Zones
Runnyeye
The goblin fortress dungeon south of Misty Thicket. Multi-floor goblin content for groups in the 10-25 range.
- Misty Thicket
Runnyeye is a goblin fortress dungeon entered from the south end of Misty Thicket, the Halfling outdoor zone. The dungeon is multi-floor: an upper level with the easier goblin grunts, deeper levels with goblin warriors, shamans, and named champions, and a back chamber that anchors the zone's harder fights. For Halfling-side starting characters, Runnyeye is the next dungeon stop after Misty Thicket gets thin. For everyone else, it is one of the more approachable Classic dungeons in the 10-25 range — goblin-heavy, faction-clean, and free of the trap-laden geometry that makes a zone like Befallen punishing.
Content
- Upper goblin floors — 10-15 goblin grunts in small camps.
- Mid floors — 15-20 goblin warriors and goblin shamans.
- Deep floors — 20-25 goblin champions and named encounters.
- Goblin loot tables — small armor pieces, weapons, and the occasional caster drop.
- Mineable ore deposits — usable by smiths working tradeskills.
- Quest hand-ins — a handful of Halfling and Rivervale-side quests route a step through Runnyeye.
Why bother
Runnyeye is one of the cleaner Classic 10-25 dungeons. The pulls are predictable, the camps are well-defined, and a small group can work the upper floors comfortably without the cascading wipe risk of less forgiving dungeons. For Halfling-side characters it is the canonical first dungeon after Misty Thicket exhaustion. For The Last Camp, where any race plays any class, the dungeon becomes useful for any 10-25 group looking for a goblin-themed grind that rewards camp discipline over corpse-run patience. Smiths get the mineable deposits as a bonus. Rivervale quest runners get hand-in targets without a long cross-continent journey.
Field notes
Pull from the camp edge, not the center, especially on the lower floors. Goblin shamans heal each other if positioned poorly — break their line of sight on the pull. The deeper floors hit harder than the level numbers suggest, and the named encounters carry small adds. Bring a puller with mez or a snare if you can; both make the back chamber easier. The dungeon does not allow bind, so a wipe means the corpse run from Misty Thicket back to the entrance — survivable but worth avoiding by binding in Misty Thicket itself before serious sessions. Smiths planning to mine should bring tools and a partner to handle pulls — solo mining gets interrupted constantly on the lower floors. Quest hand-ins are best handled in chunks rather than per-pull. The dungeon rewards a settled group with discipline. It does not reward improvisation. Pulls in the back chamber should be staged from the corridor, not the room itself. Mez before opener, burn before the second add lands.