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Zeeb

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Zeeb

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About this mod

(Difficult Dungeon) Uncover the haunted ruins of an ancient dwemer ruin that exists beneath the city of Whiterun to find powerful relics and a forge that the dwemer guard even in death and obviously wished to keep a secret... (Includes Dwemer Spectres, Dwemer Skeletons, and other new enemies.)

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Description
Uncover the haunted ruins of an ancient dwemer ruin that exists beneath the city of Whiterun to find powerful relics and a forge that the Dwemer guard even in death and obviously wished to keep a secret...

Warning
This is a difficult dungeon! You will find mobs gathered in groups larger than normal. You will have to do your best to prevent one encounter from triggering another much like if you were infiltrating a fully functioning Dwemer fortress before their disappearance. Remember the Dwemer were a civilization of their own, and not like the savages you find in other dungeons.

Updated For Skyrim Special Edition
Added an updated installation readme for Skyrim Special Edition. There should be another update November 1st including more clutter, better encounters, and balanced loot.

How To Get There
The entrance to The Iron Grotto is through the grate that is usually used as the default cell when you are sent to jail in Whiterun. There should be a dead nord on the ground within the cell. You'll find some dwemer pipes and a dwemer spider near the entrance.

Details
The dungeon includes difficult encounters with brand new dwemer oriented enemies and bosses (There are dwemer spectres, dwemer skeletons, etc.) as well as some unique loot and a forge as powerful as the skyforge. 

Notice
It's probably pretty obvious that the dungeon is a bit barren. Clutter has yet to be done but if you want to take it upon yourself to finish it feel free. Any help to develop the mod is much appreciated.

Future Plans
Not much into modding anymore so ignore everything about future updates for now.

Some features I'd like to work on:
1. Unique items for the forge to create.
2. A home that can be claimed within the dungeon after it is cleared out.
3. Even more enemies and unique weapons
4. Better cluttering.

Note:
Please notify me if there are any major or even minor bugs for me to fix. I haven't published a mod since good old Oblivion so if something isn't working properly I'll do the best I can to fix it. I hope the loot is well balanced as I tried to spend some time making sure it was worth it for the encounters but also not overly done. If something seems like it's overpowered or there isn't enough loot let me know. This mod isn't half what I plan for it to end up being yet but I thought having a bit of input from the community will greatly help development as well as encourage me to work faster if I get a lot of positive feedback.



This dungeon is not extremely polished just yet but it's finally in a state that I think is more than acceptable to finally release. :)