One of the intriguing and exciting things about the WoW/D&D crossover is that they're re-creating several old dungeons from WoW as D&D dungeons.
For those who don't play WoW, a dungeon has a very specific meaning:
Dungeons are instances, which means that when you enter one, that version of the area exists only for you and the players in your instance group (your party, or your raid, which is basically a bigger party). Dungeons are built for parties of five players - one is the tank, another is the healer, and then three players play the "DPS" or damage-dealing role.
Dungeons then typically follow the following rhythm: you fight your way through "trash mobs," or lesser enemies, and then face off against a number of bosses, typically 3-5 of them in a dungeon. While there might be unique mechanics to trash, bosses tend to be more intricate, with various way you have to (or at least are supposed to) handle their mechanics. (For example, you might have a Goblin mobster who throws explosive barrels around the arena, but also lines up a deadly shot against a player that can only be blocked by one of those barrels, so you need to run to put the barrel between you and the boss while they're aiming, but then run away from the barrel when the shot ignites it and causes it to explode after a couple seconds).
In WoW, bosses each drop a random piece of loot from their specific list (progression in WoW is focused far more around gear than leveling up - basically hitting the level cap is the start of the game proper).
Now, as a computer game, WoW focuses a fair bit more on the combat side of things than D&D does. The number of encounters you'd have in a typical dungeon would probably take months for you to actually get through. D&D does have legendary creatures that function somewhat as "bosses," but each individual combat encounter is certain higher-stakes than a typical "trash pull" in WoW.
There are dungeons where there are things to do beyond fighting your way through enemies, like one from the Legion expansion in which you have to ask around at a party to find clues as to who is the hidden Dreadlord demon amongst the guests who holds a key to the dungeon's final boss. But these are somewhat exceptional: mostly, the challenge is just fighting.
Thus, I'm sure that the redesign of these dungeons will likely really shrink down the number of actual fights you have and introduce other elements to them.
But the other question I have is this: what levels do we imagine these dungeons being balanced for?
Again, in WoW, you spend most of your time at the level cap, generally running content from the current expansion (expansions always come out with multiple dungeons and other such content). All of the dungeons announced for this book were either from the game's original release (referred to as Vanilla by players, or sometimes Classic, though the latter is complicated because there's also an alternate version of the game Blizzard released that recreates the 2004 experience called Classic,) with just one exception being Azjol-Nerub, which came out with 2008's Wrath of the Lich King expansion (one of the most beloved eras of the game's history).
Now, before the game's first expansion, The Burning Crusade, introduced the idea of Heroic Dungeons (versions of dungeons that were tuned for level-capped players,) most dungeons were actually locked at a particular difficulty, and so, if you came to, say, The Deadmines at level 30 or so (not to mention the original level cap of 60), you were going to far-outclass anything it would throw at you.
I assume they'll be presenting these as dungeons in the D&D style, so they won't "scale" with players' levels. So, where might they fall?
Azjol-Nerub:
One of two dungeons from Wrath kind of linked to one another, the other being Azj-Kahet, the Old Kingdom. Azjol-Nerub was the term for the broader underground realm of the spider-like Nerubians (well, I say spider-like, though their ruling class is more Scarab-like). The Nerubians have ancient ties to the Eldritch Old Gods (for sure the Great Old Ones of WoW, though there are other contenders like the Void Lords, and there is a connection between them) but they were also conquered by Arthas, the fallen prince, who was a Death Knight serving the Undead Scourge before he merged with the Lich King, his ego and personality taking over the Scourge's dread sovereign.
This dungeon released in Wrath of the Lich King, the second expansion, which took place on the frigid continent of Northrend, meaning that the sort of "canon" of our characters was that we had already faced the enormous threats in Vanilla and the first expansion, so being strict to WoW's story, we might say this is obvious the highest-level dungeon.
Except... well, the game now has a level-scaling feature, so you could actually go to Northrend as soon as level 10 (the current cap is 90) and thus be able to do any of these dungeons at basically anywhere from 10-80 (the level scaling generally falls off once they want to push you into the latest expansion's content).
Azjol-Nerub has us confronting the undead king of Azjol-Nerub, Anub'Arak, and while he does come back for round two in one of Wrath of the Lich King's raids (the bigger, 10-25-person instances) he's still a pretty heavy hitter, who I'd guess would be CR 10 if not a little higher.
Thus, this feels like a big enough deal to have us come here in tier 2, maybe level 8-10-ish.
Blackfathom Deeps:
This dungeon has a mix of Twilight's Hammer cultists (who are apocalyptic chaos-worshippers, tied to the mad Old Gods, though probably just happy to support anyone who could lead to destruction) along with the Naga (serpentine mer-people, really quite similar in appearance to Merrow, who are former elves saved from drowning by one of the Old Gods when their civilization fell into the ocean like Atlantis, all dedicated to their incredibly powerful mage-queen Azshara). Naga are disciplined and regimented, and the final boss of the dungeon is a sort of hyrdra (in WoW, hydras are often represented in boss fights as just a series of serpentine heads emerging from water you have to fight separately - though there are some models that have the full body). Thus, I think this is either a late-tier 1 or, maybe more likely early tier 2 dungeon, around level 4-6.
Deadmines:
The Deadmines are the headquarters of the Defias Gang - originally the Stonemason's Guild of Stormwind, after they rebuilt the city following its destruction at the hands of the Horde in the First War, the House of Nobles refused to pay them for their work, and their leader, Edwin VanCleef, retaliated by forming a gang that would terrorize the rural areas of the kingdom. Very sympathetic motivations, but with very questionable methods. Given that we're likely fighting bandits as our primary foes here, I think this could be very low-level, even a level 1 dungeon, or at least one that you start at level 1 and maybe get up to level 3 in.
Dire Maul:
Dire Maul's an odd dungeon: the ruins of the Night Elf city of Eldre'thalas, it's really kind of got three things going on. Part of the city is haunted by ghosts, and the demon-summoning prince who's causing a bunch of arcane chaos there. Another has been taken over by ogres. And the third wing is corrupted by a Satyr, who in WoW are Night Elves who fell to demonic corruption and became demons (but are also kind of tied to the Old Gods, and particularly something called the Emerald Nightmare, which is a corruption within the Emerald Dream, its sort of nature-focused Feywild equivalent).
As a D&D dungeon, I imagine this will be one of those dungeons where you can tackle different parts of it with different quests and such. There's even a friendly faction of Night Elf scholars of the arcane (it's a thing that for ten thousand years, arcane magic was banned in their society thanks to the aforementioned Azshara and the problems she caused).
Basically, there's a lot going on here. But I'm not convinced that this means it has to be particularly high-level. I think this feels like a good mid-tier-2 dungeon, and given how huge it is, you might be able to have enough to cover a few levels, maybe starting at level 5 or 6 and being level 8 or 9 by the end of it.
Onyxia's Lair:
Something of an odd choice, to be honest: Onyxia's Lair is a raid, but there's just a single boss (the eponymous Onyxia,) a black dragon who schemed under the guise of Lady Katrana Prestor, the head of Stormwind's House of Nobles (notably, her father, Deathwing, had also schemed as Lord Daval Prestor, and took over a different human kingdom called Alterac). By the time she retreats to her lair, which is on the other side of the world from Stormwind, it's basically just a march to fight and kill her.
Onyxia's at least an Adult Black Dragon (though in WoW, Black Dragons breathe fire - they're tied to the deep places of the earth, so you could flavor their fire-breath as more lava-like, while the Red Dragons, who are guardians of life, have a fire that can, like, enrich the soil). Anyway, I think of all the dungeons, this is the most likely to be built for tier 3 players. I'm sure we'll get a bespoke stat block for Onyxia, and I think it should ideally be balanced for a level 14-16 party.
Scarlet Monastery:
Scarlet Monastery is interesting: it was WoW's first "winged dungeon," which really meant it was four very quick dungeons that would only take a relatively short time (though as the game has evolved, dungeons generally go quicker than they did back in the day. "Short" was like, "only an hour.")
The Scarlet Crusade is one of the main foes that Undead (or "Forsaken") players have to fight in their beginning zones. The Forsaken are those undead who regained their free will after having been brought back to life by the Plague of Undeath, a major weapon of the Undead Scourge. While the Forsaken, as a people and nation, have done some truly horrendous things, they're still ultimately people, and plenty of them are good and heroic (or even just innocent).
The Scarlet Crusade, though, are a group of religious zealots who never gave the Forsaken a chance to prove themselves, and instead seek to slaughter them just like they do the mindless undead of the Scourge. And, you know, while they're at it, the Scarlet Crusade might also just want to eliminate anyone else that isn't part of their cult, just in case they're corrupted with undeath. It's not in Scarlet Monastery that we discover this, but it turns out that the madness and paranoia in the Crusade is being stoked by a Dreadlord, a demon who has possessed the body of its leader and seeks to use it to wrest control of the Scourge back for the Burning Legion.
The Monastery is a place of militant, corrupt fundamentalists, a real Spanish Inquisition vibe. I actually think this could be a lower-level dungeon, perhaps being around level 3-4, though I'd kind of want it to be slightly higher, around level 5. But the foes here are all humans (except for some hunting hounds,) and while we've got some higher-CR humanoid stat blocks in 5.5, I think we really aren't likely to see this go beyond level 6 or so.
Shadowfang Keep:
I'm going to make an assumption here that this is the original version of the dungeon, as this changed significantly when WoW's third expansion, Cataclysm, saw a huge revamp of the original continents' questing zones. While Deadmines also changed a lot, the overall premise was similar (the final boss was instead Vanessa VanCleef, who sought to reestablish the Defias to avenge her father). Shadowfang Keep, however, was basically an entirely different dungeon with the same map.
But let's assume the original version: a castle lying in the very northern reaches of Gilneas (beyond the Greymane Wall, which was erected when the king of Gilneas decided to cut his people off from the world). Abandoned after the building of the wall, it was there that Archmage Arugal, a powerful wizard (well, Mage in WoW terms, but basically that's what its Wizards are) sought to find a way to fight the Undead Scourge, and happened upon a secret and forbidden druidic ritual to find the "Pack Form." Turns out, however, that by channeling the Wolf spirit Goldrinn, druids who went that way lost control and turned into the werewolf-like Worgen. The Worgen were supposedly immune to the Plague of Undeath, though, so Arugal went forward with summoning these beings from the Emerald Dream, and unfortunately, this caused their curse to spread through the region, transforming people into Worgen.
Arugal went mad, considering the Worgen his children to protect. (Eventually, the Worgen made it past the Greymane Wall and infected a sizable chunk of Gilneas, which is how we have playable Worgen - alchemists and later Night Elf druids found a way to calm the beast and let them retain their human minds).
I don't know if we'll get specific Worgen stat blocks, or simply use Werewolves (they are truly the WoW equivalent,) but if we imagine numerous encounters with multiple CR 3 werewolves, I'd say this is probably going to be a tier 2 dungeon.
That being said, it might be tricky given that playable Worgen will be a thing in the book, and this original version of Shadowfang Keep is very much built on the idea that Worgen are just deadly monsters (scary enough even to freak out the Forsaken - the dungeon is in the zone they're meant to go to next after their starting area).
In the post-Cataclysm version of the dungeon, the Worgen there are only ghosts, and instead it has been taken over by a number of Gilnean nobles who rebelled against the King after they discovered he had become a Worgen. Siding with Sylvanas, the leader of the Forsaken, and rising as Forsaken themselves, they then turned around and betrayed her (shooting her in the head, actually, which I think was the third time she died, though she got better), so both factions had beef with them.
Personally, I felt that this version of the dungeon is a little less iconic, but it would make more sense for Worgen players to be involved. In terms of level range, I honestly don't truly remember very well what most of the enemies in there were (I think there was a heroic version, like Deadmines, in Cataclysm). But we'll say that it could potentially be of a similar range.
One instance I'm sort of surprised not to see on the list is Icecrown Citadel. This was the final (well, ok, there was one single-boss raid that came out later that was more of a prologue to the next expansion) raid of Wrath of the Lich King, in which we fought through the bastion of the Undead Scourge and confronted WoW's most popular and iconic villain, the Lich King, aka Arthas Menethil, who's on the cover of the book.
We're certain to get a stat block for him. But I also think that ICC, as we called it back in the day, would make an excellent dungeon for the end of tier 3 - it's super epic, with a very memorable final boss fight. There are only a handful of raids I'd save for tier 4 (off the dome, I think Antorus, the final raid of Legion, and Sepulcher of the First ones, the final raid of Shadowlands, both feel well and truly tier 4, as they're on crazy cosmic scales).
While they're hoping to let the book cover at least all 22 years of WoW (if not the entire 32 years of the franchise as a whole,) they've clearly go to pick their battles. Making every single dungeon in WoW into a D&D dungeon would require a book the size of an entire shelf, and are we really begging for the Oculus?
I realize I'm also kind of hedging here based on the fact that WotC tends to release content that goes from level 1 to 12ish, and rarely gets into the late tier 3/tier 4 areas. That being said, I know that that's kind of changing with recent releases. So who knows?
Well, we will in November.