemer Tunnels by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

Requires Smeradon and Dwemer Tunnels and Coprusarium Cavern

This plugin connects the dungeon of Smeradon to the most excellent Dwemer Tunnels. The dungeons contain many leveled creatures and some leveled treasure. I have tried to keep the amount of loot down to a plausible amount. There is no quest and no unique items. There is no "boss" creature. The connection is made between the Artngthand end of the Dwemer Tunnels and the Near-Balmora part of Smeradon (the interior cell named "Salmorn"). The straight-line distance between Balmora and Artngthand is not that far, so this is a smaller dungeon: only five cells (although one of them is rather long).

 

Smeradon Extended by Blockhead

Requires Smeradon

Smeradon did not realize the extent of the damage done by his chaos work. For one thing, the inside of the tunnel was actually *longer* than the distance between Seyda Neen and Balmora. Secondly, in addition to connecting the two endpoints, the force of chaos forged connections to additional locations, such as Caldera. This plugin extends Smeradon, adding to it so that it now reaches to three additional locations, including Caldera. It adds more monsters to the existing cells in Smeradon. In addition to adding more creatures to Smeradon, this plugin adds a greater variety of creatures.

 

Smeradon, Further Extended and Patch by Blockhead

Direct Link-(Smeradon,Further Extended)-(View main link first)

Direct Link-(Patch)-(View main link first)

Requires Tribunal,Bloodmoon

Requires Smeradon,Smeradon Extended,Xindaz Veft,Knaarus and Dunzar

This plugin is a patch that connects my major dungeons together into one huge dungeon that stretches from Solstheim to Mournhold, corresponding to the surface distance. It also adds a considerable amount of new sections. The new sections use the advanced creature generation capabilities of GenMod to make interesting and challenging creatures and NPCs. Also, the new sections mix all creatures available in both expansions. This means that your character will face a greater variety of creatures and will still find challenges at higher levels. Smeradon did not realize the extent of the damage done by his chaos work. For one thing, the inside of the tunnel was actually *longer* than the distance between Seyda Neen and Balmora. Secondly, in addition to connecting the two endpoints (Seyda Need and Balmora), the force of chaos forged connections to additional locations, such as Caldera ... Vivec ... Suran ... Ald'Ruhn ... Mournhold ... Hla Oad ... Pelagiad ... Solsthiem!

 

Sullen's Foxhole by Xereau

Requires Patched Bloodmoon 1.6.1820

Sullen's Foxhole is a five dungeon dialogue driven adventure mod. Four dungeons are initially not open to the player, but become available as you do quests for Sullen. Each dungeon is progressively harder, and although you may start the adventure at level 25, the starting content is designed for level 30+ characters. There are over 60 new creatures/NPC's, 30 enchanted items and 15 spells/abilities/powers to be found within the Foxhole. Imperial agents in Balmora and Sadrith Mora will teleport you to the Foxhole.

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Telos Rin Graveyard by dalin

Requires Tribunal,Bloodmoon

It seems that the citizens of Skaal Village, on the northeastern edge of Solstheim, are troubled by recent sightings in and around the Rin Ancestral graveyard. The Rin clan has long been revered as keepers of the peace for all of Solstheim, and their roots stretch back for generations. The player's journey should begin in Skaal village where they should seek out a villager, just outside the eastern edge of town, named Kaedrin Soth. He can point the way to the graveyard, and set the player on the path to receiving this quest.

 

Temple of Destruction by Xereau

Requires Patched Bloodmoon 1.6.1820

The entrance to the Temple of Destruction is located just northwest of the stronghold Falasmaryon, in the Ashlands. Once inside you will notice the double sized walls, floors, crates and - GIANTS! Upon entering you are immediately struck by the frosty mist that permeates the entire dungeon. Giant rats guard the first branch of hallway that leads to a living quarters inhabited by frost giants. This first encounter area is large, with two locked doors in the distal end. The key to unlock these doors is found on one of the giants. Good luck finding which one!

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Tgorvaz by Blockhead

Direct Link-(View main link first)

Welcome to the Tunnels of Tgorvaz, the smallest dungeon in Vardenfell. It's so small that ... well, speak to Skink-in-Tree's-Shade at the Guild of Mages in the Wolverine Hall in Sadrith Mora and you'll see. There are many creatures and many halls and rooms to explore. There is a simple quest. There is even a puzzle of sorts and a "boss" creature.''

 

Thorn's Lament by Kieve

Seek out Rhuthu in Pelagiad to learn the secrets of Thorn's Lament.

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Three Shades of Darkness by Fingers & Zdim

Copies of a treasure map are circulating in Seyda Neen and Balmora. It is said that the map shows the way to a shunned place where restless spirits still jealously guard their worldly treasures. Three Shades of Darkness is a challenging dungeon adventure suitable for high level characters.

 

Time Rift by Xereau

Requires Patched Bloodmoon 1.6.1820

A long time ago, during Vivec's ascension from adventurer to legend, a massive energy burst was detected near Balmora. A team of investigators were ordered to the spot by none other than the Emperor himself. Verra and her partner Hlomrehn located the anomale and identified it as a Time Rift. After many setbacks, they finally sealed the rift with several portals; each sealed a different time period that threatened to bubble up from the past and swallow not only Balmora, but the entire empire. Shortly after the rift was stabilized, Hlomrehn went missing inside of one of the sealed portals. Verra needs your help investigating his disappearance, and quite possibly much much more. Do you have it in you? Level 40 character required! A guard outside of the Rift will ask you to complete a 'pre-quest' to gain access to the Rift. You must be level 40 to get this quest. Good luck!

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Tombs Expanded by Zappara

Requires Tribunal,Bloodmoon

NOTE: Computer over 1.5Ghz is recommended when playing in those dungeons.

This plugin expands every tomb in Vvardenfell by adding 1-6 new dungeon levels to them which means that there will be over 300 new dungeon levels to search. Every tomb has also new loot and new undead monsters. New creatures are all levelled creatures and their levels are from 20 to 60. There are 463 new creatures and each of them has several variation which raises the total number of new creatures to over 1000. There are about 6000 creature spawn points for these new monsters so expect hard fights on these new tomb levels.

 

Tos Caverns by dalin

Requires Tribunal,Bloodmoon

This is a straight-forward dungeon crawl, composed of 5 interconnected caverns off the Sheogorad coast. The caverns are home to a band of smugglers and their skeletal minions. Level 35+ recommended. From Dagon Fel, head West and slightly North.

 

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Undead Dungeons,The by Qwert

Just outside of Seyda Neen is a 100 level dungeon for starting characters: it gets tougher as you go down. As you go over the second small bridge in Seyda Neen, turn left and follow the shoreline. You will go up a hill with large bolders on top. Once on top of the hill, look for the swamp and you will see the entrance to the Undead Dungeons.

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Undead Vetooch by Blockhead

Direct Link-(View main link first)

Requires Tribunal

Requires Aard Vetooch and The Undead Dungeons

Links Aard Vetooch and The Undead Dungeons in several places so they become one combined dungeon.

 

Underwater Krosmis by D@rk_Blu3

Krosmis is a BIG ancient Dwemer castle that was buried under the sea decades ago.Old dwemer books refer to it as the creation center of the dwarfs.Some of their gratest inventions were constructed there.Now,the only entrance to this forgotten place is underwater at Azura's coast (9,-13).It's very hard to find the entrance,as it's located at the bottom of a cave/hole in the water.

 

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Varomingi Tomb by Predator

Requires Tribunal

South of Caldera - North of Balmora - to the East of the beaten path, lies a tomb of pure evil. This is a nice quick dungeon crawl based on an evil necro Lord Varomingi who you will find deep below in the tomb. I recommend not attempting this until you are over level 50 because it is tough.

 

Vault of the Great Cat by Dangleberry

Rumour has it that with the recent receding of the waters around Vivec, a strange entrance has appeared. It is supposedly the entrance to the ruins of an Ancient Khajit Kingdom, but could there really have existed such a place in the Dark Elf territory of Morrowind? Intended for players of level 30 plus.

 

Vethan Ancestral Tomb by itsme7

This mod adds an Ancestral Tomb just south of balmora. It also adds 2 new weapons, and 5 new tapestries. The tomb is guarded by Stone Warriors, which are a new race.

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Woodenfel by Dangleberry

A new dungeon with custom graphics and creatures designed for high level characters. Go to the Vivec Stiltstrider ramp and talk to The Woods Guide who offers travels services. Make sure you have levitate potions!

 

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Veft by Blockhead

Direct Link-(View main link first)

Requires Tribunal,Bloodmoon

This plugin adds a long dungeon to Solstheim which contains many leveled creatures and some leveled treasure. There is a lot to explore. Multiple tile sets are used to get more visual variety. There is no "boss" creature. Rumor has it that during construction of Fort Frostmoth, workers accidentally dug into an interconnected system of several different buried tombs, ice caves, and other underground chambers. The door to this area under Fort Frostmoth was locked and the chambers beyond are all but forgotten. No one knows how far this dungeon goes. Or where it goes. Perhaps all the way to Vvardenfell?

 

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Yin Dungeon by Yin Solo

Requires Tribunal

Creates a small tower left of Pelagiad that leads to a one-way Dungeon, suited for levels 30+ (or less if you dare). Dungeon Master style dungeon full of monsters and traps.

 

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Zaddam Cave by Steven Moors

Seek out the outlaw Zaddam and obtain his monstrous weapon. He is hiding in a cave near khull in bitter coast region.

 

Zhffrt Ruins by Benny

Direct Link-(View main link first)

A ancient evil is lurking in the Ruins, somewhere. It is a very strong evil so if you intend to search the ruins beware!

 

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Comments (24)

profile picture

Galahaut said

at 8:01 am on Sep 24, 2006

Waiting for your edit lock to disappear, just in case, so here are some things to fix/change.

This is a list of stuff for me to fix later when the edit lock is gone, or you to fix, if you see it before I see the edit lock gone.

Tribunal,Bloodmoon --> Tribunal, Bloodmoon
Dont --> Don't in first mod.

You lost the italics after some description. Used to happen to me a lot.

Alphabetize. It is, for the most part, but Undead Vetooch (sp?) is randomly thrown in at the top?

Sadow Island --> Shadow Island (or whatever that was).

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Galahaut said

at 8:01 am on Sep 24, 2006

Ick, lack of line breaks.

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Stryder said

at 8:30 am on Sep 24, 2006

lol, forgot about this comment section
I noticed that, was thinking about kepping the crawls grouped together, as in all are Vetooch. but will put them in alphabetical order.

what's this about Tribunal,Bloodmoon?

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Stryder said

at 8:50 am on Sep 24, 2006

ok, think i know what you mean now. Need the alphabet up top to go to each catagory as Top and ATop and so on?

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Galahaut said

at 8:56 am on Sep 24, 2006

We only usually put the Alphabet links when the category got pretty large (40-50+ mods). Just put them in whenever you think the category is getting a bit too large to have to scroll. Or, I guess you could just do it now and save the trouble later.

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Galahaut said

at 8:57 am on Sep 24, 2006

And as Vetooch, you could just put something like "Related to Mod," "Also See Mod," or "Connected to Mod," or something like that.

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Stryder said

at 9:00 am on Sep 24, 2006

ok, can do that....are Tribunal & Bloodmoon supposed to be just bold or italicized or both? and how do I fix it
Will put the Alphabet links in, still have a wholebunch of mods to add, should be over 50. and is the spaceing ok?

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Stryder said

at 10:13 am on Sep 24, 2006

Ok. I think I have it all fixed. Let me know if you see anything wrong. I won't do any more until you check it.

If you don't mind, please don't fix anything, just tell me what to do. I won't learn your format until I do it. If I make mistakes I should fix them myself. Will help me learn.

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Galahaut said

at 11:30 am on Sep 24, 2006

What we were doing for the format was Mod Name in normal font, required mods/programs/expansions in bold, and the description in italics. See [Examples]. Spacing is fine.

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Galahaut said

at 11:33 am on Sep 24, 2006

Okay, the only other thing I noticed so far is that for mods with direct download links, you just link to the Dungeons List. What we used to do for direct DLs was have the main link go to a page with a description, if one existed. The list is fine in that case. Then, under the required mods (if any), we would put "Direct Link (View main link first.)" in bold as well. The direct link would be the direct link, obviously.

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Galahaut said

at 11:34 am on Sep 24, 2006

Oh, and if you have any better ideas for how to handle direct links, go ahead and try them. One last thing, any "notes" that go along with the mod should go below the requirements, in bold as well. Stuff like "Download Patch and Main Mod," or "Has additional functionality with Other Mod." Wish these comments could be formatted better. =/

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Galahaut said

at 11:36 am on Sep 24, 2006

Sorry, I just fixed two small little things. Added a : to Links and a ' to Marbreds List.

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Stryder said

at 8:07 pm on Sep 24, 2006

Ok. You said in your comments the you wanted "Direct Link (View main link first)" put in bold. I have looked through some of the other pages and the "Direct Link" is in blue like the title and the "(View main link first)" in in normal text. Am I right that this is the way you want it done, or do you wish to have them all in bold now? I would suggest putting them in bold if possible, while still leaving them blue. That would make them stand out a bit more.

As for the "Notes" can we make them a different color possibly? Something to set them apart from the rest of the description, without taking away from it at the same time?

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Stryder said

at 8:17 pm on Sep 24, 2006

I put an example on the scratch pad of the Direct Link in Bold. Let me know what you think.

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Galahaut said

at 5:35 pm on Sep 25, 2006

That example is fine, except it needs a space before the (.

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Galahaut said

at 5:36 pm on Sep 25, 2006

As for notes, I agree that something to set them apart would be good. I don't think a color would be the best way, though.

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Stryder said

at 8:04 pm on Sep 25, 2006

Ok. Will think on it and see if I can't come up with something

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Stryder said

at 7:47 pm on Sep 26, 2006

Ok. Think it's complete. Still have to do a complete read through to check for any small errors, but the link are all correct as are the screenshots. Basically will be looking for spelling and grammer errors.

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Galahaut said

at 6:24 pm on Sep 27, 2006

Great job! I assume you don't care if I fix spelling/grammar issues, if I see any, right?

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Stryder said

at 7:17 pm on Sep 27, 2006

Nope, go ahead. Was going to do that later tonight, but if you get to it before I do, no problem.

Is there anyplace you want me to start on next? Anything you consider important?

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Galahaut said

at 8:09 pm on Sep 29, 2006

Well, really, the most important thing right now, I think, is finishing the categories we never got to finish, and updating the "finished" categories. The old finished categories need both new mods added and their links checked. I'm sure quite a few have broken links by now.

Dragon32 said

at 9:40 pm on Sep 30, 2006

Should 'Dungeon Island to Vogar Bridge by Blockhead' be on here? The requirements state "Requires Vogar and Ald Vendras", however Blockhead's page says "News as of December 2004 - This conflicts with the V2 Moved version of Ald Vendras and all versions after."
I'm not sure if this plugin will work with the original version of Vogar (i.e. not included with Ald Vendras), it seems to have been created to work with the moved version included with Ald Vendras. If it's the latter then it won't work with the more recent versions of Ald Vendras (and that's upto - IIRC - v3.1). As it's not a Dungeon mod per se I suggest this be removed

Dragon32 said

at 9:41 pm on Sep 30, 2006

Oops, should have said: great work on this page Stryder!!

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Dragon32 said

at 10:04 pm on Sep 30, 2006

OK and now I'm registered :-)

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