Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Castle Zagyg - The Upper Works (review)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 4505414" data-attributes="member: 3586"><p><strong>Book 5: The Storerooms</strong></p><p></p><p>Finally, we reach the first level of the dungeons (and there was much rejoicing!) The first level is described in 50 areas, 10 of which deal with the Old Guard Kobolds, the rest has a assortment of other monsters, tricks, traps and NPCs to amuse the DM and his or her players. Not everything is hostile, so the party may find useful help here.</p><p></p><p>Unfortunately, this only takes up half of the book. The remainder describes new monsters, magic items, a few NPCs and ends with a glossary of terms that brought back vivid memories of <em>Keep on the Borderlands</em>. Useful material, to be sure, but I really want more of the dungeons at this stage.</p><p></p><p><strong>Notes and Comments</strong></p><p></p><p>Well, that's the contents of <em>Castle Zagyg: the Upper Works</em>. So, what do I think of it? Honestly: Vaguely disappointed, and that's despite it being made up of some great material. The reason for my disappointment is quite obvious: when you get down to it, the Upper Works, much like Yggsburgh a couple of years ago, is just another delay distracting people from the actual dungeons of Castle Zagyg.</p><p></p><p>The material here is aimed at a group of 4-6 characters of levels 1-4 using the <em>Castles and Crusades</em> system, although players using AD&D or D&D Basic shouldn't have any trouble in using the encounters with only slight adjustments. 3rd and 4th edition DMs will need to do more conversion work. My own 4e campaign has been using material from <em>The Mouths of Madness</em> for the last few months. It's been working very well and the conversion hasn't been too onerous.</p><p></p><p>What works about the adventure is the way that Gary Gygax and his amanuensis, Jeffrey Talanian, have created an amazing adventuring environment with many groups of rival humanoids, living in places that every so often have incredible magical effects. This isn't a high fantasy adventure where everything is astonishing: instead the magical areas are uncommon enough to not lose their impact when discovered.</p><p></p><p>There is no overarching storyline in the adventure; the dungeon was designed for groups to adventure through it pretty much as they will rather than being constrained by other matters. However, with the rival groups that live about the surface, there exist many possibilities for a DM and his players to become involved in the humanoid politics of the castle.</p><p></p><p>The adventure does note that Castle Zagyg should be an evolving site, with new groups coming in to replace those that are slain, and the balance of power shifting depending on the actions of the players and possibly the whim of the DM. Although inexperienced DMs can run this adventure as a simple "kill-em-all" dungeon, a more experienced DM would be able to make this a much richer place.</p><p></p><p>I really like this boxed set and I recommend that anyone who enjoys the "old school" form of dungeon delving obtain it. I would have far rather that this set have ignored the upper precincts (leaving only books 1 & 5 and adding further dungeon levels); especially given that Jeffrey Talanian and Gygax Games have now parted ways. The future of the rest of the Castle Zagyg project is quite unclear at the present time, and I truly hope that <em>The Upper Works</em> is not left as a monument to what may have been.</p></blockquote><p></p>
[QUOTE="MerricB, post: 4505414, member: 3586"] [b]Book 5: The Storerooms[/b] Finally, we reach the first level of the dungeons (and there was much rejoicing!) The first level is described in 50 areas, 10 of which deal with the Old Guard Kobolds, the rest has a assortment of other monsters, tricks, traps and NPCs to amuse the DM and his or her players. Not everything is hostile, so the party may find useful help here. Unfortunately, this only takes up half of the book. The remainder describes new monsters, magic items, a few NPCs and ends with a glossary of terms that brought back vivid memories of [i]Keep on the Borderlands[/i]. Useful material, to be sure, but I really want more of the dungeons at this stage. [b]Notes and Comments[/b] Well, that's the contents of [i]Castle Zagyg: the Upper Works[/i]. So, what do I think of it? Honestly: Vaguely disappointed, and that's despite it being made up of some great material. The reason for my disappointment is quite obvious: when you get down to it, the Upper Works, much like Yggsburgh a couple of years ago, is just another delay distracting people from the actual dungeons of Castle Zagyg. The material here is aimed at a group of 4-6 characters of levels 1-4 using the [i]Castles and Crusades[/i] system, although players using AD&D or D&D Basic shouldn't have any trouble in using the encounters with only slight adjustments. 3rd and 4th edition DMs will need to do more conversion work. My own 4e campaign has been using material from [i]The Mouths of Madness[/i] for the last few months. It's been working very well and the conversion hasn't been too onerous. What works about the adventure is the way that Gary Gygax and his amanuensis, Jeffrey Talanian, have created an amazing adventuring environment with many groups of rival humanoids, living in places that every so often have incredible magical effects. This isn't a high fantasy adventure where everything is astonishing: instead the magical areas are uncommon enough to not lose their impact when discovered. There is no overarching storyline in the adventure; the dungeon was designed for groups to adventure through it pretty much as they will rather than being constrained by other matters. However, with the rival groups that live about the surface, there exist many possibilities for a DM and his players to become involved in the humanoid politics of the castle. The adventure does note that Castle Zagyg should be an evolving site, with new groups coming in to replace those that are slain, and the balance of power shifting depending on the actions of the players and possibly the whim of the DM. Although inexperienced DMs can run this adventure as a simple "kill-em-all" dungeon, a more experienced DM would be able to make this a much richer place. I really like this boxed set and I recommend that anyone who enjoys the "old school" form of dungeon delving obtain it. I would have far rather that this set have ignored the upper precincts (leaving only books 1 & 5 and adding further dungeon levels); especially given that Jeffrey Talanian and Gygax Games have now parted ways. The future of the rest of the Castle Zagyg project is quite unclear at the present time, and I truly hope that [i]The Upper Works[/i] is not left as a monument to what may have been. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Castle Zagyg - The Upper Works (review)
Top