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Castle Zagyg - The Upper Works (review)
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<blockquote data-quote="MerricB" data-source="post: 4489612" data-attributes="member: 3586"><p><strong>Book 2: Ruins of the Castle Precincts</strong></p><p></p><p>On the bluff, the exterior portion of <em>Castle Zagyg</em> awaits. This section was mainly ignored by the original Castle Greyhawk players, as a note from James Ward indicates: they went down into the dungeon levels, of which only one is included in this product. </p><p></p><p>What you have here are three sections of a walled castle: the cobbled (lower) courtyard, the grassy (middle) courtyard, and then the inner (garden) courtyard. Finally, the fortress stands at the back of all of these and is detailed in a later book.</p><p></p><p>Book 2 concentrates on the walls and outbuildings of the castle. These are primarily inhabited by goblin and human bandits, as well as giant rats, spiders and centipedes. The walls are breached in several areas, allowing a adventuring party access to areas that may be beyond its capabilities, although most of this is written with low level adventurers (levels 1-3) in mind.</p><p></p><p>The humanoids here have a more organised feel to them than the tribes of the Mouths of Madness below. Negotiation with bandits and humanoids is almost required for lower level parties in some areas, for although individual rooms have only a handful of creatures in them, the combined forces that may attack the party if alerted would be overwhelming. </p><p></p><p>This section of the adventure is the first to use additional maps from the Maps & Illustration booklet to expand upon individual buildings; in fact, the bulk of the maps in that booklet come from this section of the adventure.</p><p></p><p>39 buildings are covered in this book, although that number is misleading as several are split into many individual areas and rooms. </p><p></p><p>Boxed text is used to describe each encounter area, but there are times (as in previous Gygax adventures) where it becomes overlong and consumed by detail: it's great to read, perhaps not so great to read to players.</p><p></p><p>More of the fantastical (or whimsical) enters this book. We have a child's ghost, an animated statue of Zagyg, a temple to the god of Magic, and more shrines to various Egyptian gods, golems and other areas of wonder. There's even a goblin cobbler, who can provide an entertaining encounter for those willing to negotiate and role-play.</p></blockquote><p></p>
[QUOTE="MerricB, post: 4489612, member: 3586"] [b]Book 2: Ruins of the Castle Precincts[/b] On the bluff, the exterior portion of [i]Castle Zagyg[/i] awaits. This section was mainly ignored by the original Castle Greyhawk players, as a note from James Ward indicates: they went down into the dungeon levels, of which only one is included in this product. What you have here are three sections of a walled castle: the cobbled (lower) courtyard, the grassy (middle) courtyard, and then the inner (garden) courtyard. Finally, the fortress stands at the back of all of these and is detailed in a later book. Book 2 concentrates on the walls and outbuildings of the castle. These are primarily inhabited by goblin and human bandits, as well as giant rats, spiders and centipedes. The walls are breached in several areas, allowing a adventuring party access to areas that may be beyond its capabilities, although most of this is written with low level adventurers (levels 1-3) in mind. The humanoids here have a more organised feel to them than the tribes of the Mouths of Madness below. Negotiation with bandits and humanoids is almost required for lower level parties in some areas, for although individual rooms have only a handful of creatures in them, the combined forces that may attack the party if alerted would be overwhelming. This section of the adventure is the first to use additional maps from the Maps & Illustration booklet to expand upon individual buildings; in fact, the bulk of the maps in that booklet come from this section of the adventure. 39 buildings are covered in this book, although that number is misleading as several are split into many individual areas and rooms. Boxed text is used to describe each encounter area, but there are times (as in previous Gygax adventures) where it becomes overlong and consumed by detail: it's great to read, perhaps not so great to read to players. More of the fantastical (or whimsical) enters this book. We have a child's ghost, an animated statue of Zagyg, a temple to the god of Magic, and more shrines to various Egyptian gods, golems and other areas of wonder. There's even a goblin cobbler, who can provide an entertaining encounter for those willing to negotiate and role-play. [/QUOTE]
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