I don't know how big the WoW D&D book is, but it sounds like it might be pretty hefty, given that it details seven different dungeons along with various player options and other stuff.
One of the complaints we often got during the 5.0 era was that very few published adventures actually took people all the way to the level cap. Indeed, many adventure books would only take players to level 10, cutting things off before hitting tier 3, or sometimes going about halfway in, like Descent Into Avernus, which wrapped up around level 13.
This, combined with a relative dearth of high-level monsters (not that there weren't any, but the balance certainly skewed more to CRs below 5) led a fair number of DMs to feeling like they didn't have the tools or examples of how to build high-level adventures.
At this stage, I think I've run more D&D at high (11+) levels than low level simply because of the epic length of my ongoing Ravnica campaign, in which I (foolishly, in retrospect,) really sped players through levels 1-10 building on the very generous Adventurer's League rules from 2019 (I also imagined the game as a more rotating cast kind of thing).
This party doesn't have a Wizard in it, and I think that a surprising number of shenanigans that high-level characters can pull are not quite as difficult to build around (read: preserve challenge) if you don't have someone who can, for instance, Scry-and-Fry. It's not that there haven't been any challenges - with a Bard who has expertise in all four Charisma skills and also has Glibness, it ironically makes social challenges involving attempts to influence NPCs sort of dull, because he can't roll below a 27 (all the character at some point or another got the equivalent of Tomes and Manuals that raise their primary ability score and max for that score by 2. The Artificer has an Ioun Stone of Mastery, so between that and Tool Expertise, any tool-based Investigation or Arcana check gives them a +20 and advantage).
Still, I've found that at the end of the day, a crapton of damage will challenge even a high-level party, or at least put the fear of God in them.
Also, as a note here, WotC has actually for quite a while tried to address this, adding a lot of high-CR monsters in Mordenkainen's Tome of Foes and then releasing Dungeon of the Mad Mage (the epic mega-dungeon crawl that goes from 5-20) and Vecna: Eve of Ruin (which goes from 10-20) and most recently, Arcana Unleashed: Deadfall, which goes 11-20. While some of the issues of how vastly capable PCs can get at those high levels does sort of remain an issue, you at least have a lot of creatures to choose from to send their way, and I think the 5.5 Monster Manual helps a fair bit with high-CR humanoid monsters and souped-up versions of lower-CR monsters.
But this is all preamble!
The WoW D&D book (it's going to be awkward to just call it "WoW" given that this blog is also pretty heavily dedicated to World of Warcraft) is meant to be pretty comprehensive and cover potentially any era in WoW's 22-year history (though it won't have the "filling in the gaps" stuff from the just-announced WoW Forever - a game that I somewhat reluctantly feel like I should try out even if I wouldn't want to swap to it at the expense of the mainline version of the game). That being said, the dungeons presented in the book are all, with a single exception, from WoW's "Vanilla" era, prior to any of its expansions, which ran from 2004 to the very beginning of 2007 (I think The Burning Crusade came out on like January 7th of 2007. Hang on, Googling... Damn, Jan. 16th. Off by 9 days. Still pretty close).
Now, D&D broadly has some notions about how different tiers should reflect different stakes in a campaign. Tier 1, meaning levels 1-4, is when your characters are regional heroes, dealing with issues that are pretty local - the kind of classic "small town with a bounty board" in which you face bandits or the kind of monsters that create problems for the local farmers. Tier 2 steps things up to more serious threats, where an entire kingdom might be under threat by some more organized and serious villain. Tier 3 is when you really get into super-hero mode (though I guess that's imprecise given that sometimes Spider-Man and Batman are just dealing with bank robbers while other times they're dealing with reality-warping threats) but more precisely, you're dealing with global threats. Tier 4 is then when you're dealing with stuff that could affect multiple planes of reality.
In practice, of course, this doesn't necessarily play out that way. For example, Deadfall sees the party trying to thwart the plans of Szass Tam in trying to wrest full control of Thay away from the rest of the Zulkirs and reduce most of the country to his own mindless undead servants. As epic as that is, technically that counts as a tier 2, or "nation-wide" threat, though it's not much of a stretch of the imagination to think that that could then become a big problem for the whole of the Forgotten Realms. But Deadfall instead goes to level 20, and I think it's mainly because they want it to feel truly epic.
By these metrics, different WoW expansions would, I think, qualify at different tier levels. Legion and Shadowlands are unquestionably tier 4 expansions, while Wrath of the Lich King, as epic and beloved as that is, would by this metric be considered a tier 3 plot (though given how important Azeroth is to the overall Warcraft cosmos, you could argue that any global threat is inherently a cosmic threat).
But we know that the Icecrown Citadel dungeon is presented as a tier 4 adventure (it's also sold separately, which is a bit annoying, though perhaps it just wouldn't have fit in the book. ICC in WoW is a raid, which is both built for a larger group of players and is also just larger than a standard dungeon, with more bosses. I'm not going to get into all the complexities of dungeons versus raids here, but it's a fairly distinct thing even if they operate on similar principles).
Ok, sorry, getting to the actual point of this post:
GameMasters, a D&D channel that often sneaks a little preview of upcoming D&D books, has... snuck us a little preview of the new D&D book. Evidently constrained by some sort of NDA (he apparently wasn't supposed to tell us that Arthas got a stat block in the book, but I mean, the dude's on the cover and is WoW's most popular and iconic villain, so I'd only have been shocked if he didn't have a stat block), he was nevertheless able to show off some of the dungeon maps and their level ranges.
Deadmines: 1-4
Deadmines, the vast mine complex that serves as the headquarters for the Defias Brotherhood, a group of bandits founded by (rightfully) disgruntled Stonemasons after they were stiffed on the reconstruction of Stormwind, is the first dungeon that Alliance players are likely to run (well, Horde too given that you can access it via the Dungeon Finder these days, but it's more part of the questing path for human characters). The Defias have an interesting story with some real nuance (I mean, again, their grievances are very much real) they are, ultimately, a group of bandits, colored in by a sort of political edge, and thus they make perfect sense as a tier 1 challenge.
In the Cataclysm expansion, Deadmines was updated with some new characters. After players killed Edwin VanCleef, the leader of the Defias (and former head of the Stonemason's Guild) in the original version of the dungeon, his orphaned daughter Vanessa hatched a plot to revive the Defias and take over as its new leader. The general vibes of the dungeon were similar, though it was updated with more modern design philosophies. (We also fight Vanessa, though it's revealed later in the Legion expansion that she survives our encounter, and even winds up reluctantly teaming up with Rogue players as part of their class storyline).
Shadowfang Keep: 1-4
This also makes a fair amount of sense: Shadowfang Keep is found in Silverpine Forest, the second zone Undead characters are likely to quest through much as Deadmines is in Westfall, the secondary human zone. The real question, though, is which version is presented here. In Vanilla, SFK was "the Worgen dungeon," where the Archmage Arugal retreated after going mad, the source of his madness being his disastrous summoning of the Worgen to combat the undead Scourge. Worgen - WoW's version of werewolves - had initially been created through the efforts of Night Elf Druids trying to create a Druidic shapeshift form based on Goldrinn, the wolf god, but his ferocity proved overwhelming. Arugal had stumbled upon fragmented records telling of powerful wolf-creatures who were immune to diseases like the Plague of Undeath, and figured these would be ideal defenders of his home nation of Gilneas in fending off the undead threat. But the Worgen overran Gilneas, turning most of the population.
However, Shadowfang Keep became a vastly different dungeon in subject matter in the Cataclysm revamp of the original two WoW continents. In the plot there, the Forsaken invaded Gilneas in an effort to expand their territory. While the Gilneans had found alchemical means to restore the human minds to those who had been turned into Worgen, there were some of the high-ranking nobility who refused to bow down to a society that was now trying to incorporate these "mongrels" into it. Turning traitor and welcoming in the Forsaken, the three treasonous lords were killed, but then raised by the Forsaken as undead in their own right. However, the three were equally unhappy about being forced to serve the Forsaken, and betrayed Sylvanas (the Banshee Queen of the Forsaken) and even straight-up murdered her (she got better - turns out having the means to raise people into undeath can be useful if you're targeted for assassination) before fleeing to Arugal's old stronghold.
There's certainly more plot to the newer (like, 2010, but still newer than 2004) Shadowfang Keep, with tons of motivation for both Alliance and Horde players to want to take Lord Godfrey and his co-conspirators down. But I do sort of regret that the one real "Worgen" dungeon ceased to be that with this change.
Either way, it's a story of local threats, and I think makes sense as a tier 1 dungeon.
Blackfathom Deeps: Levels 5-10
Blackfathom Deeps is in the zone of Ashenvale, where the ancient forests of the Night Elves begin to butt up against the expanding territories of the Horde, who seek its lumber to fuel the construction of the new Orcish nation of Durotar. This dungeon, though, has nothing to do with that conflict.
Instead, this is an ancient Night Elf temple that at some point became a hotbed of worship of the Eldritch Old Gods (WoW's Great Old Ones/source for its Aberrations - continent-sized, mostly-underground flesh-monsters trying to corrupt the planet).
I'll be honest, this is one of the more nondescript dungeons from the old Vanilla days. It got a revamp at some point, but unlike Shadowfang Keep and Deadmines, it didn't then have a max-level Heroic version to play through at the time. I believe they may have shifted some of the focus between the factions involved here, but I don't really remember how it changed.
Elements at play here are the Naga (ancient Night Elves who were transformed into serpentine sea-monsters that honestly look a lot like Merrow, but think Merrow with the culture and broad power of Menzoberranzan Drow, who are associated with but not strictly loyal to the Old Gods) and Twilight's Hammer (a vast cult seeking apocalyptic destruction, and the closest thing the Old Gods have to a mortal cult dedicated to them). The final boss here is a massive Hydra who is an ancient "pet" of the Old Gods.
Scarlet Monastery: 5-10 and 11-16
Scarlet Monastery was one of the most popular dungeons in Vanilla, or rather, four of the most popular dungeons, as it pioneered the notion of a "winged" dungeon, with bite-sized pieces you could complete quickly (winged dungeons sort of stopped being a thing by Cataclysm, actually, but in BC and Wrath, they were the rule rather than the exception, though each wing in those were actually quite filled-out dungeons). In Mists of Pandaria, extensive revamps of these dungeons consolidated them into two: Scarlet Monastery and Scarlet Halls, effectively combining the old Graveyard and Cathedral into the former and the old Library and Armory into the latter.
While the dungeons are in the Undead starting zone of Tirisfal Glades, players would have to adventure a little bit beyond to hit the level they'd want to be before running these.
Scarlet Monastery is one of the main bastions of the Scarlet Crusade, a group of zealous religious fundamentalists who went a bit crazy in the face of the Undead Scourge. Primarily dangerous for the Forsaken, as they make no distinction between the dominated wills of the Scourge and the free-willed, sapient undead of the Forsaken, they're also just generally evil religious zealots who became deluded into thinking that all of Azeroth was infected with the Plague, and so would slaughter everyone if unchecked. (Later, in the Stratholme dungeon, we find that its leader is actually a corpse possessed by a Dreadlord, the most insidious and manipulative of demons, which explains all the evil, torture, and burning people at the stake).
Given that the natural progression of the story of the dungeon has us eventually confront High Inquisitor Whitemane in the Cathedral, I suspect that it's this half that is saved for tier 3, while the Halls half is probably our tier 2 half.
(In its 2012 revamp, most of the existing bosses from the original four wings were replaced with similar characters, but with different names, the deaths of the olds bosses evidently being canonical. The exception were Whitemane and the undead Thalnos the Soulrender, but while Whitemane's champion, Renault Mograine, in the Vanilla version of Cathedral was a fairly important lore character, overall the dungeon feels basically the same).
I have a great deal of nostalgia for this dungeon, as it's where I learned to tank on my Paladin way back in the day, and the Scarlet Crusade is a villainous faction that's a lot of fun to hate.
Dire Maul: 11-16
Dire Maul is an ancient, ruined Night Elf city. (It was this dungeon that the video gets to go into a lot of detail about.) In ancient times, it was a place of arcane scholarship among the Highborne Night Elves (the ancestors of the High Elves/Blood Elves/Void Elves) and home to Prince Tortheldrin and his Shed'ralar scholars. After the loss of the Well of Eternity (the enormous font of arcane power that was destroyed 10,000 years ago at the conclusion of the War of the Ancients,) the arcane-addicted Highborne began to struggle with deadly withdrawal, and so Tortheldrin summoned a demon called Immothar to have his people feed off of its energies. This corrupted them over time, and they began sacrificing non-Shen'dralar citizens to the demon to maintain it as a source of arcane nourishment.
The dungeon is sort of divided into three areas, with one involving the ghosts of the dead citizens and the Shen'dralar (who are, interestingly enough, actually a faction you can gain reputation with, even if Tortheldrin is clearly a villain and can be fought as a boss) but as the city has fallen into ruins, it has also become host to a clan of ogres as well as some Satyrs seeking to corrupt the local wildlife.
Quick important sidenote: Satyrs in WoW are very different than those from both D&D and Greek Myth. Far from whimsical fey beings, Satyrs are actually former Night Elves who became demons, and are closely tied with an eldritch corruption to the Emerald Dream (an alternate plane of a pristine, pre-civilization Azeroth that is core to the practice of Druidsm and the function of the natural world - very vaguely akin to its Feywild) called The Nightmare. Satyrs are thus tied to both the demonic Burning Legion and the eldritch madness of the Old Gods (two forces that are usually quite vehemently opposed to one another), and are seriously bad news.
I'm actually a bit surprised that this is a tier 3 dungeon, as it feels like it could fit pretty safely in tier 2, but I guess the presence of ancient arcane practices and the binding of a powerful demon make it sufficiently big for a tier 3 adventure.
Azjol-Nerub: Levels 17-20
When this dungeon came out in Wrath of the Lich King, it was considered almost scandalous, because it featured the Scarab King Anub'arak as a mere dungeon boss, and the dungeon itself was fairly quick and small. (Anub'arak later reappeared, resurrected, as the final boss of Trial of the Crusader, itself a sort of weird and underwhelming raid that probably could have been happily skipped).
Anyway, there's a lot of history here:
The Nerubians are one of the arthropodal peoples descended from the Aqir, the bug-people created by the Old Gods to populate their Black Empire some profound eons ago. After the Black Empire was dismantled by the Titans, the Nerubians began to develop their own distinct and necessarily culture (though they are spider-people, so it's not what we'd consider to most lovely society to live in. Yes, I realize that their king is a Scarab-Lord, which is very different from a spider. But just roll with it. Nerubians are spider-folk that also have giant scarab things that are somehow the same species).
Anyway, Azjol-Nerub was the Nerubian kingdom beneath the continent of Northrend, which meant that when the Undead Scourge got its start there on the frigid northern continent, the Nerubians came under attack, and ultimately the kingdom fell and got absorbed into the Scourge, its king, Anub'arak, becoming one of the Lich King's fiercest lieutenants.
Notably, this is the only dungeon in the book set outside of the Vanilla WoW continents, but it's a pretty distinctive look and feel. The Nerubians live in what is essentially WoW's Underdark equivalent (in The War Within, the expansion that ran from 2024 to 2026, we spent a lot of time in another Nerubian kingdom, Ahj'Kahet, and got to know their culture and even ally with a resistance movement there).
It's a little funny to me that the level range is the same here as it is for Icecrown Citadel, given that Anub'arak is unquesitonably subordinate to the Lich King, but perhaps they are making it up to the people who claimed the Scarab King didn't get his due back in 2008.
Onyxia's Lair: 17-20
My only real question here is how you'd have enough content here to span four levels. Onyxia is a pretty epic character - the daughter of Deathwing, the mad Black Dragon Aspect, Onyxia lurked in disguise within the court of Stormwind under the guise of a human named Lady Katrana Prestor (Deathwing had taken over the human kingdom of Alterac under the identity of Lord Daval Prestor, and betrayed the Alliance during the Second War). Leading Stormwind's House of Nobles, she arranged for the Stonemason's Guild to go unpaid, effectively spurring the creation of the Defias Brotherhood (see the Deadmines, way up above) and also orchestrated the kidnapping of King Varian Wrynn in an effort to undermine Stormwind and sow chaos.
Once her ruse in Stormwind was discovered, she fled across the Great Sea to Kalimdor, and the remote wilderness of Dustwallow Marsh, where she had her vast volcanic lair.
Onyxia's Lair was popular back in Vanilla, as it was a very simple one-boss instance with just a few "trash" enemies to fight through before getting to the big boss fight. While Onyxia's brother Nefarian served as the final boss of Blackwing Lair, a more extensive and full raid instance, both black dragons made for pretty cool and epic fights. (Both were somehow resurrected in Cataclsym, featuring in the final fight of the Blackwing Descent raid.) (Also, in 2009, for WoW's 5th anniversary, a level 80 version of the raid was opened up for players during Wrath of the Lich King, and I believe the current version of it is that version, though between the Shadowlands level-squish and level scaling, I don't know if you could tell the difference, really).
Anyway, as cool as that was, in WoW, Onyxia's Lair is really just a single boss fight in a big volcanic cave. The build-up to that fight, of course, was pretty cool, with an extensive quest chain to reveal Lady Prestor's duplicity, but I'm very curious to see how the book actually approaches this to give us something between being level 17 when we start it and then fighting Onyxia presumably at level 20.
Icecrown Citadel (not appearing in the book itself, but as a separate and I believe digital-only product): Levels 17-20
The final (well, there's a weird asterisk there because of the single-boss Ruby Sanctum raid, but we don't need to count that, as it was more of a prologue for Cataclysm) raid of Wrath of the Lich King, this is a massive fortress built around the Frozen Throne, the magical shard of ice containing the cursed armor of the Lich King that unleashed the Undead Scourge upon Azeroth.
Just in case you didn't know, the history of the Lich King is complex: Originally, the Orc Shaman Ner'zhul, attempting to flee the secret demonic masters of the Old Horde after their loss in the Second War, tore the Orcish homeworld of Draenor apart, and was immediately captured by the demon Kil'jaeden. Kil'jaeden bound his soul to a suit of armor (the origin of which got expanded upon/retconned in Shadowlands, but it's just so much to cover) and sealed him in an ice-like crystal to hurl down to Azeroth.
As a disembodied spirit, Ner'zhul, as the Lich King, reached out and empowered necromancers to begin raising the dead and bringing about a plague of undeath that could spread his influence and bind their wills to the Lich King. The most prominent of these necromancers, Kel'thuzad, came to the human kingdom of Lordaeron and began spreading the plague, before he was defeated by the Crown Prince and novice Paladin, Arthas Menethil. Arthas, a hero initially, began to lose perspective and his humanity in his zealous efforts to stop the Scourge, including slaughtering an entire city to contain the infection. Eventually, in an effort to defeat the demon he believed to be the head of the Scourge, Arthas took the soul-entrapping cursed sword Frostmourne (though he had done a lot of bad things even before his soul was taken).
Frostmourne turned Arthas into a Death Knight, and when he returned, seemingly triumphant, to Lordaeron, he shocked everyone by murdering his father, King Terenas, and then unleashing his undead minions upon the capital. Via the disemboided spirit of Kel'thuzad, Arthas learned that it was the Lich King who had created Frostmourne, and that the Scourge needed him to help break them free of the control of the demons. Arthas thus became the Scourge's greatest champions, eventually defending the Frozen Throne from forces (led by Illidan Stormrage, but we can't get into why that was who he was up against) that sought to destroy it. In victory, Arthas ascended the Frozen Throne, smashing the ice and freeing the armor. Placing the Helm of Domination upon his head, he merged with the Lich King, and eventually overcame Ner'zhul's will to truly become the master of the Scourge.
Icecrown Citadel, thus, is a massive complex with some of the Scourge's most powerful monstrous servants, between the Frankensteinan creations known as Abominations created by Professor Putricide, to the vampire-like San'layn led by Blood Queen Lana'thel (the San'layn created through the corruption of the blood elves who had fought for Illidan) and the undead dragons led by Sindragosa (basically a Dracolich).
Like Scarlet Monastery, I have immense nostalgia for this raid, as it was the time when I was most consistently raiding with my guild (which is now more or less defunct,) and Arthas is both mine and I'd guess a huge portion of WoW players' favorite villain.
I wish that we simply got this in the book, but I also sort of get it. Let's talk about Dungeons versus Raids.
In WoW, most of the world is shared by those on your server - if you're playing on the same "realm" as another player, if they show up at a location, you can find them there (there are exceptions I won't get into here). But "instances" are separate areas that have a fresh version of them for each group that enters. That way, you don't have to worry about some other group of players having killed the boss you want to fight and having to wait for them to respawn.
The most common form of instance is a dungeon, which is built for five players, and typically has 3-5 boss fights, with less powerful enemies ("trash") between them, and typically can be cleared in a single sitting in roughly half an hour (notably, back in Vanilla, there were far larger dungeons, but very early on they decided to make dungeons more digestible bits of content). Dungeons have a hard limit of 5 players, with one player in the tank role, one in the healer role, and three "DPS" or "damage" players who are there to just make sure the enemies go down efficiently.
Raids, on the other hand, are for larger groups. In vanilla, raids would be for groups of 20 or 40 players (the more epic and plot-centric ones being for the huge groups,) but in the first expansion, much as they standardized the shorter dungeons, they also shrunk raids to have some be for 10 players and some for 25. In the second expansion, Wrath of the Lich King, they instead made multiple versions of each raid, with a 10-player version and a 25-player version. Eventually, they would create "flex" raiding, where the instance itself would scale for groups of 10-25 players, the exception being the hardest difficulty mode, Mythic, which was designed solely for 20-player groups.
Unlike dungeons, raids are not designed to be completed in a single sitting (at least not until you get good enough at the fights and have good enough gear to consistently beat early bosses in a single attempt). They can have far more bosses (I believe the largest is Naxxramas, which has 15. Icecrown Citadel has 12).
Working your way through a raid is the sort of thing that players will take several weeks to do - the race to Mythic World Firsts - beating the final boss of the latest raid on Mythic difficulty - is something WoW fans will follow like a season of sports, with famous guilds racing to get that boss down as quickly as possible, which usually doesn't happen until after the raid has been out for a week or two (or sometimes longer, depending on how hard it is).
Thus:
It sort of makes sense to me that Icecrown Citadel wouldn't fit in this book: just the map alone is far larger than the dungeons portrayed in the book (and Onyxia's Lair, while a raid, is a very simple and small raid).
I do have a few questions, though:
First off, there's far more to WoW than its dungeons - you do a lot of stuff out in the world, and dungeons often serve as the sort of climactic conclusion of an ongoing story that you've done mostly out on your own in the open world.
The maps of the dungeons look pretty faithful to their WoW equivalents, and so I really have to wonder if something like Onyxia's Lair will involve us slowly pushing through it before exiting to do other things.
The other possibility that just occurred to me, and makes me feel very silly for not thinking of it sooner, is that these level ranges might not be a guarantee of the levels that these dungeons will cover, but might instead simply be level ranges that are appropriate times for a party to visit said dungeons. Like, you might be capable of facing Onyxia by the time you hit level 17, but it'll remain a challenge through level 20.
Honestly, that might make far more sense, though I do think that puts a pretty serious onus on the tier 1 dungeons, given that the difference between a level 1 character and a level 3 character is a much bigger gulf than, say, a level 12 versus level 14 character.
One last note! (I know this post is getting insanely long):
Evidently, the book will suggest paths that a party can take if they want to focus on particular stories and antagonists, not just for these dungeons but also for the various zones of World of Warcraft. Peppering in these dungeons where appropriate could be a way to have various heightened periods in a campaign about certain things.
It seems that dungeons are designated as being associated with such recurring villains, like The Burning Legion (I think Dire Maul is considered a Burning Legion dungeon).
As I was telling my players tonight, I know Azeroth far more extensively than I do the Forgotten Realms, and I think that's what would excite me about running something there - that I would easily be able to pull in details I know about the world while also curating the story to focus on particular threads.
Ironically, while Warcraft tends toward high-stakes, epic tales, it would probably be relatively far easier for me to run a truly character-driven sandbox game focusing on players' individual stories because I have such a hard-wired sense of the moving parts of WoW's world and plot.