A.k.a. 2nd Castle. This is the redesign of Greyhawk Castle that merged the Old Castle with Levels from Rob Kuntz and his El Raja Key Castle.
In the Gygax estate, There are 22 levels of the original castle manuscript. Combined with the expanded castle's 62 levels and more than a dozen alternate levels to switch in, there close to 100 levels, and 300 pages of keys. [34]
I'm less interested in this version of the castle, but it is helpful to locate features and levels that belong to it, to separate them out from the original castle and its 13 main levels (which however were reused here). Again, while the maps and keys are the surviving artifacts of the Castle, the real essence of the Great Greyhawk Campaign was the style of play, which unfortunately is ephemeral and only survives in descriptions of old-timers. The time of creation of the Expanded Castle seems to fall to the very end of 1973 [40], so adventure reports from 1974 would already play in the new castle:
When I became co-DM (late 1973) I initially only ran outdoor adventures for a very short time period before taking on the full DM mantle (and for a short time still DMed El Raja Key for those players, Gary and others, who wanted to adventure therein). There were two immediate reasons for this: 1) The 1st Castle Greyhawk was closed for adventuring purposes, except when I felt I could twist Gary’s arm to let Robilar take a solo adventure within it. As that rarely occurred I finally looked at the levels that had for almost a year challenged me, thus ruining any future chance of adventuring therein again; 2) Gary was hurriedly designing the 2nd Castle Greyhawk at this juncture, so this lead to another complication in that the PCs, most of which had grown in level and had begun adventuring on the outdoor environs, were stranded to that choice alone until he’d finished the design. During that design period we cannibalized parts of Castle El Raja Key into the newly forming 2nd Castle (this in turn shut out veteran players from choosing to adventure in El Raja Key and it, too, was officially closed). [40]
Redesigning Original Greyhawk Castle into it's expanded form (or "2nd Castle") between 1973 and 1976, he incorporated seven of his levels from Castle El Raja Key and created 13 all new levels from scratch. In all Rob contributed some 20 levels to the 2nd version of Original Greyhawk Castle, 11 of those to the 15 castle core levels, 2 of those to the 8 west levels, 2 to the 8 east levels, and another 5 special levels (Asgard, Horsing Around, Demonworld, Bottle City, and Oz). In addition to these full levels, Rob also created several memorable locations within the castle such as the legendary Living Room, the prototypical, Garden of the Plantmaster, and the Giant's Pool Hall. [27]
The 2nd castle was 4 quadrants of 8 levels deep each, with all of their level 8s emptying onto level 9 core where access points to the special levels--Horsing Around, Dirdir Level, Isle of the Ape--were located, then proceeding down as I was thereafter mapping them (I got to level 14 which has a a wide down-slant on it to level 18 as well as an outlet (magical) to Asgard). He and I started drawing the Dragon Level, but never imagined where it would be placed in the deeper levels. In essence, it sounds like an arbitrary cut-off point by EGG as when we were creating these there was no discussion whatsoever of any imagined stopping point, so the levels could continue forever, essentially. [35]
There were several upper levels (out of about 35) where PCs had only partially explored, and a couple of lower "side" levels (out of some 12 or so) that had not been discovered. The same is true of two associated areas which were attained by magical transferrance from relatively out of the way places in the lower levels of the dungeons. #1217
The overall layout of the Expanded Castle dungeons if above is about right it provides about 1 (grounds) + 1 (four-fold) + 4*7 + 15 core (11 Robs, 4 Gary's, 4 intercalating) + 12 Side = 57 levels , of those 45 "normal" ones (Gary mentions it went to 20, even though the Dragon level, given as 18 by Rob is unfinished) for the castle proper, matching Gary's statement of "We had about 40 or so levels, plus side excursion levels reached by transporter locales." [35].
El Raja Key Archive (ERK) also lists five levels in the range of 2-8 as "Core" which does not fit the for Compass direction scheme, but these are likely the side levels of the main staircase. Gary's mention about hidden, central levels along the secret continuation of the central staircase down to level nine could explain these "Core" levels, although their maps do not display a room to fit that cirular staircase
Gary also stated that the Expanded Castle also had multiple levels above ground, which would cover some more of the remaining gap, if the upper works in total had five levels. Alternatively, there might have been a couple more extrdimensional levels.
Using a couple of sheets of 17" x 22" graph paper, I drafted a complete, mostly undamaged castle above ground. It had multiple levels, and a lot of encounters, the higher up, the more dangerous. Then, using the same sort of paper I drew a new first level that could accommodate both bands of fledgling adventurers and the initiated. Four separate descent areas were created with designation by the cardinal directions. Each had multiple flights of stairways leading lower, some ending several levels farther down. Three were "guarded" by dungeon denizens - elves, dwarves, a very large and strong ogre. One descent area only, that most difficult to find, was deserted and free of "charge" by some guardian. The vast majority of the space, however, was filled with passages, chambers and rooms...
[In Castle Zagyg, the Ogre is a Hill Giant, and the "deserted" area is controlled by the Old Guard Kobolds.]
As was indicated in the Gord short story, "Heart of Darkness", Castle Greyhawk indeed had a fifth descent area. In the very center of the first level, where most explorers entered via the circular stone steps there, was a hard-to-discover secret entrance to the continuation of that spiral stairway. It went down all the way to the ninth level, with some side exits along the route accessing some intermediate levels not generally accessible save from this shaft...
The side entrances to the second and lower dungeon levels were basically insular. That is, each led to a series of seven lower levels that were distinct, so that there was North #2 through #8, East #2 through #8, South #2 through #8, and West #2 through #8... These sets of levels had few inter-connections, save at the very bottom, where each eighth level had a connection down to the ninth, central, level.
From nine on, the levels of Castle Greyhawk progressed straight down for another dozen or so tiers... Not surprisingly, a number of these levels also had magical transportation places that sent PCs off to distant lands, other dimensions, strange worlds, or different times. [Gary Gygax,"Founding Greyhawk", Dragon Annual #2, 1997]
Rob Kunz describes the layout in his Castle Greyfalkun announcement as such (marking some of them as newly designed substitute Tribute levels, bold are the non-substitutes he has rights to publish):
- Castle Grounds (above ground)
- 1. Level - large, leading to four stacks of levels under each quarter
- North
- 2 Mordenkaine's Menagerie (Gary Gygax Tribute)
- 3 The Terrible Tunnels (Ernie Gygax Tribute)
- 4 The Ancient Isle (Mark Ratner Tribute)
- 5-7 Merlynd's Maze; also exit to Merlynd’s House (Don Kaye Tribute)
- 8 The Hideous Halls (Joe Fischer Tribute)
- East
- 2 Paths of the Forgotten (Jeff Perren Tribute)
- 3 Garden & Giant's Pool Hall Level
- 4 Chambers of Chaos (Bob Burman Tribute)
- 5 Sealed Tomb
- 6 Chambers of Chance (Jim Ward Tribute)
- 7 The Lake Level
- 8 Machine Level (this matches a description in the 50th Anniversary book)
- South
- 2 Invisible Maze Level
- 3 Gem Room and Crypts Level
- 4 Oubliette of the Doomed (Joe Goodfellow Tribute)
- 5 Dead Knight's Grotto (Michael Monard Tribute)
- 6 Black Pudding Doorkeeper Level
- 7 The Haunted Labyrinthe (Dave Arneson Tribute)
- 8 The Hexed Maze
- West
- 2 The Dark Vaults (Terry Kuntz Tribute)
- 3 The Sundered Caverns (Eric Nelson Shook Tribute)
- 4 The Hidden Caves (Tom Champey Tribute)
- 5 Gallery Level
- 6 The Mad Paths (Jim Goodfellow Tribute)
- 7 Barracks Level
- 8 Weird Warrens (Bill Corey/Cookie Corey Tribute)
- Unplaced Side Levels
- Bottle City
- EX1 Beyond the Looking Glass
- EX2 Dungeonland
- Undiscoverd side level 1
- Undiscoverd side level 2
- After this the levels join again into a single, core stack
- 9 Re-Join Level
- 1 Horsing Around
- 2 Hunting Grounds of the Dirdir
- 3 The Forgotten Land (WG6 Isle of the Ape)
- 10 Elevator Level [this seems misplaced and would have been 11, as the Elevator level and entrance to Oz is identified as on level 11 by Rob in ERK]
- Oz
- 11 Dreamland
- 12 Boreal Level
- 4 Valhalla; connects to Asgard
- 13 Asgard [Gem of Brightness? Fire Level according to PS, would fit next to Ice level]
- 5 Demonworld, large level
- 6 Dark Earth Annex (Tharzdu’un)
- 14 Orb, Scepter, and Crown Level
- 15 The Gardens of Gax/Hewaerd's Hedge (Mary Gygax Tribute)
- 16 The Dragonne Caves [maybe Dragon Caves, or Greater Caverns by PS]
- 17 Wyrm’s Way (Dave Trampier Tribute)
- 18 Museum Phantastmagoria (Dave Sutherland Tribute)
- 19 ?
- 20 ? (Zagyg's Abode)
PS - email from Paul Stromberg to Gail Gygax on behalf of Rob
1) These are the levels done solely by Rob Kuntz that currently reside within the castle binder. These are the ones he is asking to be returned to him. Each has a map and a key:
[The location of the first 3 is questionable, as levels 2-8 did not have a core, these were the 4-stacks levels in S, E, W, N denomination. At best this could have been 3 of the 4 intercalated levels in the secret part of the central staircase]
Core 5 Gem Room and Crypts Level [S3 in Robs list]
Core 6 Black Pudding Doorkeeper Level [S6 in Robs list]
Core 7 Barracks Level [W7 in Robs list, also cannot be both this and the "multi-layered level" below]
Core 11 Entrance to Oz Level
Core 12 Ice Level
Core 12 Asgard Level (Split)
Core 13 Fire Level
Core 14 Orb, Scepter, and Crown Level
East 6 Living Room Level
East 7 Garden & Giant's Pool Hall Level [Identified as East 3 by Rob]
East 8 Machine Level
West 3 Invisible Maze Level [South 2 in Rob]
West 5 Gallery Level
South 9 Horsing Around Level (Split)
2) There are also levels where Gary and Rob each did either the key or the map or vice versa but Rob is *not* asking for those:
Core 7 Multi-Layered Level (Rob did key)
Core 10 The Great Stone Enigma Level (Rob redrew map)
Core 16 Entrance to Bottle City Level (Rob & Gary did key together)
Core 18 Gargoyle (Rob did the key)
Core 20 Dragon Level (Rob & Gary did map together)
North 8 The Lake (Gary did map and key based on Rob's original design)
3) Additionally, there is one level that has a map drawn by a classmate of Ernie Gygax at Badger High. Rob and Gary labeled the map and created the key together but Rob is *not* asking for this:
South 8 Repeating Hex Rooms
4) Ultimately, there are a number of other examples of shared development of campaign materials between Rob and Gary. Rob is *not* asking for these but I shall mention them for your awareness:
The Four-Fold City Map & Keys (done both by Gary & Rob)
The Dyvers City Map & Keys (done both by Gary & Rob)
The Green Dragon Inn Map & Key (done by Rob)
5) Rob does retain a few of the original level maps and keys that he created in their entirety for the castle. These levels are well know to his and Gary's fans. If he was involved with any future project regarding the castle he would bring these levels with him:
The Greater Caverns Level
The Stalk Level
Demonworld Level
Clowning Around Level
Emerald City Level
Dying Earth Level
Bottle City Level
- Above ground (several levels, at least 3)
- It varied of course from one to eight towers but ultimately (c. 1979) it was four "corner" towers and one central tower. The early adventurers blew past the upper ruins eager to get to the mysteries beneath and Gary only went back later to detail them further. [PS]
- Level 1: extra-large shared level with four quadrants. This was essentially the same as the "Storerooms" level from Castle Zagyg, so we have a detail description of what it looked like, even if somewhat embellished, e.g. the Old Guard Kobolds being made much stronger due to Gary's play at conventions with them using the Old Castle)
- The stack under the Dwarves led down mostly to monetary treasure levels
- The stack under the Elves led down mostly to magic item treasure levels
- The stacks under the Giant and Kobolds were not so specific
- Secret Central Levels
- At the center of the first level was a well-like staircase chat went down to a ninth level Along the way down the spiral steps there were entries to intervening levels-4.5, 5.5, 6.5, and 7.5.
- The huge double doors in the central tower There was a huge staircase in the middle of Gary's dungeon. It went deep into the earth and ended in two huge stone doors. That portal turned out to be quite difficult to open. Once we discovered that portal we wanted to get past it. We were too low level at first. We didn't have enough strength to force it open. Our thieves couldn't figure out the locks. Often really nasty wandering monsters came over to eat (err, check us out). Finally, I was able to get a knock spell and use it on the door, nothing? “Yes, Gary explained, “The two locks unlocked. But the door didn't open.” We checked the rules on the Knock spell. If it worked the doors should have opened. It wasn't until months and months later that we discovered the locks at the center of the door were fake. I had to toss the Knock spell to the side of the door where the real lock was located. We were in for rough times as we crossed that threshold and were battered, bruised, and turned to stone, time and time again. [30.1] Jim Ward describes that he adventured in the Extended castle. It is likely this refers to this secret central staircase in the Extended castle, not the entry staircase to level 1-3 in Old Greyhawk Castle.
- Level 4.5
- Level 4.5
- Level 6.5
- Level 7.5 Multi-Layered Level (Rob did key) one of those levels were done in colored pencils so as to have a total of seven levels on that single page!
- Level 2-8: These seven Levels were "split" levels, four stacks of 7 levels, 28 in all. Some based on El Raja Key Archive. Even though on that map, the quadrants are to the NW, NE, SW, SE, they were called N, W, E, S. I think that also means, apart from the secret core levels above that were between the regular levels, there actually were no "core" levels 2-8.
- South
- Level 2. Invisible Maze. Map and key included in ERK. The level was originally part of Castle El Raja Key and corresponds with Castle El Raja Key Level 2. Was edited by Rob and Gary for use in the Expanded Greyhawk Castle as Core Level 2. In one out of the way corner of this dungeon level is an incredibly deadly invisible maze that almost did Mordenkainen and his companions in for good Grodog claims this is "Core 2", which does not even make sense with the four interlevel levels. He continues to do so down all the South levels, so I think the simplest resolution here is to read those all as South, not as impossible Core.
- Level 3. Gem Room and Crypts. Map included in ERK, originally level 4 of Castle ERK. Notable for a room with teleporter trap that ensnared many an adventurer with a carpet of (fake) jewels and a huge crypt with numerous sarcophagi. There is also the Elevator/Slide Trick Room which has the party believing they have gone down just one level when they have actually gone down two or more until the party is much deeper in the castle than they believe they are. It is just a single trick-room on one level of the 2nd Castle but it was a very memorable one and gets mentioned in the lists of Tricks and Traps in Dungeons & Dragons Supplement I: Greyhawk Grodog claims this is "Core 3", which does not even make sense with the four interlevel levels.
- Level 4. ?
- Level 5. Sealed Tomb Level. Map is included in ERK. This level is notable for having a sealed tomb accessible only by performing an arcane ritual in another area of the dungeon. Grodog claims this is "Core 5".
- Level 6. Black Pudding Doorkeeper. Map included in ERK. Originally part of Castle El Raja Key and corresponds with Castle El Raja Key Level 6. Edited by Rob and Gary for use in the Expanded Greyhawk Castle as Core Level 6. It was upon this level, whilst it was part of Castle El Raja Key, that Gary's character, Mordenkainen, along with his henchmen Vrim, Vram, and Bigby, simultaneously fear, paralyze, and polymorph the black pudding "doorkeeper". Gary recounts this tale in Dragon Magazine #289 Grodog claims this is "Core 6".
- Level 7. Tsojconth Level. A revised version of this was published by Gary as "Lost Caverns of Tsojcanth". Included in ERK, origianally level 10 of Castle ERK. -- alternatively: Multi-Layered Level (Rob did key) [PS]
- Level 8: Repeating Hex Rooms (drawn by a classmate of Ernie Gygax) [PS] The story is: Gary and myself were still adding levels to GHC2 then. Ernie Gygax, Gary's son, encountered a chap (unnamed or now unknown, but maybe Ernie recalls) at HS who provided him with a level he'd made as he was playing with Ernie on the side. This level was all hexagonal rooms one after the other, top to bottom, with doors on all 6 face-walls accessing the adjacent hex rooms via 10 x 10 rooms in each case. Ernie showed it to us and Gary loved it he included it in our design. I was not as fond of it as Gary was (and neither were those players who got stuck on it), in fact I found it (secretly) ridiculous. It is the only GHC2 level not created by Gary or myself. RJK
- Access to EX1 Dungeonland,
- Access to EX2 Land behind the Magic Mirror
- North
- Seven Levels Possibly the original stack of levels 2-8 from the Old Castle - there is a contradiction in PS claiming the Old Castle levels were in addition to 62 of the Revised castle, while GG claims they were merged together. The fact that none of these appear in ERK suggests Gary may have used his original levels here.
- Level 8: Alternative for the Lake level according to PS.
- West
- Level 2
- Level 3 According to Stromberg, this is the "Invisible Maze" Level, not Core-2 [PS]
- Level 4
- Level 5: Gallery Level. Map included in ERK. Originally Castle El Raja Key Level 5. Edited by Rob and Gary for use in the Expanded Greyhawk Castle. This odd level has a strange gallery in the upper northeast quadrant. Rob calls this a through level as much of it was bypassed when Mordenkainen and his compatriots came through here when it was in El Raja Key
- Level 6
- Level 7: Barracks Level. Map included in ERK. Originally Castle ERK Level 7. Gary's hasty editing can be seen in the southwest area of the level, where he adds several guard barracks and prison cells. [Grodog]
- Level 8
- East
- Level 2
- Level 3: Giant Pool Hall & Garden of the Plant Master. Map included in ERK. A special level with the protoype "Garden" of the Plantmaster in it, a Giants "Pool Hall", and the resting place of the first "ring of shooting stars." The Garden is just a single room on one level of the 2nd Castle but it was a very memorable one and gets mentioned in the lists of Tricks and Traps in Dungeons & Dragons Supplement I: Greyhawk. The Bowling Alley was not for anyone to use for fun. It was a trap that could have you take damage from rolling boulders that were sent from beyond your sight. More like something from the old Land of the Giants program. It was part of the Gem Garden with the Evil Wizardress and her Were-Tiger - Giant guard patrols. I used to make raids into the gem garden for huge experience points. The gutters were presented as a safe place from the boulders until Dad then had a poor bowler come to the line. [42.2] The bowling alley with the pin pattern can be seen in the NE corner of the map (leading off the map), in ERK.
- Level 4:
- Level 5:
- Level 6: Living Room Level [OSR, PS] includes the Living Room. Map included in ERK. Rob later published a revised version of this. Essentially a room where all the furniture is animated and will attack. One of the most memorable areas was The Living Room, encountered by Jim Ward (playing his wizard Bombadil, later renamed Drawmij by Gary Gygax) and other players in the 2nd Castle. The Living Room is just a single room on one level of the 2nd Castle but it was a very memorable one and gets mentioned in the lists of Tricks and Traps in Dungeons & Dragons Supplement I: Greyhawk. Rob's original map and key still reside with Gary Gygax's copy of the Expanded Greyhawk Castle. Rob set about recapturing the level from his eidetic memory. The map, shown was edited by Rob for this purpose. See The Living Room [Pied Piper Publishing, 2007]
- Level 7: The Lake (map and key by Gygax, based on Kuntz's design)? [PS] Black Reservoir. Originally part of castle ERK. Map included in ERK. Accessible from Level 7. Gary ran his son Ernie's magic-user, Erac's Cousin, an Enchante, and Ernie's buddy, Don Arndt's character, Londlar, a Lama, on this adventure, set in the Expanded Greyhawk Castle, over their summer vacation in 1974. Along with them was Erac's Cousin's henchman, Nulfyke, a dwarf Swordsman, and Londlar's Acolyte henchman, Ugubb of the Lake of Crystal. Gary famously recounted this adventure in El Conquistador as the Expedition to the Black Reservoir (Vol. I, Issue 12 in August of 1974) and were it not for Erac's Cousin's Dirdir ray gun, it would have been a eulogy! So, no key, but the recounting gives a good idea of the encounters on the map. Allan, I had totally forgotten that lurid tale I wrote. It was a dramatization of an actual dungeon adventure into the enlarged Castle Greyhawk that Rob and I co-DMed, of course, and an accurate one too. The strange rod was a Dirdir laser pistol gained from adventuring through a gate that brought PCs to the "Planet of Adventure" and the "Carabas" thereof. Anyway, I have the map of the level, of ourse, and it might make it into the revised form we need to have so as to have a product that is publishable. At worst it can be used as a potential add-on module to the main levels. So I have saved the story and will see what can be done in regards including the level in the Zagyg's Castle project. #1640
- Level 8: Machine Level. Map included in ERK. The Original "Machine Level," playtested by EGG and adventured on by dozens, including James Ward's PC, Bombadil. Repair robots, washing tubs, insane machinery, and floors with conveyer belts moving one to these areas. Rob Kuntz ran demo games of Dungeons & Dragons, using the Machine Level, at GenCon in 1974. Tim Kask, reminisces that by the end of the adventure his dwarf was, "captured by nasty buggers and carted off to stand in front a huge machine, encased in Lucite-like material and minced into little bits with a laser-beam."
- Core Levels 9+: The four levels from the stacks rejoined onto a single level 9. The secret continued central staircase also ends here:
- Level 9: Gate Level Access points to Horsing around, Dirdir Level, Isle of the Ape via tripartite Portal
- "Horsing Around" Robs Greek Mythology Level. 4-fanfold level dealing with the Grecian Mythos, related creatures, and with some interesting "wars" going on there between the major groups. By Rob. The horsing Around area led to a Sylvan area where centaurs were indeed one of the encounters. I might have that big map somewhere, included it as an adjunct to the CZ dungeons if it is located...or I am moved to re-create the woods and meadows. . #3251 "South 9 (split)" in PS.
- "Monekying Around" (published as WG6 Isle of the Ape in detail). Perhaps I was a bit carried away when I stated out Oonga, but I loved and still do the 1938 King Kong film...and I was fed up with the top players' PCs in my campaign kicking around almost every monster sent against them. #7789 Actually, IIRR the PCs from my campaign popped in, surprised the natives, and offed the main leaders quickly, so the mass fled from them. Then the lads ventured past the wall, got a look at things, and got out of there. I don't recall how they managed it, but they left, returned to attack the shaman and his guards, and eventually some of them faced Oonga...one getting trashed thus and the others escaping. Again, they knew they were seeking an artifact, but damned if I can remember if I had defined it as the Crook of Rao then. The module was published about three years after the last excursion by any PCs from my campaign, but the fellows at TSR play-tested it before it went to the printers. #3698 As far as I can recall, I always created new maps fot adventures that required them. That includes the one for Isle of the Ape, but not those for Dungeonland and Land Beyond the Magic Mirror where I used the exact same maps I created for the campaign group. #6169 After the monkeying Around on the Isle of the Ape, all the high-level PCs put the word out to stay away from that part of the dungeon level... #3251
- "Fooling Around" (or "Joking Around") [30.4] or A Midsummer Night's Nightmare The third area was identified beforehand as Fooling Around, and it was a double entendre name. I can't say more, for that would give away the surprise entailed in visiting the place. I don't mind saying that there was indeed a jester and a couple of assistant "Jack Puddings" involved in the adventure. #3251 A Midsummer Night's Nightmare (Fooling Around). I had a side adventure area akin to the Isle of the Ape, Dungeonland, and The Land Beyond the Magic Mirror set up for my campaign. I titled it A Midsummer's Night's Nightmare. It was populated with all of the British-based monsters such as the booka and the kilmoulis, as well as many sorts of "little people" as commanded by Oberon and Titania (don't mess with them!)...and Puck too was a most dangerous encounter. #5183
- Hunting Grounds of the Dirdir This counterindicates that the third Portal led to the Dirdir, as Rob claims it led to a Dirdir Carabas Level, which could have been "fleeing & being hunted around,"
- Level 10: "Great Stone Face Enigma" (Kuntz redrew Gygax's map)? [PS]
- Level 11: Elevator Level Whole elevator rooms/complex which actually moves up a whole 1/8 of the map to the levels above, with ending point covering pit (never found by adventurers) with a great magic item in it. Entrance to land of OZ. (Emerald City Oz). Map included in ERK.
- Oz aka Emerald City. From Michael Baum Stories. By Rob.
- Level 12: Boreal Level. Aka Ice Level Ice/Snow level (Arctic Level). Frost King, Ice Worms Trap area with many holes, boreal clime. Includes the place where the Frost King held court, the ice worms trap area with many holes, and other boreal clime themed encounters. Map included in ERK.
- Level 13: Portal Level. / Fire Level [PS] Original Lord of Light with my "Orb of Brightness" (later renamed by EGG as "Gem of Brightness"), Hidden Tomb with staff of wizards, Corridors of Distance, access points to Asgard, Melnibonae, Dying Earth, sinking/rising rough hewn room to levels below and above. Map included in ERK.
- Asgard By Rob. Split level 12 according to PS. In Robs list this is level 13 not a gate to an extradimensional level.
- Entrance to Melnibone
- Entrance to Dying Earth
- Level 14: Orb, Scepter & Crown. Wide down-slant to level 18, Portal to Asgard. Access to deeper regions of the castle, bridge over void with Flame guardian, 3 Kings throne room (massive)--MU, F, Cl--where one of the artifacts for clerics was located. (this is one artifact out of a set that would be later written up as the Crown, Orb, and Scepter of Might artifacts found in Supplement III: Eldritch Wizardry and later in the DMG. These were originally created for the various classes, Magic-user, Fighter, Cleric but later changed to alignment based). Map included in ERK. According to Gary this level had a downslant to 18, gate to Asgard in conflict with PS and RK, who place that higher up.
- Level 15-17: level 9-12 from Old Castle?
- Level 16: Entrance to Bottle City [PS]
- Bottle City Level. A bottled city with wonderful map and 8 pages of KEY included in ERK. High level - encounters with Hydras, Giants, Dragons & the nine demigods, as well as 5 unique demigods. ERK gives this as side level 02, but given the monsters here, access from level 16 as stated sounds much more reasonable. [Pied Piper Publishing, 2007; Black Blade, 2014]
- Level 18: Dragon Level. Unfinished. Partial Map included in ERK with larger caverns that would fit dragons, and also fit the statement that the level map was never finished. Described as "Gargoyle" Level in [PS] who gives 20 as Dragon.
- Level 19 - from Old Castle?
- Level 20 Described as Dragon Level in [PS] but supposedly never finished;
- Level 21+ While RK levels stopo at 20, Gygax mentions levels went down to about 30 repeatedly, both as cited above, and in #1307 where he claims they went 28 level deep. So there would be another 8 levels here, at least.
- Teeth of Bakash Naur In the bottom-most level of the Castle Greyhawk dungeons lies a massive gate of horn, beyond which is a small dimension. Within lie weird environments including a savannah of mobile plants that attack interlopers, a great "Egyptian" tomb, a desert of golden dust where north equals south and south north, a frozen wasteland and a huge lake where a large Slimey Horror possessing huge claws and the ability to reduce the unlucky to yellowish clay if the thing's mucous is breathed on them when they are in the water. It is also the demesne of a mighty storm giant. Fabulous treasures can be won in each of these lands, but the mightiest of them are the fabled Teeth of the Barkash Nour. Those passing through the Gate of Horn at the very roots of the dungeon of Castle Greyhawk have but twenty four passing hours to locate the teeth and retrieve them all, else be expelled from the weird plane, never permitted to enter again... This was developed in 1974/75 so it is in the revised castle.
- Extradimensional and unplaced levels
- Demonworld By Rob, Map in ERK drawn on a huge hex map 25.5" x 33" consisting of 9 sheets of Games Workshop hex paper taped together. This was the plane where Fraaz Urb'Lu made his home and were Erac's Cousin and Ayrelach were taken to from the Old Castle, so strictly speaking, this also was part of the Old Castle. Rob talked to Gary about giving the player's a chance to get out of their predicament. Rob had been detailing a planar setting he called Demonworld and he thought it would be perfect for Mark and Ernie. After some cajoling Gary agreed but was adamant that the blades not return to the campaign! ... The place is reputed to be so anti-magical that items brought to it will lose their magic powers permanently
- Barsoom
- Starship Warden level (see Gygax's "Faceless Gods and Clockwork Monsters" in TD#17)
- Upper works 1 Level (possibly more)
- First Level - 1 Level
- Secret Staircase intercalating levels 4.5, 5.5, 6.5, 7.5 - 4 Levels
- N, E, S, W Stacks of 7 Levels each - 28 Levels
- Core levels 9-28 - 19 Levels
- Side Levels (3)
- Black Reservoir (might be a Stack level)
- Two undiscovered levels (2)
- Total = 1 + 1 + 4 + 28 + 18 + 3 = 57, 3-4 missing, this could be additional upper works, or additional side levels, or up to 2 more core levels down
- Extradimentional levels - 13 levels
- Melnibone, Barsoom, Starship Warden, Dying Earth (4)
- Demonworld
- Horsing Around
- Monkeying Around
- Fooling Around
- Hunting Grounds of the Dirdir (Planet of Adventure)
- Bottle City
- Oz
- Dungeonland (possibly joined with LbtMM)
- Land Behind the Magic Miror
Discussion of Levels on ENWorld [37]
OSR = OSR Grimoire Discussion of Extended Castle, claims not referenced, though
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