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Sunday, November 2, 2025

Gene Weigel Versus Artificial Intelligence (Google Gemini)

 

Conversation with Gemini


...AS ABOVE PART III: CELESTIAL VANGUARDS

While their lower-plane counterparts seek to waylay those straying from the Prime Material, these entities are drawn to the highest reaches, the very edge where the Material touches the Celestial. They serve as guardians of the Outer Aether and are far more perilous to mortals than their sub-astral kin.


 

 

AETHER LICH (The Radiant Caller)

(Imagine a spectral illustration of a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.)

FieldValue
FREQUENCYVery rare
NO. APPEARING1
ARMOR CLASS-2
MOVE9”/30” (MC: A)
HIT DICE12
% IN LAIR60% (at an astronomical focal point)
TREASURE TYPEH
NO. OF ATTACKS1
SPECIAL ATTACKSSee below
SPECIAL DEFENSESUndead immunities, immune to light-based spells.
MAGIC RESISTANCE40%
DAMAGE/ATTACKTouch (2d10 damage and paralyzing chill)
INTELLIGENCEExceptional
ALIGNMENTNeutral
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE12,000 + 16/hp (8250 + 16/hp -its a lesser lich no mu - spells att/def and no psi potential like regular liches)

These entities are what remains of powerful mages who attempted to transcend mortality by merging their souls with the power of the high stars. They appear as a swirling outline of cosmic dust and starlight. Their touch inflicts a cold paralysis, and their main attack is to Call the Lesser Dust (once per day), instantly reanimating 1d4 skeletal warriors per character within a 60-foot radius. These reanimated creatures fight with 4 HD and AC 4.


 

 SUN-EATER (Solar Drake)

(Imagine a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare.)

FieldValue
FREQUENCYRare
NO. APPEARING1-3
ARMOR CLASS1
MOVE6”/36” (MC: A)
HIT DICE10
% IN LAIR20%
TREASURE TYPEE
NO. OF ATTACKS3 (Claw/Claw/Bite)
SPECIAL ATTACKSBreath Weapon (See below)
SPECIAL DEFENSESImmune to Fire. Only harmed by weapons of +1 or better enchantment while in direct sunlight.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d6/1d6/3d6
INTELLIGENCEAverage
ALIGNMENTChaotic neutral
SIZEL (30-foot wingspan)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE6,000 + 12/hp (2800 +14/hp)

A massive, serpentine drake whose scales shimmer with the colors of a solar flare. It is drawn to areas of intense heat or light, often raiding volcanoes or ancient temples that harbor celestial power. Its breath weapon is a concentrated beam of Solar Plasma (30-foot cone, 8d6 damage, save vs. breath weapon for half damage). The Sun-Eater can be detected up to five miles away by the intense heat distortion around it.


CHASM GRASPER (The Void Claw)

(Imagine a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.)

FieldValue
FREQUENCYUncommon (Very rare)
NO. APPEARING2-5
ARMOR CLASS5
MOVE15” (MC: C)
HIT DICE6
% IN LAIR0%
TREASURE TYPEF
NO. OF ATTACKS1
SPECIAL ATTACKSPlanar Grapple (See below)
SPECIAL DEFENSESOnly hit by +1 or better magic weapons, Ethereal/Astral immunity.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKNil
INTELLIGENCELow
ALIGNMENTNeutral evil
SIZEL (The "claw" is 15 feet long)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,500 + 8/hp (475 +6/hp)

These horrors manifest as a colossal, translucent claw reaching out of a temporary rift in the air, usually near powerful planar conjunctions or high-altitude spires. They have no physical body in the Prime Material Plane. Their attack, Planar Grapple, automatically hits a single victim, who must Save vs. Paralysis or be pulled into the rift and instantly transported to a random, hostile plane (50% chance of Astral, 50% chance of an Outer Plane). If the save is made, the victim takes 4d6 damage from the psychic strain of resisting the displacement. (Psionics are immune if save)


More planar perils to come in the next installment!

Thank you

You're welcome! I'm glad I could generate the new post for your blog.

Would you like me to generate an image tag for one of the new monsters, or perhaps draft a social media announcement for this latest post, "...AS ABOVE PART III: CELESTIAL VANGUARDS"?

can you makes images for it? 

Absolutely! Let's get those images generated for your blog post.

First, for the Aether Lich (The Radiant Caller), here is an illustration depicting a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.(INSERTED WITH TEXT)

Next, for the Sun-Eater (Solar Drake), here is a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare. (INSERTED WITH TEXT)

And finally, for the Chasm Grasper (The Void Claw), here is a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.(INSERTED WITH TEXT)

 

Understood! To create a mirror of the planar entities with more earth-bound, "right outside civilization" monsters, we'll draw parallels to the previous creatures' roles and danger levels, but ground them in common fantasy tropes.

Here are three new monster entries, complete with images, that could serve as local threats:


TERRESTRIAL THREATS: OUTSIDE THE GATE

While distant planar threats loom, most adventurers face dangers far closer to home. These creatures lurk in the shadowed woods, forgotten caves, and crumbling ruins just beyond the civilized lands, preying on unwary travelers and isolated homesteads.


 

 CAVE WIGHT (The Shadow Stalker)

(Inspired by the Aether Lich - a spectral, skeletal figure, but grounded)

FieldValue
FREQUENCYUncommon
NO. APPEARING1
ARMOR CLASS5
MOVE6”
HIT DICE4
% IN LAIR80% (in a forgotten tomb or deep cave)
TREASURE TYPED
NO. OF ATTACKS1
SPECIAL ATTACKSEnergy Drain (See below)
SPECIAL DEFENSESUndead immunities, immune to sleep, charm, hold.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKTouch (1d4 damage and 1 level drain)
INTELLIGENCEAverage
ALIGNMENTLawful evil
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE1,000 + 5/hp (510 + 4/hp - since its a slightly weaker wight)

These gaunt, spectral figures haunt ancient burial sites and lightless caverns. They appear as desiccated humanoids cloaked in shadows, their eyes burning with malevolent green light. Their touch drains the very life force from a living creature, sapping strength and vitality. A creature reduced to 0 levels by a Cave Wight becomes a new Wight under its control in 1d4 rounds. They are often accompanied by 2d6 animated skeletons or zombies (1 HD, AC 7).


 

 

FOREST BASILISK (Stone Gazer)

(Inspired by the Sun-Eater - a powerful, reptilian threat)

FieldValue
FREQUENCYRare
NO. APPEARING1-2
ARMOR CLASS4
MOVE6”
HIT DICE6+1
% IN LAIR50%
TREASURE TYPEG
NO. OF ATTACKS1 (Bite) (2-12 to make it fit bigger size)
SPECIAL ATTACKSPetrifying Gaze (See below)
SPECIAL DEFENSESImmune to petrification.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d10
INTELLIGENCELow
ALIGNMENTNeutral
SIZEL (7-foot long body) (8-foot long minimum to be considered large)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,000 + 7/hp (+8/hp)

The Forest Basilisk is a fearsome, eight-legged reptile with a scaly hide often camouflaged to resemble mossy rocks. It typically inhabits ancient forests and rocky hillsides, preying on deer and any unfortunate travelers. Its most terrifying weapon is its Petrifying Gaze: any creature meeting its eyes within 30 feet must Save vs. Petrification or be instantly turned to stone. The basilisk often surprises its prey from dense undergrowth, allowing it to quickly turn victims into statues for later consumption.


 

 

GOBLIN SHAMAN (Foul Conjurer)

(Inspired by the Chasm Grasper - a manipulator of strange forces)

FieldValue
FREQUENCYVery common (within a tribe)
NO. APPEARING1-2 (with 5-20 goblins)
ARMOR CLASS6
MOVE6”
HIT DICE3
% IN LAIR70%
TREASURE TYPEP, S
NO. OF ATTACKS1 (Dagger/Staff)
SPECIAL ATTACKSPrimitive Curses (See below)
SPECIAL DEFENSESNil
MAGIC RESISTANCENil
DAMAGE/ATTACK1d4 (dagger) or 1d6 (staff)
INTELLIGENCEAverage
ALIGNMENTChaotic evil (Lawful evil)
SIZES
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE100 + 4/hp (50 + 3/hp)

Unlike their brute brethren, Goblin Shamans wield crude but effective magic, often derived from dark pacts with minor nature spirits or malevolent entities. They are usually found at the heart of a goblin lair, directing their kin and casting Primitive Curses (3x per day):

  • Hex of Weakness: Target creature within 30 ft. suffers -2 to attack rolls for 1d4 rounds (Save vs. Spells negates).

  • Stumblefoot: Target creature within 30 ft. must Save vs. Spells or fall prone (loses next attack/action).

  • Frighten: All non-goblin creatures within 20 ft. must Save vs. Spells or be Frightened for 1d4 rounds.

They are often adorned with tribal fetishes and crude magical implements, their power disproportionate to their size.

Gemini can make mistakes, so double-check it

Tuesday, April 15, 2025

Forum Is Back Online (At least for Gene Weigel Games)


 This is the 2nd proboards address https://classicfantasygaming.proboards.com, the original I had deleted from all the controversy and attacks which was https://greyhawk.proboards.com. I'm probably going to feature as much of the destroyed categories from the old site at some point. Just for the hell of it. What I really want to do is showcase some of the Gary Gygax commentaries regarding different things. That way I don't have to debate and you can read his opinions straight up.

Saturday, August 31, 2024

GAME THOUGHTS

 -Being a Dungeon Master in the quasi-medieval milieau since 1981, I've heard quite a lot of medieval horse manure. One of them that I'd hear again and again is the idea that "guys had it better". I just saw a crude comment on someone's post by a seeming "activist" type person moaning about history. That is like saying everyone today owns a rocket. "Historians" love to lie by using the "historic magazine/website fluff article ace in the hole" magic words "few","some" and "others". Anyway, I'm just tired of the idea that fantasy women would realistically be washer women. This is a big misconception. The adventurer is always an exceptional cut above all in any form. The minute that the pencil goes to paper to make your fantasy character is the moment your fictional character is different from the everyday type people who shy away from the dangers. Fantasy "feeling" enthusiasts need to get it through ytheir heads. Males and females are equal in the scope of coordinated adventure. Players who play/run games with zero decorum and devolve into questioning sexual roles to justify their stanky gameplay should be noted then avoided. Howard's "Belit" should be the standard female fantasy adventurer and not Tolkien 's "Eowyn". Not to say one couldn't have either but "Belit", as this fantastic unexpected persona, is the ideal.

Wednesday, September 6, 2023

Audio/Video Of Yours Truly (Broken Links Fixed)

 Some one posted on Dragonsfoot that the video that I did for 2021 GaryCon was down but I  fixed:

https://www.youtube.com/watch?v=qFv3lbztMvA

Here is the link to the link of more chatter with Settembrini and crew:

https://justkeeponrollin.blogspot.com/2022/06/interview-with-gene-weigel-from.html

I also have the Gary 2008 tribute game on Rumble (YouTube does not allow the background music but Rumble allows if I call it "parody". Which it is... uh... ;) ):

https://rumble.com/vyvrl8-parody-gene-weigels-dungeon-2-2008.html


Friday, February 10, 2023

...SO BELOW PART II: ASTRAL WAYLAYERS

 While still astral in nature, these "waylayers" are somewhat leaning earthbound in a way that is less planar than their counterparts dwelling "above".

ASTRAG (Starry Lady)

FREQUENCY: Very rare
NO. APPEARING: 5-6
ARMOR CLASS: 2
MOVE: 12”/24” (MC: B)
HIT DICE: 2
% IN LAIR: 0%
TREASURE TYPE: D
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 65/+2/hp

   Distantly related to dungeon sirens, these undead monsters appear only on very clear nights when the stars are bright. They appear as the outline of beautiful women. They will attack if approached within 15 feet. They magnify the light of the stars to give off the energy of suns. The effect is equivalent to a 6d6 fireball with a 30-foot diameter blast radius.

HALL CRAWLER


FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 3”
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: A
NO. OF ATTACKS: 6 per 10 feet area
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic (evil)
SIZE: L (100 feet long)
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 4550 + 16/hp

The mouth of the hall crawler appears like a dungeon entrance with a demonic mouth. Any character unlucky enough to get in the mouth past 20 feet will be sprayed by acid from the “ceiling.” This acid attack inflicts 8-32 points of damage (save versus death for half damage). They can move into the Astral Plane in 1 turn if left alone. They search for dungeons that are not too desolate to feed. They prefer lawful targets.

 

MOON WOLF (Canis Lunus)

FREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 6
MOVE: 18”/18” (In moonbeam; see below)
HIT DICE: 5
% IN LAIR: 5%
TREASURE TYPE: B
NO. OF ATTACKS: 1
SPECIAL ATTACKS: Surprise on a 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: 2-8
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: L
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 85+4/hp

This strange wolf attacks in packs but never alone. They will appear on moonlit nights and can run in the air wherever there is light from the moon. Because these creatures are on the verge of the Astral Plane they can see into the Astral or Prime Material Plane. When they appear in the Prime Material Plane (or Astral, rarely), they appear as a beam of light coming from the moon with wolves running down to attack. If they retreat into the moonbeam and are followed, the pursuers may become stuck in the verge of the Astral Plane unless they have spells. They can also slay the wolves which will temporarily open a gate back to the Prime Material Plane.

 They appear as great gray wolves with the state of the moon always reflecting in their eyes.

 

Tuesday, February 7, 2023

AS ABOVE... PART TWO: ASTRAL WAYLAYERS

This series always comes in two parts: AS ABOVE... (Planes) mirrored by ...SO BELOW (Earth). This particular set has to do with the Astral plane so the earthbound monsters will be more planar than usual. 

   The Astral Plane is a highway to the beyond. Like any highway, it has its share of “highwaymen.” (Most of the following beings have no relation to each other but are loosely grouped under this heading for convenience.)

 

MINE MAIDEN (Dungeon Siren)

FREQUENCY: Rare
ARMOR CLASS: 5
HIT DICE: 5
% IN LAIR: 5%
NO. APPEARING: 1-3
MOVE: 12 feet/36 feet
TREASURE TYPE: Z
NO. OF ATTACKS: 3
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: 1-3/1-3/1-4 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: 100
   Attack/defense modes: C, E/F, G
X.P. VALUE: 280 + 5/hp

 

 These creatures appear as beautiful women and may be distantly related to nymphs. Although fairy-like in form they are of darkest evil. They originate from planes of evil but they are seldom found there. They are abroad usually in the prima materia and lead the unwary to their doom, lost in the Astral Plane. They are found in the darkest places of the earth like caverns, dungeons, mines, rifts, sewers, and sometimes in the deepest waters of the blackest seas.

    They are golden-haired and are of unearthly beauty. When they first appear they are aglow in a shaft of golden solar radiance emanating from what appears to be a clear path to the outside world. This path is a portal to the Astral Plane. The light is produced by an astral phenomenon known as a “death door,” which is usually “guarded“ by other beings (see apollyon q.v. or other death-type creatures). These beings can only open these “death doors” in the darkest places, mentioned above, because of the scarcity of living beings in these areas, hence the lack of security. The mine maidens dance and frolic gaily, throwing petals at and around the victim. If any petals touch the skin of the victim they must save versus spells or be enchanted with a false sense of rejuvenation (wounds seem healed, ailments and disease seem cured, quests fulfilled, worries melting away, etc.). When the victim enters the door the maidens seem to catch them from falling into an endless sea of stars. All the while they are picking the victim’s pockets as a 5th level thief with a 10% “race bonus“ (60%). Once something is procured from the victim and/or the light of the “death door” goes out (closing and disappearing in 2-3 rounds) the victim is dropped into the endless stars. From there they may never return. Continued resistance may result in melee. If this occurs the maidens will reveal their true facial features as hag-like, pulling +1 daggers from scabbards nicely disguised as a nosegay of flowers on their person.

   They can gate once per day.

   

HELLMOUTH (Dragon Daemon)

FREQUENCY: Very rare or uncommon
NO. APPEARING: 1
ARMOR CLASS: Head, tail (2); vortex body (-8)
MOVE: As per humanoid type
HIT DICE: 11
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
DAMAGE/ATTACK: 2-20
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: L
PSlONIC ABILITY: 95
  Attack/defense modes: A, D/G, H
X.P. VALUE: 4550 + 16/hp

  The hellmouth, or “dragon daemon,” is an ultra-dimensional vortex to the underworld that is actually a being of the lower planes. It appears in the prima materia as a twenty-foot-high grotesque face with a gaping maw well over ten feet in height when extended. It breathes hellfire out of its mouth, targeting the hellmouth’s sole intended target. This breath weapon works similarly to the spiritwrack spell (1st save vs. spells or held, 2nd round loss of 1 hp per hit die, 3rd round the victim loses 50% of hp and is pulled into the maw of the hellmouth.). Victims taken (eaten) are channeled to whomever the creature serves, which usually is a nether being of at least “gentle” standing. The creature is usually sent by a nether lord to collect a reluctant, damned soul. This is usually “approved” by the forces of good so the hellmouth is limited in activities on terra firma. However, nothing stops it from wreaking havoc in the Astral and the various planes of the netherworld, where they hunt the unwary for sport, sending victims down to be trifled with by their current master.

   The hellmouth’s body, usually translucent, never enters prima materia. On the Astral or the planes of the underworld it appears as a channel of negative energy that has seemingly no end. Its “tail” permanently resides in the underworld. Those “damned” collected by a hellmouth will be ejected from the creature’s “tail end”. If there is activity in the vicinity of its endless body the head will eventually know and arrive in 1-20 turns.

 

 

MOON MEN (Moon Monster)

FREQUENCY: Very Rare
NO. APPEARING: 1 or 3-30
ARMOR CLASS: 2
MOVE: 12 feet/40 feet
HIT DICE: 12
% IN LAIR: 80%
TREASURE TYPE: H, A, Z
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
DAMAGE/ATTACK: 4-16 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (12 feet or 50-foot diameter)
PSlONIC ABILITY: 150
Attack/defense modes: A, B, C/G, H
X.P. VALUE: 3700 + 16/hp


   Moon men, also known as “moon monsters,” haunt the Astral Plane and appear there as creatures with lunar characteristics. They have two forms: one is a nightmarish crescent moon on a glistening black humanoid body, while the other a massive face on moon-like sphere. They sometimes appear in the prima materia in sphere form when the moon “contacts” the earth in a reflective surface, usually a large body of water. They often toy with sea-going vessels, sometimes bringing them to their accursed realm in the Astral. In sphere form, they project a massive sheet of darkness (100 yard radius by 1 foot thickness), blotting out the actual moon. They also project a star field of the same dimensions. They will then consternate attempts at nighttime navigation. Sometimes (5% chance) they will attempt to seize entire vessels by bringing them to the “moon.” (This effect is like a gate spell, but the “gate“ appears as a moon setting on the horizon.). In the Astral Plane, there is a mystical reflection of the actual moon. It is there that these and other entities reside: in a vast city of white that disappears and reappears piecemeal as the moon waxes and wanes. Stairs and entrances lead to nowhere during these “phases.” The more humanoid “crescent moon” form is what they prefer to “wear” in the endless swirling crescent streets of the city. They carry weaponry appearing much like lunar-patterned +3  guisarmes or +3 scimitars. Most victims will be brought to a vast arena to be eaten by various lycanthropes for the populace of moon monsters viewing pleasure or some other cruel fate.

   In addition to the above they have the following powers: detect invisibility, detect magic, levitate, and stinking cloud.


Wednesday, June 22, 2022

Interview with Gene Weigel from September 2021 on Zock Bock Radio

 I could have swore that I posted this. This was the 4 hour interview with me from September 2021 on Zock Bock Radio with Settembrini and friends.

https://pesa-nexus.de/2021/09/22/episode-26-gene-weigel-english/




Thursday, April 14, 2022

CASTLE GREYHAWK MISCELLANEA

Castle Greyhawk to me is an enigma. For years reading Dragon Magazine there were these endless hints that it was coming soon and it was being worked on by him and Rob Kuntz. It was supposed to be the pinnacle of D&D gaming. The ultimate Dungeon & Dragons thing. That ended when Gary Gygax the legendary creative genius behind the D&D game was removed from working on the game ever again in 1985.

Years later in the year 2000, sadly I had asked Gary Gygax direct information on Castle Greyhawk and the answer was flat out: NO WAY

Gary said to me that it was something that he was going to publish so he couldn't share it with me yet to put on my "True Greyhawk" website then known as "GENENKAINEN'S FAN-BASTICH ADVENTURE" which was "anti-Greyhawk establishment" and pro-Gary. 

You can't talk about fans of Castle Greyhawk without sludging through the terrible history of Castle Greyhawk. This is the truth but only from my own perspective as a player of TSR products not necessarily the views of any of the people involved. 

I AM A FAN ONLY. An E. Gary Gygax fan. Ultimate fan? I don't think so but I'll try...

There were already published versions of Castle Greyhawk that were made without Gary Gygax's consent. One was called WG7 CASTLE GREYHAWK (1987) which I viewed as an all out attack on D&D fans by the Buck Rogers' people that technically "owned" TSR but had no clue as to what they stole. The presentation was crude as if former employee Gary and his Greyhawk crap was a joke. The backlash of WG7 ripped through gaming universe as a total cancellation of Greyhawk fans, at least to those who were paying attention like myself, so the new "Buck Rogers TSR" corporation scrambled to make an apology version which they published in 1990 as WGR1 GREYHAWK RUINS. It was too little too late and the feeling hung low. Greyhawk fandom continued like an abused person in a loveless marriage for years after this. Most stuff was histories and light gazetteers as people tried to hold on to what once was.

Way later, the new owners Hasbro toys tried to republish the 1990 WGR1 as updated to their new system (3.5 edition) when Gary independently tried to publish a version of Castle Greyhawk called CASTLE ZAGYG. With Gary falling ill the production slowed then its release was limited then cancelled by his estate after his passing. There was THE EASTMARK GAZETTEER (2007) and THE UPPER WORKS (2008) amongst publications which are hard to find because of the debacle. It is a really sore subject to many of the people that worked on it (Recently, I saw how hurtful this was to them.) and they and the publishers, Troll Lord Games, Gary liked working with TLG a lot, should get appreciated for that.

Alright that wasn't so bad... Internet reaction: ((((KABOOOOOMMM!!!!)))) Ouch! ;)

Seriously, the void of Castle Greyhawk has made me ponder from time to time in creative images and notes, as a fan of Castle Greyhawk, imagined what Castle Greyhawk might be like but in a very light way so that some lawyer doesn't break my spine... ;)

Someone said they had a photo of Gary playing the first level of Castle Greyhawk so I looked at it intensely then I made this map and later numbered it.



I then speculated about the history based on crap that I heard from Gary (Gygax) and Rob (Kuntz) so I tried to assemble what they were talking about by stacking the levels simply to imagine how big this dungeon was:



Then it was too simple because there were extra legendary levels. So I made an infographic as to what the levels were to the first 1974 levels:



Then I had wondered how this compared to the 2007 CASTLE ZAGYG layout they openly spoke of:



Then the last thing that I was looking at was using known sizes and basing it on the information from the Greyhawk Adventures/ Gord the Rogue 1987 story "HEART OF DARKNESS", in the anthology of short Gord Stories NIGHT ARRANT, when Gord went to Castle Greyhawk and paced his way in mentioning the sizes. So I made a 3D view of perhaps the first few dungeon are within the shell of the castle with the 13 levels from the 1974 version:



To further since I was never going to get a key of anything I had made a speculative view of what the random encounters would look like in Castle Greyhawk based on the original D&D random encounter charts. With the monsters that weren't included in the charts (Level dependent?) at the end:

CASTLE GREYHAWK WANDERING ENCOUNTER SPECULATION

RED = REMOVED FROM GREYHAWK SUPPLEMENT

BLUE = REARRANGED IN GREYHAWK SUPPLEMENT

GREEN = ADDED TO GREYHAWK SUPPLEMENT

VIOLET= ELABORATED ON IN GREYHAWK

 ML = MONSTER LEVEL

Based on a party of 1-3 and number of group monsters (orcs, etc) will usually be in equal amounts (party of 10-12 would draw 10-12 gnolls). 

LEVEL 1) BARRACKS/VAULTS/DUNGEONS

33.33% (ML1) Kobolds, Goblins, Skeleton, Orcs, Giant Rat, Centipede, Bandits/Berserkers, Spider, Stirges, Footpads, Dwarves/Elves, Gelatinous Cube

33.33% (ML2)Hobgoblins, Zombie, Lizard, Warriors, Conjurers, Robbers, Gnolls, Thoul, Ghoul, Berserkers, Theurgists, Burglars, Giant Toads/Ants, Bugbears, Carrion Crawler

16.66% (ML3)Wights, Heros, Giant Hogs, Giant Ants, Ochre Jelly, Thaumaturgists, Swashbucklers, Magicians, Giant Snakes/Giant Spiders, Giant Weasels/Hogs, Cutpurses, Sharpers, Harpies, Wererats, Giant Spiders

16.66% (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters, Dopplegangers, Pilferers, Shadows, Carnivorous Apes, Owl Bears, Displacer Beasts, Blink Dogs, Phase Spiders, Giant Ticks, Will O’ Wisps, Rust Monsters 

LEVEL 2 STOREROOMS/DUNGEONS/CATACOMBS

16.66% (ML1) Kobolds, Goblins, Skeleton, Orcs, Giant Rat, Centipede, Bandits/Berserkers, Spider, Stirges, Footpads, Dwarves/Elves, Gelatinous Cube

 16.66% (ML2)Hobgoblins, Zombie, Lizard, Warriors, Conjurers, Robbers, Gnolls, Thoul, Ghoul, Berserkers, Theurgists, Burglars, Giant Toads/Ants, Bugbears, Carrion Crawler

 33.33% (ML3)Wights, Heros, Giant Hogs, Giant Ants, Ochre Jelly, Thaumaturgists, Swashbucklers, Magicians, Giant Snakes/Giant Spiders, Giant Weasels/Hogs, Cutpurses, Sharpers, Harpies, Wererats, Giant Spiders

 16.66%  (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters, Dopplegangers, Pilferers, Shadows, Carnivorous Apes, Owl Bears, Displacer Beasts, Blink Dogs, Phase Spiders, Giant Ticks, Will O’ Wisps, Rust Monsters

 16.66% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug 

LEVEL 3 CELLS/LOWER DUNGEONS/CRYPTS

 16.66% (ML2)Hobgoblins, Zombie, Lizard, Warriors, Conjurers, Robbers, Gnolls, Thoul, Ghoul, Berserkers, Theurgists, Burglars, Giant Toads/Ants, Bugbears, Carrion Crawler

 16.66% (ML3)Wights, Heros, Giant Hogs, Giant Ants, Ochre Jelly, Thaumaturgists, Swashbucklers, Magicians, Giant Snakes/Giant Spiders, Giant Weasels/Hogs, Cutpurses, Sharpers, Harpies, Wererats, Giant Spiders

 33.33%  (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters, Dopplegangers, Pilferers, Shadows, Carnivorous Apes, Owl Bears, Displacer Beasts, Blink Dogs, Phase Spiders, Giant Ticks, Will O’ Wisps, Rust Monsters

 16.66% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 16.66% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 4) TORTURE CHAMBERS/CRYPTS

 16.66% (ML3)Wights, Heros, Giant Hogs, Giant Ants, Ochre Jelly, Thaumaturgists, Swashbucklers, Magicians, Giant Snakes/Giant Spiders, Giant Weasels/Hogs, Cutpurses, Sharpers, Harpies, Wererats, Giant Spiders

 33.33%  (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters, Dopplegangers, Pilferers, Shadows, Carnivorous Apes, Owl Bears, Displacer Beasts, Blink Dogs, Phase Spiders, Giant Ticks, Will O’ Wisps, Rust Monsters

 33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 16.66% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters

LEVEL 5) MAZE/CATACOMBS

 16.66% (ML3)Wights, Heros, Giant Hogs, Giant Ants, Ochre Jelly, Thaumaturgists, Swashbucklers, Magicians, Giant Snakes/Giant Spiders, Giant Weasels/Hogs, Cutpurses, Sharpers, Harpies, Wererats, Giant Spiders

 33.33%  (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters,

 33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 16.66% Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 6) LABYRINTH

16.66%  (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters,

33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 7) CATACOMBS/LESSER CAVES

 16.66% (ML4)Wraiths, Ogres, Evil Priests, Myrmidons, Giant Beetles, Giant Scorpions, Lycanthropes, Gargoyles, White Apes, Enchanters, Dopplegangers, Pilferers, Shadows, Carnivorous Apes, Owl Bears, Displacer Beasts, Blink Dogs, Phase Spiders, Giant Ticks, Will O’ Wisps, Rust Monsters

33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 8) CRYPTS/GREATER CAVES

 33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 9) ARENA/CAVERNS/LESSER CAVERNS

 33.33% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

 33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 10) GREATER CAVERNS

 16.66% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 11) MARTIAN WHITE APE LEVEL

16.66% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 12) DRAGON LEVEL

 16.66% (ML5) Trolls, Ogre Magi, Superheroes/Paladins, Wyverns, Spectres, Mummies, Druids, Hell Hounds, Invisible Stalkers, Minotaurs, Manticores, Lammasu, Cockatrices, Sorcerers/Necromancers, Wyverns, Thieves, Salamanders, Hydra (6-8 Heads), Medusae, Umber Hulks, Rust Monsters, Giant Slug

33.33% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

LEVEL 13) INVISIBLE MONSTER LEVEL/BOTTOM LEVEL/ZAGYG’S LEVEL

 16.66% (ML6) Giants, Titan, Hydra (9-12 heads), Golems, Dragons, Basilisks, Gorgons, Fire-Breathing Hydra, Chimeras, Vampires, Hell Hounds, Lords/Paladins, Balrogs, Beholders, Wizards(each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type.), Evil High Priests (each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 body-guards (levels 4-6) fighter-type., Master Thieves, Lich, Purple Worms, Rust Monsters 

MONSTERS TO CONSIDER THAT ARE LEVEL DEPENDENT:

 Giant Crabs, Giant Leeches, Giant Octopi, Crocodiles, Giant Squids, Sea Monsters, Nixies, Mermen, Tritons, Storm Giant

 Griffons, Pterodactyles, Rocs,  Storm Giant

 Invisible Stalkers,

 Cyborgs, Robots, Androids,

 Shadows, Dopplegangers.

 Homunculi, Golem