"To the east of the busy walled city of Greyhawk the land is forsaken, overgrown with thorns and thistles. Oozing marsh creeps slowly down. The copses are huddles of weird, bloated trees. The wiry grass seems to grasp at the feet of any who dare to tread upon it. In the center of this unwholesome place, on a rock-boned prominence, hulks the ruin of the grim Greyhawk Castle..." [4]
This dungeon is the birthplace of D&D. It rightfully has taken on a near-mythical status.
So how did Greyhawk Castle look like?
We do not know exactly. Trying to figure out how it looked like is detective and archaeology work, putting together little bits and pieces of evidence from disparate sources. All the detail of the adventures was made up on the spot, and little was written down. Other than what we know from stories and sketchy notes, the full experience of the castle is forever lost. Nevertheless, there is a lot we know, enough even to adventure in it. This is the "Old Greyhawk Castle", the first version.
- Entrances and Exits
- Above Ground: Ruins / Upper Works
- Level 1: Vaults a simple maze of rooms and corridors
- Level 2: Cellars / Deep Cellars / Cells a Nixie pool and a fountain of snakes
- Level 3: Dungeons a torture chamber and many small cells and prison rooms
- Level 4: Crypts crypts and undead
- Level 5: Catacombs centered around a strange font of black fire and gargoyles
- Level 6: Labyrinth a repeating maze with dozens of wild hogs backed up by Wereboars
- Level 7: Maze centered around a circular labyrinth and a street of masses of ogres
- Level 8: Lesser Caves caves and caverns featuring Trolls
- Level 9: Greater Caves caves and caverns featuring giant insects
- Level 10: Lesser Caverns a transporter nexus with an evil Wizard (with tough associates)
- Level 11: Arena home of the most powerful wizard in the castle. He had Balrogs as servants. The remainder of the level was populated by Martian White Apes, except the sub-passage system underneath the corridors which was full of poisonous critters with no treasure
- Level 12: Greater Caverns filled with Dragons
- Level 13: Invisible / Zagyg inescapable slide to china, +3 reward equipment, invisible stalkers
- Unplaced Known Features
- Level 3a: Huge Arena [3] of Evil [1]
- Mid Levels: Warrens a barracks with Orcs, Hobgoblins, and Gnolls continually warring. [3] The orcs were mainly from level Sub 5 or 6. [28, Troll level could be 8] The orcs in the dungeon were of two separate tribes, one was the Grinning Skull and the other was the Bloody Axe. [6]
- Museum [3] from another age [1]
- Giant's Home [3] and Bowling Alley for 20' high giants [1] and Garden of Fungi [3] or series of caves filled with giant fungi [1] The map is in El Raja Key.
- Underground Lake [1, 3]
- Crypts [1]
- Barsoom (E. R. Burroughs Mars, Magic did not work, source of the white apes on level 11)
- Lower Levels: EX1 Dungeonland (based on Alice in Wonderland)
- Lower Levels: EX2 The Land Behind the Magic Mirror (based on Alice in Wonderland)
- Level 13: Teeth of Bakash-Naur
- Demonworld by Rob Kuntz
- Old Greyhawk City
- Wilderness
- World of Greyhawk
- Dungeon Design guidance from OD&D and forum posts
- Level Design
- Dungeon Stocking with monsters, traps, and treasure from OD&D
The minimal room keys fit on a single page and just listed monsters, treasures, and special traps, about 20 of them. There was no logical justification for the treasures and monsters, the construct of a near-omnipotent, whimsical archmage had to cover these flaws. Apart from "special" encounters, it was similar to what you would get using random monster and treasure tables from the OD&D rules, but Gary just made them up.
Over time, Gary's design sensibilites evovlved to a layout with fewer empty rooms, less mappping exploration and more action:
As I would place perhaps 15 or so active encounters on a level of many passageways and as many as 50 or so rooms, to keep things "interesting" I'd include various traps. [6]
The number of encounter areas I have on a level depends on the overall setting, but 20 on a map with four lines per inch is about as spare as I'll go so as to avoid tedium in exploration. With careful planning one can work in a lot of encounters without the place seeming like a fun house. [6]
I usually made one-line notes for my dungeon encounters, from around 20 to 25 of same for a typical level done on four-lines-to-the inch graph paper-a few more on five-, six, or seldom used 8-line graph paper, the other spaces were empty save for perhaps a few traps or transporter areas and the like. I did indeed create details for the PC party on the spot, adding whatever seemed appropriate [2]
The random tables worked quite well, but they took too long. I found that it was easier and quicker for me to just bash ahead as usual and put in whatever I liked at the moment. [6]
Monsters
The level one monsters on the random moster roster for underground adventures match the monsters from the known "First Castle" level one exactly, but this is not a 1:1 mapping for all levels, as there are only 6 random monster charts to stock 13 dungeon levels. Furthermore, Gygax reports on hogs and wereboars in a labyrinth on level six. Giant Hogs appear only in OD&D chart 3, and that chart never can contribute to populating level 6. It is the same situation for White Apes that appear only on chart 4, and populate level 11. So while the charts allow you to approximate what monsters lurk on a level in the increasing depths of Greyhawk Castle, they do not directly represent the monsters lairing on each level.
The original monster list mainly consists of monsters from greek and medieval myth, fantasy litarature like Gnolls, Orcs, Ents, Nazgul, and Balrogs, plus a few oozes and slimes. Most of the "archetypical" monsters associated with D&D now, like the lich, beholder, owlbear, displacer beast did not yet exist, and were developed playing in the extended castle, and based on the plastic figurines.
Treasure & Traps
One of his favorite tricks was to give out a magical sword that seemed to do great things like burst into flames or do extra damage to giant-types. That weapon, unknown to the wielder would have some sort of curse, like attracting arrows to the player or causing them to strike at a -3. Once we got to higher levels we could detect for those curses, but in the beginning it was rough. [30.2]
Encounter Keys
- Fist play session of D&D
- There were many versions of the castle. This post is about the first one, to original one. Even that underwent many changes due to the multiple groups playing in it. Whatever maps and keys may be found eventually, they will just be one snapshot of a continually evolving dungeon. By the time of publication of OD&D in 1974, play had already shifted to the second castle.
- Why the Original Greyhawk Castle was never published.
- When level four was done, Gary started fleshing out the city.
- Later play shifted increasingly to city and then also wilderness. There, most content was improvised.
- Greyhawk Castle Archives by Alan Grohe (grodog) is the most comprehensive collection of source materials I know of - more detailed than my feeble efforts.
- List of Greyhawk Castle sources referred to by numbers in brackets.
- Gary Gygax Q&A in forums [extracts from 6]
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