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Post by geneweigel on Feb 28, 2016 16:37:04 GMT -5
The entrance for EX1 is a shaft so that is part of the "old days" narrative that I heard with the shafts going to the lower levels. Although the underlying story of the senile archmage Charldos suggests there may have been something different for that character and area. Perhaps he's an apprentice of Zagyg who had an area of the dungeon levels cornered off once. Then in the modulization ("A similar scenario was an early part of Castle Greyhawk. The adventurers came upon it quite by accident after about a year of play." - DUNGEONLAND 1983) the Charldos character was left in because he does seem to come across as an afterthought.
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Post by Scott on Feb 28, 2016 19:05:26 GMT -5
There is a lot in the EX modules that need fleshing out. More than I imagined until I started running it. And I've also wondered what's the story with Charldos.
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Post by Scott on Mar 1, 2016 14:50:10 GMT -5
I'd forgotten about that "Castle Greyhawk Tribute" page Zenopus Archives did a couple years ago. That, along with the extra info you guys have posted here, is pretty close to what I think I'd need for my purposes - the Greyhawk Castle dungeons become, essentially, a set of key famous "landmark" locations (1 or 2 per level) floating in a sea of geomorphic maps (set 1 for levels 1-8 or so, set 3 for levels 9+, and set 2 for those levels noted as being caverns). My thoughts exactly. Using the geomorphs, at least as a basis, plus the random dungeon generator and random monster charts from the DMG, with a few pre-set encounters from the assembled lore, seems like the way to go. OK, here's a first draft of a new level 5. Geomorph inspired, with a few set pieces:
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Post by Scott on Mar 1, 2016 15:57:27 GMT -5
And by "geomorph inspired" I mean I used the geomorphs.
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Post by GRWelsh on Mar 2, 2016 8:03:48 GMT -5
Very Gygaxian. That's what a Greyhawk Dungeon level should look like, IMO. I like Allan's maps a lot, also -- using that protractor!
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Post by Scott on Mar 2, 2016 10:16:32 GMT -5
That map will evolve quite a bit. Next would be finalizing the inter-level connectivity, and then stocking. Both will result in some alterations to that first draft.
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Post by geneweigel on Mar 8, 2016 13:56:28 GMT -5
I did 3d model in 30 foot high ceilings and 100 foot stairs:
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Post by Scott on Mar 8, 2016 14:16:03 GMT -5
I think the average space between levels, at least the first four, was 50'. The Black Reservoir was a level 4 adjunct, and it was 200' down a shaft from the top to a passage that lead to it.
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Post by geneweigel on Mar 8, 2016 14:33:25 GMT -5
I just threw 100 feet at each based on the secret door stairwell turn off from dungeon entry in the Gord story was 100 feet down. I could redo it.
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Post by Scott on Mar 8, 2016 14:40:56 GMT -5
Damn you, Gary!
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Post by geneweigel on Mar 8, 2016 16:41:27 GMT -5
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Post by geneweigel on Mar 8, 2016 17:51:26 GMT -5
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Post by geneweigel on Mar 9, 2016 7:52:25 GMT -5
Well the 4th would coincide with the quicksand entrance perhaps like a diving bell. I remember asking about the quicksand comments about the alternate entrances from an article in the Best of Dragon and the reply was there was a lot more including the ghc citadel.
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foster1941
Warlock
Duke of California, Earl of Los Angeles, Knight Bachelor
Posts: 475
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Post by foster1941 on Mar 11, 2016 18:23:29 GMT -5
Does the 300' height for the "hill" come from Gary? Ditto the size and shape of the upper works (since those remain consistent with the different sizes and layouts of the levels below). Are you using the Castle Zagyg upper works? I didn't much like those, both because it felt like they were way too expansive (and so much of it was detailed in a voice that didn't feel much like Gary's) and because I didn't like the way the "main entrance" to the first dungeon level from the upper works relied on a teleporter.
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Post by Scott on Mar 11, 2016 19:41:41 GMT -5
Yeah, there was a lot of upper works, and most of it didn't grab me. I was also not a fan of the teleport effect, and was disappointed when Joe Bloch took it further in his Castle of the Mad Archmage.
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Post by geneweigel on Mar 11, 2016 19:45:43 GMT -5
Does the 300' height for the "hill" come from Gary? Ditto the size and shape of the upper works (since those remain consistent with the different sizes and layouts of the levels below). Are you using the Castle Zagyg upper works? I didn't much like those, both because it felt like they were way too expansive (and so much of it was detailed in a voice that didn't feel much like Gary's) and because I didn't like the way the "main entrance" to the first dungeon level from the upper works relied on a teleporter. Yeah, the Castle overlooks the city and thats validated by the measurements of Gord's descent talking about how far they are below ground level.
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Post by Scott on Mar 13, 2016 9:31:19 GMT -5
I don't know why they dropped this setup, the looming ruins overlooking the city from a hill top 2 - 3 miles away. It was perfect for the game, and it was what everybody wanted.
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Post by GRWelsh on Mar 14, 2016 8:27:21 GMT -5
It may have been a result of the Castle Zagyg project being an odd mixture of "We're finally rolling out the classic dungeons of Castle Greyhawk" but also "We're doing something new and orignal"! The distance was one of those arbitrary changes in keeping with the "this is new and different" side that also allowed the insertion of the Dark Chateau as a holdover/appetizer. I still look at Castle Zagyg as being on an alternate Prime Material plane... Eorth, or whatever.
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Post by Scott on Mar 14, 2016 13:49:47 GMT -5
I used to have an early draft of some part of the CZ project, and the Ruins were set on the highest of the Four Tors at the time. Right where they should be.
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Post by GRWelsh on Mar 14, 2016 14:23:51 GMT -5
I remember what you're talking about, and the blurb can still be found on Amazon.com for CASTLE ZAGYG II: CASTLE RUINS:
"Long ago, in a time when the worlds of men were ruled by Wizards, the greatest Magi of all, Zagyg, built a mighty fortress. Overlooking the small town of Yggsburgh, on the heights of the Four Tors, Castle Zagyg became a place of power where the Mage worked his arcane sorceries. He wove spells of great wonder and explored the ethereal dimensions where even gods and men fear to tread. His power knew no match in those days of wonder. But, as all things end, so did the reign of Zagyg. Where he went, whether slain or lost, none could say. The good folk of Yggsburgh could only say that no power reigned in Zagyg. In time, the fortress and its dungeons became a haunted place of nightmare and terror. Strange lights beckoned from her high towers and the howls of cursed creatures could be heard on the windswept slopes of the Four Tors. Ever did men look upon that place with horror and dread."
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