Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Fort Irony

The interior is littered with the skeletal remains of the goblins' victims. This fort contains two samples of the Shadowbanish Wine needed for the quest A Venerable Vintage.
 
Related Quests



Notes
Late at night, the Forlorn Watchman makes his way to Fort Irony, seeking the view it affords east across the bay to the Mouth of the Panther, the site of his death.
The interior of this dungeon contains the highest concentration of Roasted Rats in a single location. There are three in total; each provide three guaranteed non-respawning samples of Rat Meat.

 
Exterior

The exterior is located at coordinates: Tamriel 24, -15
This location's map marker (M on map) is named Fort Irony (editor name FortIronyMapMarker). The entrance door is NE of the marker, 90 feet away.
0-2 Mud Crabs are near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
2 Nirnroots are at locations N on map
1 Chest at the bottom of a submerged wall (contains gems and two potions; non-respawning) is at C. Two skeletons are on either side of the wall; one next to the chest, one closer to the fort.
The following plants can be found near the entrance: 3 Arrowroot plants, 59 Bergamot plants, 14 Dragon's Tongue plants, 3 Green Stain Cup plants, 1 Mandrake plant, 4 Nightshade plants, and 7 St. Jahn's Wort plants

 
Zone 1:
thumb|right|396px|Fort Ironythumb|right|Natural caverns section
After a long corridor from the entrance, in the first room you will find two leveled enemies (likely goblins) and a minor loot chest surrounded by a large quantity of bones. In the southeastern corner of the next corridor is a minor loot chest: step around the pressure plate at D to avoid the Swinging Mace trap at C. At the next junction you can head either northwest or southeast. The choice is immaterial as the remainder of the zone is a loop.

Heading to the southeast leads to a room where a leveled enemy guards a Shadowbanish Wine chest (W) and a minor loot chest. A skewered rat containing three portions of rat meat is crackling over the fire and another scattering of bones around it suggests the goblins have a healthy appetite. Head through the hole in the wall in the west corner into a cave section - the next room contains two enemies and a minor loot chest.

A winding series of corridors leads you back into the fort. On the way, you will encounter an enemy next to another pressure plate and Swinging Mace combination (C and D).
Eventually, you will come to a room with up to two enemies and a minor loot chest. Complete the loop by heading northeast and dispatching the final enemy, before heading outside.

 
Occupants:
2 Goblins
6-7 Goblin Enemies (each 80% probability Goblin, 13% Rat, 7% Mud Crab)
Treasure:
1 Wooden Chest containing 2 bottles of Shadowbanish Wine at location W on map (respawns)
3 Chests 02 (1 locked)
1 Chest 03
1 Chest 04
Traps:
2 Pressure Plate triggers at locations D on map
2 Swinging Mace traps at C
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Tidewater Cave

Related Quests


Notes
This cave can be fully explored before starting the related quest.  However, the quest object (the Eye of Nocturnal) will not exist until you have started the quest.
Inhabited by leveled trolls identified as "Kalperklan Trolls" (and "Azhklan Trolls" outside).  Depending upon your level, these trolls can be much stronger than normal trolls. Strangely, all Kalperklan Trolls carry several sets of calipers. Use the water to your advantage if you are struggling with them.
If you are trying to complete the Shivering Isles quest Work is Never Done, the trolls in this cave can be a useful source of calipers.
This cave contains 2 Cairn Bolete plants.
Tidewater Cave also appears in ESO.
 

Exterior

The exterior is located at coordinates: Tamriel 25, -42
This location's map marker (M on map) is named Tidewater Cave (editor name TidewaterCaveMapMarker0001).  The entrance door is ENE of the marker, 10 feet away.
2 Azhklan Trolls (leveled variety of troll) are near the entrance
1 Imperial Legion Forester is near the entrance
0-2 Mud Crabs are near the entrance
1 Nirnroot is at location N on map
The following plants can be found near the entrance: 5 Clouded Funnel Cap plants, 10 St. Jahn's Wort plants, and 4 Stinkhorn plants

 
Zone 1:
thumb|right|214px|Tidewater Cave
This is a very straightforward dungeon. Head down the hall and find two enemies. Heading down another will lead you to an open area containing three trolls, the quest item, and a chest. You may wish to head north as well, as you can get a small and large treasure chest; you must kill five trolls to get to them.

This zone has sections that are underwater.

Occupants:
3 Kalperklan Trolls (location-specific leveled variety)
3-6 Animals
2 Slaughterfish
Treasure:
Eye of Nocturnal at location Q on map (only appears after related quest has been started).
1 Chest 01
1 Chest 02
1 Chest 04
The following weapons will always be found: 1 Iron Longsword
The following plants will always be found: 2 Cairn Bolete plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map
Oblivion:Bawnwatch Camp

thumb|right|The Forlorn Watchman at the camp
Located on a small island in Niben Bay, nestled beneath the branches of a weeping willow, this small camp watches over the haunted Ayleid ruins of Bawn. The island connects with the mainland via a wooden bridge and contains a single tent with a bedroll, along with a cooking pot dangling over an unlit fireplace. The camp itself is deserted, but the small island is not; one or two angry mud crabs inhabit the island and will have to be disposed of before you can sleep. The island is devoid of any flora, with the exception of a Nirnroot behind the rocks to the east. An unlocked restoration chest can also be found in front of the two western rocks. The view is quite impressive on a clear day; you can see the city of Bravil in its entirety, along with the shore of the Nibenay Valley across the water. If you have the Shivering Isles expansion pack installed, the strange island with an equally strange door can be spotted in the middle of the bay.

While unremarkable on the surface, Bawnwatch Camp has another attraction, one infamous all over Bravil. According to locals, a ghost appears every evening and wanders the shore of Niben Bay. Local innkeeper Gilgondorin will fill you in on the details and mark the camp on your map saying: ''"I don't like talking about the dead like they're some kind of tourist attraction, but that spirit has been making his ghostly journey for years now. We've learned to just accept that he's there. Every night, sure as clockwork, he appears at Bawnwatch Camp at 8 on the shore of Niben Bay. He's never harmed anyone, but most people give him a wide berth." Indeed, at 8pm the Forlorn Watchman will appear right at the campsite, whispering "Please...", an obvious cry for help. Following him will lead you to great treasure during the related quest. Once the quest is completed, the ghost will no longer appear.

Occupants
1-2 Mud Crabs
The Forlorn Watchman (at 8pm sharp; only before and during the related quest)
Contents
1 Chest 04 (Healing)
1 bedroll
Flora'''
1 Nirnroot

Related Quests
Oblivion:Fisherman's Rock

thumb|right|Mazoga the Orc and Mogens Wind-Shifter have a nice chat
One of the largest campsites in Cyrodiil, Fisherman's Rock is located on the shore of the Lower Niben, a few feet southeast of Fort Redman. Looking south along the lake, the towers of Leyawiin are clearly visible and a look in the opposite direction will quickly reveal the walls of the neighboring fort. The camp contains four large tents with bedrolls and an enormous, eternally burning fireplace in the middle, surrounded by two stools and four mats. The tents contain a total of seven sacks, each containing clutter; they are all safe for storage. Surprisingly enough, the area is rather barren of useful plantlife, but down at the shore, behind two rocks that are arguably the namesake of the camp, sits a Nirnroot. 

During the related quest, you will arrive at Fisherman's Rock accompanied by a female Orc with an attitude problem, namely Mazoga the self-proclaimed knight. The camp will then be inhabited by a gang of mercenaries, led by Mogens Wind-Shifter. Mazoga, determined to avenge the murder of her friend Ra'vindra a long time ago, will walk right up to Mogens and confront him with past crimes. As expected, the entire camp will end up as a battlefield and you and Mazoga will leave four bodies behind. 
 
Occupants
Mogens Wind-Shifter, Ayisha, J'Baasha, Mensa Selas (only during the related quest)
Contents
7 sacks (clutter) (non-respawning)
4 bedrolls 
Flora
1 Nirnroot
 
Related Quests

Notes
If you travel to Fisherman's Rock during the night (or if you sleep or wait there), the bandit from Fort Redman will occupy one of the bedrolls, preferably the one in the northwestern tent. This can also affect the related quest, as you may have one additional bandit to fight.
Tes4Mod:Mod File Format/AMMO

An AMMO record contains data for an arrow, the only form of ranged ammunition that comes with the game.
Oblivion:Gutted Mine

Related Quests

Notes
This mine cannot be entered until the related quest is started, as previously the entrance is sealed.
The only enemies that you will encounter in this cave are the five Afflicted Brethren that you need to kill for the related quest.
The male Orc vampire carries a note identifying the five Brethren by name. 

 
Exterior

The exterior is located at coordinates: Tamriel 24, 31
This location's map marker (M on map) is named Gutted Mine (editor name GuttedMineMapMarker).  The entrance door is SW of the marker, 30 feet away.
1 Wilderness Creature (Snowy Mountains variety) is near the entrance
The following plants can be found near the entrance: 3 Blood Grass plants, 1 Milk Thistle plant, and 6 Wormwood plants
1 Oblivion Gate can appear at location O on map.  If the Oblivion Gate is present, 1 Daedra will spawn near the entrance to the mine.

 
Zone 1:
thumb|right|198px|Gutted Mine
This zone is quite tricky as it is probable that while fighting in one part the other vampires will become alerted to your presence, especially with the last two vampires, and you could find yourself fighting against up to three enemies. Another annoying feature is that the large wooden sections in the various rooms make it difficult to maneuver and run while fighting.

In the first corridor watch out for the swinging mace trap at C and its tripwire at D. Further down the corridor is the first vampire (Q). You then arrive at an intersection.  South is a passage that brings you to two minor loot chests; on the way be sure to check the silver veins for nuggets.

If you go straight from the intersection (west) you will find the next two vampires, which you will have to deal with together. To the north is a small room with a minor loot chest; while entering be careful of the swinging mace trap (C) and its pressure plate (E).  To the south are two silver veins. 

To continue you will have to pull the rope hanging down from the ceiling (cyan dot on the map) that will open the Rock Wall at F. This will let loose the last two vampires, which again you will have to deal with simultaneously. The remaining part of the zone holds two silver veins and the boss coffin (B). To access it you will have to break through the "Loose Planks" (G) by activating them.

Occupants:
5 Afflicted Brethren (target of Azura's quest; non-respawning) at locations Q on map
Treasure:
1 boss-level Coffin (Vampire variety; locked) at location B on map
3 Coffins 01
3 Coffins 02
8 Silver Veins (non-respawning)
Traps:
2 Swinging Mace traps at location C on map. One is triggered by the Tripwire trigger at D; the other is triggered by the Pressure Plate trigger at E.
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside.
1 Rock Wall at F.  It is opened using the rope hanging to the left of the door (cyan dot on map).
1 Break-away wall ('Push Loose Planks') at G
Oblivion:The Beast's Maw

Notes
This cave contains 23 Cairn Bolete plants.

 
Exterior

The exterior is located at coordinates: Tamriel 17, 29
This location's map marker (M on map) is named ''The Beast's Maw (editor name TheBeastsMawMapMarker).  The entrance door is N of the marker, 40 feet away.
0-2 Monsters are near the entrance
2 Wilderness Creatures (Forested Mountains variety) are near the entrance
The following plants can be found near the entrance: 3 Clouded Funnel Cap plants, 15 Monkshood plants, and 1 Motherwort plant

 
Zone 1:  ''
thumb|right|292px|The Beast's Maw
Despite an interesting name, this dungeon is fairly unoriginal and is home to more nuisance creatures than to monsters. The first two rooms in the first zone are mostly empty except for two enemies. The next area is an intersection containing up to two enemies and the only chest in this zone. From here, you can decide where to go; choosing to go through door C will lead you into a canyon in the second zone that contains only a couple of nuisance animals. Navigating the hallways northwest of the intersection and taking door D will go to the upper area of the zone, which contains the last two chests in this dungeon. Therefore, taking door D is recommended.

Occupants:
3-4 Monster Enemies (each 80% probability Monster, 20% Rat)
3 Nuisance Animals
Treasure:
1 Chest 03
The following plants will always be found: 16 Cairn Bolete plants
Doors and Gates:
There are three doors in/out of this zone
1 door (at Out) leads outside
2 doors (at C and D) lead to the zone ''The Beast's Maw Caverns

 

Zone 2:  ''
thumb|right|150px|The Beast's Maw Caverns
Depending on how you entered this section of the dungeon, you'll either be at the bottom of the canyon in this zone or on the area above it. If you took door D and are on the upper area of this section of the cave, you'll find two chests located on the southern rim of the canyon. Those who took door C only end up in the canyon, where only nuisance animals can be found.

Occupants:
2 Monster Enemies (each 80% probability Monster, 20% Rat)
4-6 Nuisance Animals
Treasure:
1 Chest 03
1 Chest 04
The following plants will always be found: 7 Cairn Bolete plants
Doors and Gates:
There are two doors (at C and D) in/out of this zone, both leading to the zone ''The Beast's Maw''
Oblivion:Bleak Mine

Related Quests

Notes
This cave requires a key until you start the related quest; after Malacath's speech, the lock will change into a leveled lock and the Bleak Mine Key will spawn on a table inside Lord Drad's Estate.
There are several possible strategies to free the enslaved ogres (see the quest page for details).

 
Exterior

The exterior is located at coordinates: Tamriel -47, 0
This location's map marker (M on map) is named Bleak Mine (editor name BleakMineMapMarker). The entrance door is NNE of the marker, 40 feet away.
A Wayshrine of Arkay is at location W on the map
The back door entrance to Fort Sutch is at location C
Lord Drad's Estate is at location D while two Slave Quarters are at locations F and G
The following plants can be found near the entrance: 2 Aloe Vera plants, 4 Bergamot plants, 27 Corn plants, 9 Mandrake plants, 15 Potato plants, and 10 Tobacco plants

 
Zone 1:
thumb|right|200px|Bleak Mine
Your main objective is to free Malacath's ogres from slavery; there are six imprisoned ogres, divided into two cells, three ogres in each. It is most likely that the patrolling guards will detect and attack you, unless you have a very high Sneak skill. Note that when you free the ogres, they will help you dispose of the guards.

Upon entering from door Out, you are immediately confronted with one or two Bleak Mine Guards and their Captain at A, so be prepared. All the guards here carry the key to the northwestern cell door at C, but it is possible to avoid them by sneaking into the first tunnel to the right and, if you did not encounter him in the first room, fight or avoid another Guard at A. If you want the keys to both cells, take a left at the first intersection and claim them from the two lower-leveled Guards in the big central room. Locate the rusty cell door at D, free the first three ogres and watch them run towards the remaining guards. Loot the chest near the cell, make your way to the other cell at C and free the last ogres. While the ogres fight the guards, pry open the boss-leveled chest at B, claim the contents from the two remaining minor loot chests (green dots on map), then exit the mine the same way you came. 

Occupants:
3 Bleak Mine Guards (non-respawning) at locations A on map
1 Bleak Mine Guard Captain (non-respawning) at A
2 Bleak Mine Guards (non-respawning)
6 Ogres (non-respawning)
Treasure:
1 boss-level Chest 02 (Bandit variety) at location B on map
2 Chests 01 (1 locked)
2 Chests 02 (1 locked)
7 Silver Veins (non-respawning)
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside (locked, key required, opened by Bleak Mine Key)
1 A Rusty Door at C (locked, opened by Tarnished Ogre Cage Key)
1 A Rusty Door at D (locked, opened by Shiny Ogre Cage Key)
Other:
1 bedroll at location b on map

Bugs
Oblivion:Bloodcrust Cavern

Related Quests

Notes
The Vampire Dust from the vampires in this cave during the related quest is not the same as regular Vampire Dust.  They may look the same, but they won't stack.  You can actually make a potion with all 4 effects by mixing one of each.
This cave contains 7 Cairn Bolete plants.

 
Exterior

The exterior is located at coordinates: Tamriel -14, -1
This location's map marker (M on map) is named Bloodcrust Cavern (editor name BloodCrustMapMarker).  The entrance door is WSW of the marker, 60 feet away.
The following plants can be found near the entrance: 7 Alkanet plants, 1 Blackberry bush, 6 Flax plants, 3 Lady's Smock plants, 6 Motherwort plants, 1 Strawberry bush, and 2 Viper's Bugloss plants

 
Zone 1:
thumb|right|187px|Bloodcrust Cavern
Occupants:
10 Bloodcrust Vampires (non-respawning) at locations C on map
5 Vampires
Treasure:
1 boss-level Chest (Vampire variety; locked) at location B on map, in a corner behind two barrels.
1 Chest 01
1 Chest 02
2 Chests 04
1 Coffin 01
The following ingredients will always be found: 1 Pumpkin
The following plants will always be found: 7 Cairn Bolete plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
4 bedrolls at locations b on map
Oblivion:Brittlerock Cave

Related Quests

Notes
Elante of Alinor is only present during the related quest. After the quest, she can be found in front of the door to Brittlerock Lower Passages.
This cave contains 7 Cairn Bolete plants and 11 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel -42, 3.
This location's map marker (M on map) is named Brittlerock Cave (editor name BrittleRockCaveMapMarker).  The entrance door is N of the marker, 10 feet away.
The following plants can be found near the entrance: 2 Lady's Mantle plants, 8 Motherwort plants, 4 Viper's Bugloss plants, and 6 Goldenrod plants.

 

Zone 1:

If you are on the related quest, you will immediately find Elante of Alinor at E. Either way, press forward, looting a nearby chest. In the next room you will face two Daedra guarding a minor loot chest. The tunnel to the west snakes down to a room with another chest. Don't bother pressing further ahead as the following room contains nothing but bones.

Track back and head northwest. The next three rooms each contain two Daedra and a minor loot chest. In the final room, you will find the object of Elante's interest: a lost Daedric shrine to Molag Bal. A small room to the southeast contains a minor loot chest, while door C leads to the next zone.

Occupants:
Elante of Alinor at location E on map
8 Daedra
Treasure:
3 Chests 01 (2 locked)
1 Chest 02
2 Chests 03
1 Chest 04
The following plants will always be found: 3 Cairn Bolete plants and 6 Wisp Stalk plants
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Brittlerock Lower Passages

 

Zone 2:
thumb|right|300px|Brittlerock Lower Passages
The first room you enter contains two Daedra and a minor loot chest. Head south to access three more minor loot chests guarded by two more Daedra. Track back and follow the path eastwards, battling two Daedra and looting another chest on the way.

In the middle of the final room is a lake with a slaughterfish and chest inside. Four Daedra stalk the perimeter of the lake, so try to avoid fighting all of them at once. Another minor loot chest is found in the northeastern corner. Once they've been dispatched, head north, slay one last Daedra and exit the cave through a secondary door (Out).

Occupants:
11 Daedra
1 Slaughterfish
Treasure:
2 Chests 01
1 Chest 02 (locked)
2 Chests 03
1 Chest 04
1 Chest Large (may contain gold, lockpicks, soul gems, potions, and/or scrolls; non-respawning)
The following plants will always be found: 4 Cairn Bolete plants and 5 Wisp Stalk plants
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Brittlerock Cave
Oblivion:Broken Promises Cave

Notes
This cave contains 32 Cairn Bolete plants and 18 Wisp Stalk plants.
There is 1 empty hist bottle. There is no evidence of the Blackwood Company or explanation of its presence. 

 

Exterior

The exterior is located at coordinates: Tamriel -24, 18
This location's map marker (M on map) is named Broken Promises Cave (editor name BrokenPromisesCaveMapMarker).  The entrance door is N of the marker, 90 feet away.
A small bandit camp is located right outside the cave, with up to 2 possible Bandit Enemies (each 50% probability melee , 25% archer Bandit, 25% Dog), and 1 bedroll (at b).
A gate to Oblivion can open just east of the cave.  If the gate is open, 1 Daedra can spawn near the cave.
2 Wilderness Creatures (Hills variety) are near the entrance
The following plants can be found near the entrance: 9 Motherwort plants

 
Zone 1:
thumb|right|295px|Broken Promises Cave
The boss chest in this cave (at B) is very easy to access. It can be reached without exploring most of the cave, and is not protected by nuisance animals only; on your way through the tunnel beware of the Pressure Plate at H, triggering the Swinging Mace at I. 

This cave is one of the only caves that has doors to get from one place to another within the same zone.  The trapdoor at F (upper level, main cave) connects to the trapdoor at E (tunnel).  The trapdoor at C (tunnel) leads to the trapdoor at D (canyon in main cave).  It all basically provides an elaborate system for getting out of the canyon (where the rockfalls at G occur) if you should by mistake fall in.  Intentionally jumping into the canyon is not recommended because it is a fairly long fall (about 100 points of damage), and there is nothing of interest in the canyon.  The tunnel contains one standard loot chest.

Occupants:
5-6 Bandit Enemies (each 50% probability melee, 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
2 archer Bandits
1 melee Bandit
5 Nuisance Animals
2 Rats
Treasure:
1 boss-level Chest 01 (Bandit variety) at location B on map
2 Chests 01
4 Chests 02
2 Chests 03
The following ingredients will always be found: 1 Bread Loaf and 1 Cheese Wedge
The following plants will always be found: 32 Cairn Bolete plants and 18 Wisp Stalk plants
Traps:
2 Cave In traps at locations G on map
1 Pressure Plate trigger at H, which releases the Swinging Mace trap at I.
Doors and Gates:
There is one door in/out of this zone, and four doors within the zone.
1 door (at Out) leads outside
4 doors (at C, D, E, and F) interconnect the main cave, tunnel, and canyon sections of the cave.
Other:
1 bedroll at location b on map