09 March 2026

grodog's Approach to Designing Mega-Dungeons - Part 2: the Function of Size

 ...or, a Meditation and Reflection on What grodog Likes Best about Playing in AD&D Mega-Dungeons


Boromir on the futility of mapping all of Castle Greyhawk
Sean Bean on the futility of finishing
Castle Greyhawk


If you've not read it, you may want to visit part one in this series first:  grodog's Approach to Designing Mega-Dungeons - Part 1: the Maps.   If you already read it, I revised it a bit while writing this article, since I'd left a sentence fragment dangling in the middle of discussing the "Best Presentation in Print" and "Pulls It All Together" criterial for my favorite mega-dungeons.

Drafting this follow-up post has taken me two weeks rather than one since life's remained pretty busy of late.  That will probably continue through the remainder of March, so follow-up posts may also appear a bit more slowly than I'd originally thought (surprise, surprise ;) ).  

Size Matters

In Part 1: The Maps, I wrote a bit about designing maps for mega-dungeons, with the explicit assertion that mega-dungeons and their levels should be large, and by large I mean a few different things:

  1. Size as Coolness
  2. Size as Options
  3. Size as Really Freaking Huge
Let's tackle them one at a time.

Size as Coolness

The classic mega-dungeons have immense gravitas, so here size helps to deliver on the potential, the rumor, and the legend of Castle Greyhawk---Undermountain, or Caverns of Thracia, or Maure Castle, or [insert your favorite mega-dungeon name instead].  Bringing that legend to life at the table may be challenging, but the rest of the attributes I call out below help to support that mythic sense of awe---hopefully!

Implicit is my assertion that a mega-dungeon is cooler when it's bigger, which definitely (and coincidentally ;) ) aligns with my aesthetic preferences, but here are some thoughts on how larger levels actually make for cooler game play, using one of my designs as an example.

grodog's Recessive Gallery Level


grodog's Recessive Gallery Level


Recently reprinted in Fight On! Magazine #15 (Spring 2024), I'd forgotten that I'd previously shared this map on my grodog's Castle Greyhawk page, too---I had thought it was a "newly revealed" level when I offered it to Iggy to include in the zine.  So much for exclusivity, and my memory....  The full-sized version is at https://www.greyhawkonline.com/grodog/gh_castle_grodog_level_07-filled.jpg if you're curious.  

The map is unfinished, and incomplete:  many encounter areas drawn don't currently allow ingress, save by digging, passwall, or etherealness; there's not much added for intra-level stairways yet; ramps, trapdoors, and stairs up/down to adjacent levels aren't much present yet either (although placeholder spaces for these are present); pits are mostly unmarked (although the central double-T trap at the corner of the 30' wide cooridor where it turns N from E is a pit that opens into a holding/monster chamber below); etc.  That's pretty normal for how I work my maps up---some areas that are currently shown as inaccessible rooms may be filled in during the final version, or may have standard or secret doors added.  Or may remain inaccessible, and require digging or magic to enter---although I tend not to do that a whole lot, overall.  

This level is drawn on an 8.5x11" sheet of graph paper, gridded at 8 spi, making it pretty big:  64 squares N-S (~640') x 88 squares E-W (~840').  In this level, I placed several large chambers, intended in part as lairs for competing dragons.  When I redraw this to finish it, I'll likely use two of our Black Blade 11x17" sheets, for 17x22" dimensions drawn on the 6 spi side, so that'll allow 102 squares x 132 squares, which will let me fill out the rest of the level's edges that currently run off the sheet---I did this with the "Iounic Caverns" level maps, as well as my original Level 1 map too (if you click on the images in that blog post, they'll still load, but they don't display in the blog post due to Cloudflare).  The level will likely enlarge a bit further, similar to my process on Level 1, with some additional sub-level areas being added (or perhaps being relocated.  I may also connect the large southern chamber to one on my "Diamonds in the Rough" level, which has a very similar vibe with draconic presences; to do that, however, just might require a third sheet....).   

The larger encounter areas include, starting at top-right and moving clockwise:
  • overlapping encounter areas at different elevations along the 3- to 5-o'clock arcs
  • temple chamber in the southern 6-o'clock area, via the skull/lightbulb shaped room and the multi-level complex to it's immediate NE
  • large off-edge chamber at the south 7-o'clock, possibly a dragon lair; this is accessed via a Gygaxian room maze of octagons joined by squares that likely has teleports protecting the lair
  • upside-down coffin-shaped hexagonal chamber at the confluence of several large and/or long corridors, at the 10- to 11-o'clock positions in the NW corner; I think this is the primary dragon on the level
  • top N at 12-o'clock is another room maze of regular hexagons
  • central N at 12-o'clock to 12:30-o'clock is where the titular Recessed Gallery resides
The use of different sized sheets and grid-sizes for the levels in a mega-dungeon help to hide the edges of each level, so that the players won't automatically be able to find an edge and then circumnavigate the level's periphery:  it makes exploration less predictable, and each level more distinctly unique, and keeps the players guessing "just how large is this level?" which is definitely a good thing!  Both room mazes and the long corridors along the left/W similarly blur that edge, breaking it in the case of the room mazes and the 7-o'clock S large chamber.  The ragged right-hand E edge similarly leaves gaps, which should suggest searching for some of the secreat areas too.

The large size of the level helps to support these kinds of larger, cyclopean (to HPL for a moment) corridors and chambers, which increase that sense of awe and immensity that I want players to experience have when they're exploring Castle Greyhawk.  Large spaces and long corridors that extend well-beyond the range of visible light sources, including continual light at 6"radius and bullseye lanterns at 8" range, increase player paranoid and build that sense of scope, or vastness, in particular when that extends above (and sometimes below!) your current walking surface---PCs are moving through an ocean of darkness, in their tiny island bubble of illumination.  Peter Fitzpatrick's cover art for Knockspell #4 amply illustrates this concept nicely:


Knockspell #4 cover art by Peter Fitzpatrick
Knockspell #4 cover art
by Peter Fitzpatrick


The scenes of Thorin's company marching through Erebor while Smaug is "not at home" also convey this sense of cyclopean immensity too:


Erebor, The Lonely Mountain from The Battle of Five Armies (2014)
The dwarves exploring Erebor, The Lonely Mountain,
from "The Battle of Five Armies" (2014)


Very large levels also provide additional options during game play, as I detail next.

Size as Options

In many ways, the mega-dungeon offers the most concentrated essentials available for playing AD&D---AD&D in its most "pure" form, if you will.  Within its boundary walls, the mega-dungeon encapsulates the essence of AD&D play, and challenges the players in all aspects of the game:  all classes, monsters, spells, magic items, encounters, and treasures are on the table.  All PC classes have equal opportunity to rise in glory, or to die trying in the agony of defeat.  All DM encounters may be mowed down in the player pursuit of XP, or may mature into recurring villains like Obmi or Eclavdra.  

Showcasing the breadth of possibility for the whole of AD&D does not mean that simple and  "anything goes" funhouse environs are the required format for mega-dungeons---whether built by Zagig Yragerne, Halaster Blackcloak, or the scions of Uncle from Maure Castle---but that in gaming there, all tools are available to the players and the DM.  All PC classes should have equal opportunity to shine, including druids, assassins, barbarians, and bards, among all the remaining PC and NPC classes (well, maybe not cavaliers.... ;) ).  All PC races should be able to flex their detection muscles too---dwarves finding stonework traps and elevators, gnomes determining sloping passages and direction of travel, elves and half-elves finding secret doors, and half-orcs acting as intermediaries with humanoids, and gnomes and hobbits entering small spaces.  

A related aspect that larger mega-dungeon levels support is expandable capacity:  the mega-dungeon keeps inspiration and creativity flowing by offering plenty of room for sub-levels, side levels, split levels, demi-planes, and other pet projects.  This keeps the players and the DM creatively intrigued and engaged, since formerly-explored areas can be enriched with new encounter areas, perhaps even via variable features, and allows the creation of distinctly unique challenges and areas to support less-common and non-standard classes, monsters, and encounter types.  

I group these two together under their own heading since I see them both as closely-related but different approaches to supporting options.  The breadth of possibility focuses on the wide expanse of core rules and their supplemental additions and expansions, while expandable capacity focuses on the actual dungeon level, its architecture, and environs, rather than the rules that govern what encounters occur within the level.  

Size as Really Freaking Huge

These attributes drill down into the above two, but still stand-out in my mind as important criteria that merit their own focus and discussion.

Verticality as Large and Open Spaces:  Large monsters like dragons and rocs, elementals and purple worms need wide and spacious areas to operate within, so dungeon level designs need to provide room for such creatures , and to accommodate the tactical selection of encounter terrain being brought to bear in combat and flight by both mega-dungeon inhabitants and invaders.  

This is where the the 20' to 50' wide corridors from the DMG's Appendix A come into play, along with the chambers and rooms of unusual shape and size (CaRoUSSs, perhaps ;) ).  However, long or wide corridors that connect to central plazas, squares, or parade grounds can serve similar functions, too, as can numbers of 10' wide corridors converging into hubs, with their long lines of sight.

Verticality as Depth Within and Between Levels:  Verticality is highly-valued in the mega-dungeon design ethos, and is generally credited to Jennell Jaquays' Caverns of Thracia and Dark Tower, which feature movement up and down within levels, across and between levels, and vertical features spanning multiple levels like chasms and wells, balconies and overlooks, and interconnected cavern systems.

Verticality within a level is, in my mind, nearly as important as verticality between levels, but both are essential to good mega-dungeon play.  The levels need room to breathe, to provide the space required for those large encounter areas, and that means that they probably need 50 to 100 feet of depth per level (those pits that don't fall through into a new level below need to fit within the level's depth, along with the headroom for those 30 to 50' ceilings.  

To give room for those spaces, the depth between levels should likely be 50 or more feet.  That also allows room for smaller clusters of rooms at landings, or off of stairs.  It also helps to keep players guessing about the depth that they're going down between levels---if each level is only 10 feet down from the previous one, they'll have an easier time guessing where their PCs are, and the challenges that their PCs will face.  


Multi-Level Dungeon Features, from The Dungeon Architect Part 2
Multi-Level Dungeon Features
from Roger Musson's "The Dungeon Architect, Part 2"
Artwork by Iain McCaig


Verticality as Total Depth:  As the space within and between levels increases, the mega-dungeon grows downward, deeper into the depths.  First DM'd at GaryCon II and North Texas RPGCon #2, my "Escape from Level 14" scenario thrust the PCs from the level 10 dungeon challenge they were expecting and dumped them lost into level 14.  They needed to find their way up and out, if possible.  

For that scenario, built using my old Castle Greyhawk elevations, they were ~4200 feet below the surface, which is about 8/10th of a mile.  Earth's deepest mines are ~2 1/2 miles down, so as I build my new elevation maps, I'll allocate the necessary room for each level's footprint (as a placeholder I only used 50 feet per level, for the most part, in the original versions), which will increase the depths for the lower dungeon levels even further.  That should also enable connections to the drowic underworld for some of the deepest levels, perhaps.

Big and complex enough that players and their PCs can get lost:  For reasons to get the PCs lost in the first place, see Roger Musson's "Dungeon Architect" articles, referenced in the first article of this series.    

Getting lost is a design function of the mega-dungeon's size, interconnectedness within and across levels, and its external connections to other environments ("extraconnectedness" perhaps?).  Teleporters---with or without similarly-designed areas of levels---are not the main reasons that PCs get lost in mega-dungeons.  Flight from encounters is why PCs get lost.  Players can't map while fleeing at , and if they end up going up/down a level, fall into a pit or a chute to another level, wander down a sloping passage, etc., then they're well and truly lost, and the entire tenor of the evening changes to finding a path back to familiar ground.  

When PCs are lost, strange actions may be taken, like:  
  • players desperately consulting the mappers, trying to guesstimate distances and turn counts travelled 
  • gnome, dwarf, and stout halfling PCs being consulted for GPS coordinates
  • characters asking for directions, or bribing (or charming) dungeon denizens for the same
  • divination spells suddenly being memorized
...to say nothing about the possibility of the party running into other encounters as they flee blindly hither and yon ;)

Sufficiently vast in scope that the players and their characters will never completely explore the largest levels, much less the entirety of the mega-dungeon itself.  Always will some monsters  remain undiscovered and undefeated, traps unsprung, enigmas unsolved, and treasures unlooted.


Boromir on the futility of mapping all of Castle Greyhawk
Sean Bean on the futility of finishing
Castle Greyhawk


As Boromir asserts, one does not beat Castle Greyhawk by exploring its every nook and cranny, and then move onto the next checkbox in the AD&D gaming experience ;)

Next Up?

For part three, I will examine how I key mega-dungeon levels, including the types of paper/sheets I use, and some volume-based keying strategies, unless I tangentialize on other topics first---such as traps, a dungeon encounter type that I hold great love for.   We'll see! 

Thanks for reading and your comments!

Allan.

23 February 2026

grodog's Approach to Designing Mega-Dungeons - Part 1: the Maps

...or, a Meditation and Reflection on What grodog Likes Best about Playing in AD&D Mega-Dungeons




Introduction

This post is my response to a recent discussion of my mapping style and inspirations over on reddit, begun by user SydLonreiro, who asked

For my first AD&D dungeon, I would like to map it like Grodog, but I don’t know how to do it. I’m not sure whether he developed a specific method for doing so, or whether some of you map large dungeon levels in this way. I want to create a dungeon the way Kuntz would, and map it in this style, because it seems like the right approach for preparing my sessions — and I love this type of map. 


I was quite tickled to discover the thread after Heather and I returned from dinner celebrating St. Valentine's Day (we never go out on a Valentine's date on the actual day/weekend when it's usually so crazy-busy), and I spent some time this weekend noodling a bit in response to SydLonreiro and also to user chaoticneutral262, who raised some Qs/concerns about mapping style relative to encounter keys that I plan to tackle a bit later.

And, as it turns out, SydLonreiro is building his own mega-dungeon for use among his friends, and plans to run it in a very "Gygax 75" manner using OD&D, which is quite cool.

grodog's Inspirations and Design Sources

To begin to answer some of SydLonreiro's questions on the mapping front, I tend to wear my key inspirations on my (tie-dyed) sleeves, including:

  • The original mega-dungeon levels of Castle Greyhawk and Castle El Raja Key designed by Gary Gygax and Rob Kuntz in particular, alongside a variety of other old-school designers like Jennell Jaquays (Caverns of Thracia) and Phil Barker (Empire of the Petal Throne's Jakallan Underworld)
  • In the OSR/contemporary era, I particularly favor works large-scale dungeon designs by Richard Barton, Chainsaw, Anthony Huso, Gabor Lux, Tony Rosten, Keith Sloan, and Trent Smith, among others
  • Architectural artwork including M. C. Escher's non-Euclidean optical-illusions, Piranesi's Imaginary Prisons which echo with a vastness that definitely catches my eye, and Philippe Druillet's Elric Le Necromancien--first published in the year I was born!

Some of my favorite dungeon design articles include these pieces:

  • "Hints of D&D Judges - Part 3: The Dungeons" by Joe Fisher in The Dragon #2 (August 1976) - another excellent example of early dungeon design advice that stands the test of time; I particularly like Fisher's active and imaginative example treasures, use of watery areas, and recounting of Castle Greyhawk lore
  • Gygax's various early 1970s articles about D&D play and design, mostly-summarized on my web site at https://www.greyhawkonline.com/grodog/gh_castle_sources.html 
  • The Players Handbook's section on "Successful Adventures" in pages 107-109
  • "The Dungeon Architect"--Roger Musson's classic from White Dwarf 25 (June 1981), 26 (August 1981), and 27 (October 1981) is an excellent three-part series that covers dungeon origins, NPCs (creators, raiders, inhabitants), and dungeon construction (architecture, traps/tricks/teleporters/etc.), and dungeon design models (silly, ecological, etc.).  Reprinted in Best of White Dwarf Articles Volume 2 (complied in 1983), where I first read it.  I'd still love to reprint this someday (along with some of Paul Vernon's WD articles too)!
  • Gabor Lux's "Dungeon layout, map flow and old school game design" originally published on ENWorld 15 July 2006 and reprinted at K&KA on 12 July 2011
  • Matt Finch's "Megadungeon Tactics: Mission-Based Adventuring" in Knockspell #4 (Spring 2010)
  • Trent Smith's essays on adventure design in his Heroic Legendarium pages 97-118

We've enjoyed some good discussions about design theory articles like the above over on ODD74 at essential references for dungeon designers and K&KA at megadungeon resources.

grodog's Mega-Dungeon Design Aspirations and Touchstones

The design approaches exemplified through the works created by our past and present masters come together as a set of internal tendencies and design northstars that I aspire while working on my mega-dungeon levels.

These lurk behind the scenes in my Favorite Mega-Dungeons post as well as some of my favorite adventures too:  both the original list, and my expanded and revised lists.  The qualities I called out as key to my favorite designers' levels were:

  1. Best Environments to Explore and Map
  2. Most-Fun Encounters
  3. Most-Fun Puzzles, Enigmas, and Centerpiece Encounters
  4. Coolest Maps
I listed a fifth and sixth pair of attributes too (Best Presentation in Print and Pulls It All Together), but at the time I'd not felt that any in-print products did a mega-dungeon justice, and that few published ones managed to pull it all together as a complete product.  Tomb of Abysthor (Necromancer Games, 2001) and Maure Castle (Paizo Publishing, 2004-2006) come closest, with ToA at 7 levels with 2 sub-levels and MC published 4 levels with 3 sub-levels (including the free "The Warlock's Walk" level on the now-defunct Pied Piper Publishing discussion boards and in The Oerth Journal #23).  Rob outlined a vision defining 18 total levels for Maure Castle, but Paizo lost the licenses for Dungeon and Dragon, so the series ended, incomplete.  Caverns of Thracia (Necromancer Games, 2004) and Foolsgrave are runners up,  at 4 levels with 2 sub-levels and 3 very very large levels, respectively.  CoT is about the same size as The Temple of Elemental Evil, but is significantly more complex and interesting as a dungeon, so I don't consider ToEE a mega-dungeon and generally consider Thracia as the minimum viable footprint to be a "true" multi-level mega-dungeon.  Foolsgrave, however, counters that since it's levels are substantially larger than the three other published mega-dungeons combined:  its three levels are built from 29 levels worth of footprintthe other mega-dungeons' levels were drawn at one sheet per level, and total only 18 sheets worth of dungeons.  It captures that majesty and scope that's so essential to the mega-dungeon exploration experience.  

I'm sure you've already noticed that #1 and #4 both focus on the maps, and that's a huge factor in my design approach:  I almost-always begin with drawing a map then keying it, rather than building the keys and designing the map to fit them (which really is something I should try sometime...).  And #2 and #3 are really both two sides of the same coin on the encounter keys—I just emphasize the puzzles, enigmas, and centerpieces a bit more by calling them out specifically over the dungeon dressing, monsters, treasures, traps, hazards, and riddles encounter types.

In thinking about these while working on a recent article about Anthony Huso's OSR designs, I revised and expanded those first four precepts to six:

  1. Compelling and Imaginative Creativity
  2. Inspiring Environments to Explore and Map
  3. Fun and Challenging Encounters
  4. Great Layout and Information Presentation
  5. Modular but Filled with Inspirational Expandability
  6. Tempered in the Crucible of Campaign Playtesting

And while they track to my general adventure design sensibilities, my favorite mega-dungeon design preferences remain fairly rooted in the idea that bigger = better.  In a 2016 discussion on putting the "mega" back in the mega-dungeon, I wrote:


My sense is that mega-dungeons are driven by both focus and size.
 

In terms of focus, a mega-dungeon that grounds an entire campaign is a campaign dungeon—and IIRC Trent Smith coined that term some years ago. In my mind "mega-dungeon" and "campaign dungeon" are related but not synonymous terms. I have placed several mega-dungeons in my Greyhawk campaigns—Castle Greyhawk, Blackmoor Castle, Maure Castle, a series of inter-related ruined Suloise dungeon complexes below the Sea of Dust, a great dungeon carved out of the glacial Black Ice, etc., etc. Other than Castle Greyhawk and Maure Castle, however, none of the others are campaign dungeons in my games, since they're not the focus of my players' activity. Castle Greyhawk provides that primary focus (with some interleaving with Maure Castle from time to time), so it is the campaign dungeon in most of my Greyhawk campaigns. 

In terms of size, a mega-dungeon is sufficiently large that it cannot be completed during game play. That size can be accomplished in a variety of ways, depending on how the DM approaches their dungeon design: 

  • very large individual levels: I try to vary the sizes of my dungeon levels by creating them using differently-sized graph sheets, and I have 8.5x11 sheets that are 4, 5, 6, 8, 10, and 20 squares per inch, 11x17 sheets that are 5, 6, 8, and 10 spi, and 1 big pad of 17x22 sheets at 4 spi. You can fit a LOT of dungeon onto an 8 spi 8.5x11 sheet, much less an 11x17 one, let me tell you! The gigantic poster maps of Undermountain, Mammoth Dungeons, and Armaron are probably the best examples of this style of dungeon that have been published (that I'm aware of). Barrowmaze's poster maps from the KS also fall into this scale (although I'm not sure whether poster maps were done for Barrowmaze Complete or not??), and the large and inter-related cavern levels in Castle of the Mad Archmage do as well. Phil Barker's Jakallan Underworld from EPT also falls into this category, along with Arden Vul. 

  • lots and lots of levels and sub-levels: the levels can be in physical proximity, and thus attached to the dungeon, or adjacent at the planetary or planar levels, and potentially exist physically in another multiverse. Rappan Athuk features many small levels, as do the Mines of Khunmar. 

  • connections to other large dungeons: Scott Casper created teleporters between Castle Greyhawk and Maure Castle in his Castle Greyhawk webcomic, for example, which intertwines both of those mega-dungeons, effectively doubling their already prodigious sizes, with the added complexity that you could be teleporting within a level, across levels within the same mega-dungeon, or across mega-dungeons! 

  • vastness of the environs: think of Erebor or Moria in terms of simply how huge they are, regardless of whether they're really mappable as levels at all; Holmes' "Underworld" in his Boinger and Zereth fictions is said to delve the entire planet: "What race or races built the maze, no one knew. In the opinion of the sages of Caladan, many layers of dungeons and underworld were laid down, one atop the other, as the world crust was formed, so that now no one knew or even guessed how many levels extended below the surface" (Maze of Peril back cover text).  This also suggests another scope of "mega"—that of depth below the surface, which naturally brings to mind the G-D modules and drowic underworld, Verne's Journey to the Center of the Earth, Pellucidar, etc., etc.


For related discussion, see putting the "mega" back in the mega-dungeon at K&KA and Megadungeon Definition? at Dragonsfoot.


Foolsgrave - Chainsaw's Ultimate Mega-Dungeon

I still don't think that anyone has topped Chainsaw's brilliant Foolsgrave levels, which are vast and beautiful and visible from inception through conclusion in his Foolsgrave (development thread, spoilers) at K&KA, with the finished maps shown below at https://knights-n-knaves.com/phpbb3/viewtopic.php?p=225505#p225505:

Old Level 1


New Level 1



Level 2



Level 3



More to follow, later in the week!

Allan.

30 January 2026

The Rime of Descending Ascent - Why to Plumb the Depths of Castle Greyhawk's Dungeon Levels

In the original version of the Castle Greyhawk dungeons designed by Gary Gygax, he placed a set of runes that provided hidden guidance for the PCs in why they should delve deeper--- the raison d'etre in the call to adventure.  Tenser decrypted the runic clue using read magic---perhaps the first spell cast in play in OD&D.

I've been, alas, unable to refind the quotation I thought I had read many moons ago, and found merely summary phrases expressing the essence and meaning of those magic words, rather than their exact phrase: 

  • Gary's Castle Greyhawk essays and stories---where I was sure that this quotation originated!---don't even mention the entrance runes in passing in "Founding Greyhawk" (in Dragon Annual #2: 1997), "To Forge a Fantasy World: Greyhawk's Creation" (in Horsemen of the Apocalypse: Jolly Roger Games, 2000), or "Penny for Your Thoughts" (in his "Up on a Soapbox" column in Dragon Magazine #302: December 2002), much less their actual text....

  • Scott Casper's and Mike Bridges' brilliant Castle Greyhawk web comic does not allude to the runes, although it paints a wonderful picture of the opening entry into the castle dungeons!:


    Castle Greyhawk web comic Chapter 1 Page 21
    Castle Greyhawk web comic Chapter 1 Page 21, 
    by Scott Casper and Mike Bridges



  • The Castle Zagyg boxed set states that at the beginning of the stairway down to The Storerooms level, "The archway is graven with the words:  The Path to Adventure Begins Here, Seekers" (Castle Zagyg 2: The Upper Works, booklet 4 Castle Fortress, page 42).  Unfortunately, there is no mention of the runes requiring read magic to be read, nor of descending deeper to find richer rewards, as I recalled....

  • Querying some other Greyhawk stalwarts yielded confirmation, but no specifics beyond Scott Gregg's memories from his long-ago discussions with Ernie Gygax:  "I will have to see if I can find the exact quote. It was a warning about the danger increasing the deeper you went, but the treasures get better.  It may have been deleted when I deleted my original boards."

    That was more-profitably followed-up later with a quote from Ernie: "Tenser was the first magic user ever in Greyhawk. No books or previous experience existed. The first spell I took was a Read Magic and I used it to read the glyphs above a stairway leading down (level 1 to 2). It told us (Rob, Terry and I) that as you descend into the depths of the Dungeon the encounters will be more difficult but the rewards far grander."

    Scott's original interviews with Ernie Gygax are almost definitely what I had been remembering and seeking, which was wonderful corroboration, but still left me without Gary's words.  


So, unable to find the original text, I've created my own version of that phrase, as a crazy poem penned by Zagig himself.  

Enjoy! :D



The Rime of Descending Ascent 


Explore!  Delve deeper, discover grander treasures:
     jewels and riches abound in droves,
     dweomers and artifacts---each allures!

Beware!:  As you descend, fiercer monsters guard lairs. 
     Traps confound and wound, maim and slay.
     Subtle tricks delude.  Enigmas befuddle!

Tempt fate!  Test your mettle!  Ill-gotten gains yield gold,
     Infinite apotheosis---
     or it all ends in an early demise....

                    --- presumably wrought by Zagig Yragerne and/or Zagyg the Mad Archmage



My text helps to highlight some of the focus of my dungeon level designs---traps and tricks, monsters and mysteries---and also ties back to the current campaign's lore about Zagyg and his testings.  

It also lays foundational hints and groundwork for exploration of some of the setting lore lurking behind Zagig's rise to demigodhood, which has always intrigued me.  These ideas crept into several abandoned level designs I themed around tests of the nine alignments, which I'm dusting some off to see what may be salvaged.  Perhaps some may find play at the table and/or in wend their way into the planar correspondences of alignments too.  We'll see....

Allan.

01 November 2025

Resources Recommendation for Greyhawk's and Dave Arneson's Blackmoor

Over in /r/osr/, user acathiadm asked a question about the Egg of Coot:

I am doing a take on the Egg of Coot, in Blackmore, Northern Greyhawk. If you have ideas for frozen machinery and alien type things in a D&D world, please share. I am trying to be connect where possible to the work of Arneson. Any links and suggestions would be appreciated (including traps/monstrous encounters.) Happy Halloween group.

 
reddit wouldn't allow me to post my reply (the error message was uninformatively useless, but I suppose it may have been too many characters?), so here's my response, based on some info I shared with Carlos Lising a few years ago, with some quick updates.

grodog's Blackmoor Resources Recommendations

Some other excellent Blackmoor in Greyhawk and -adjacent resources to consider checking out include:

Modules and Sourcebooks

    The rest of these are more Arneson-specific in theme/focus, so more about Blackmoor the setting vs. Blackmoor in Greyhawk, but you can certainly leverage them too.

    History/Articles About DA

    Two great sources for additional Arneson and Blackmoor info include both Havard Frosta and Daniel Hugh Boggs; both with blogs at http://blackmoormystara.blogspot.com/ and http://boggswood.blogspot.com/

    You might also consider the recent Kwalish-themed 5.x releases, which have a similar science-fantasy vibe: Bart Carroll's Lost Laboratory of Kwalish (WotC 2018) and Troy Alleman's The Arm of Kwalish (Cannibaal 2025).

    Allan.

    31 August 2025

    Greyhawk News You Can Use - Harvester 2025 Edition

    I’m well-overdue for another Greyhawk news roundup, and a recent post by /u/talktoh in /r/Greyhawk prompted me to complete catchup on Greyhawk news for the past several months! 

    This post assembles news items I’ve curated in draft blog posts for awhile now alongside some hot-of-the-presses news that has caught my eye.

    Memorials


    The Passing of François Marcela-Froideval 

    Frank Mentzer reported on Facebook the sad news about the death of François Marcela-Froideval on 17 June 2025.  I didn't know him personally, but I have purchased a few of his Black Moon Chronicles graphic novels, and fondly recall Gary Gygax writing about their projects together in Dragon Magazine columns.  My condolences to his family, friends, and fans.   


    For fans of the Black Moon Chronicles (Chroniques de la Lune Noire), Olivier Ledroit, one of the main artists of the series (all covers, interiors of 5 issues) mentioned on Facebook that the next volume in the series is due to release before year-end.  The author, François Marcela-Froideval just passed away a couple of months ago in June, so it's likely this will be the last volume in the series.

    I lightly edited Kit's announcement.   

    Jennell Jaquays Update


    Return to Perinthos
    released in June, and the project coordinator Violet shared a new update on 28 August 2025 that mentions, in part: 

    We have one final spread that was a miscommunication in editing, it's being added this week, and it's getting out. I can't wait to have it finished.

    We'll also have the physical edition live on our shop, we have a small number of copies to sell to support Trans Lifeline there too. We're in the midst of a redesign of this site, but it'll be ready soon too.

    My project release update from June provides a preview of the Return to Perinthos book too.

    OSR News

    Matt Finch announced on 27 August 2025 the release of the current draft of the OSRIC 3.0 Players Guide content (also lightly edited):

    We have just posted a manuscript draft of the full Player Guide for OSRIC 3.  This draft includes the changes I made to chapters 1-4 based on comments from all of you!  This is for those of you who are AD&D rules experts or editors to make comments that will catch issues before we go to layout.  


    Ever & Anon (E&A) is the APA spiritual successor to Alarums & Excursions, which Lee Gold announced that she was retiring from in May 2025.  Lee offered very-appreciated assistance in the publication of our Black Blade Tales of Peril collection.  Chaosium published Rick Meints’ warm tribute, among many others offered by fans and contriubtors; captainjapan at ODD74 shared a lovely video interview with Lee from 7 Sept 2022, and James Malizewski conducted an April 2009 interview at Grognardia.

    In the same ODD74 discussion, Attronarch mentioned that the new monthly APA was forming to continue A&E’s long tradition, and three issues have released thus far:
    • Issue #3, September 2025
    • Issue #2, August 2025
    • Issue #1, July 2025

    Gary’s World
    is an ongoing free 1e zine published by Vince Garcia in the Files section of the First Edition AD&D (Gygaxian AD&D) Facebook group.  The group is private, so you'll need to request membership to access the files.  Vince has produced fourteen issues since August 2024, ranging in size from 53 to 263 pages per issue!  Issue #14 just debuted on 30 August 2025, so get it while it’s hot!


    Trent Smith’s Brink of Calamity Greyhawk-ready AD&D 1e campaign setting—it slots in nicely into the northern Wild Coast—was reviewed on 30 August 2025 by Bryce Lynch at tenfootpole.org with a “no regrets” rating, Bryce’s second-highest rank.  If you’re considering using it in your home campaign, Michael “Zudrak” Gross has been decoding Trent’s Greyhawk-equivalent names in a thread on Dragonsfoot.


    casl Entertainment New Greyhawk Releases

    Carlos Lising is a bright light among Greyhawk fandom, and his newly-released titles that caught my eye include: 
    • LF2 The Kaldonna Offensive:  Like a pinprick of light floating in an ocean of night, so stands the village of Kaldonna upon the devastated landscape of the See of Vanthrace. Eager to complete their murder of the nation, the Great Empire's army closes in upon the settlement as the noose circles the neck of the condemned. Can your heroes avert disaster and represent salvation for those refugees huddling for safety within Kaldonna's ramshackle walls?    LF2 presents the second chapter in the Legio Fatis Campaign series begun with LF1 The 9 (which I playtested four years ago at Virtual GaryCon 2021, and thoroughly enjoyed then and in our post-convention follow-up sessions).  
    • G5 In the Hall of the Mountain Queen:  The Grand Duchy of Geff is a war-torn and beleaguered place. Yet an opportunity to break the back of the monstrous army that holds the land and its folk under the yoke of servitude has arisen! Do your PCs have the courage and mettle to turn the tide of war against the giants -- and put an end to their terrible reign?
    • A10 Crescendo & Coda:  This module represents the thrilling finale to the Flesh Traders series of adventure modules in A5 - A9. It can be used as a sequel to the Saga of the Flesh Traders or as a stand-alone adventure.
    The titles above do not do not scratch the surface of Carlos’ recent publications, which you can review in full on the casl Entertainment adventures web site.


    Greyhawk Releases at DMs Guild

    There are a lot of Greyhawk-related or -inspired releases at DMs Guild—far too many for me to track with any depth—so these are a sampling of ones that have pinged recently in my radar:
    • DB1 - The Burneal and the North by Derek Long, a 75 page gazetteer for the region; Derek has three other Greyhawk sourcebooks, including one on Schwartzenbruin and another on the Rhenne
    • Rick "Duicarthan" Miller has published two Greyhawk titles:  Vale of the Mage Gazetteer and Magic Items Compendium (hundreds of Greyhawk campaign magical, including references to source material to expedite research)

    Cannibaal Publishing News

    Troy Alleman has been publishing new Greyhawk materials on DMs Guild and the Cannibbaal Publishing web site, including some newly-announced content:
    • Forgotten Tomb of Acererak, which was also recently promoted on Greycast:  the Cairn Hills are a mysterious place with untapped stories to tell; we captured the essence of this place and expanded the lore of the area and the complicated relationship there between Greyhawk and Urnst
    • The Telchuria gazetteer is being worked on currently; expect more news by December/January; when completed, you can explore the frozen tundra and wastelands of the north pole of Oerth


    Secrets of Blackmoor, Rob Kuntz, and ArneCon 3 News

    I mentioned both Rob Kuntz’s new PDF release Into the Wild Blue Yonder: A Journey Through Blackmoor’s Dark Realm and the new Blackmoor Foundations books in my GaryCon 2025 report, but they’re worth reiterating!

    Rob also created a new reddit board at https://www.reddit.com/r/Classic_RPG_History/new/ to keep up on current events from his side of the Atlantic.  


    Griff is also continuing to organize Arnecon 3 from 10-12 October 2025.  Rob will not be attending this year, but the convention still looks like a wonderful time if you can attend!


    Greyhawk Fanzines, Podcasts, and LiveStreams

    Greyhawk fanzines and publications have a long tradition dating back to the dawn of the 1990s internet, and have gained new traction with new titles released in the past year. 

    Fanzines

    • Greyhawk Grimoire released issue #5 on 30 June 2025, and issue #6 is in the works with Rick “Duicarthan” Miller recently joining the staff as their new layout and design resource (Rick was the longest-duration editor for the Oerth Journal)
    • Samuel “Samwise” Weiss has been sharing his own take on “The New Canon” on the Greyhawk Grimoire site too, in several short and lengthier essays spanning a variety of demographic and historical topics (and in GG itself, too)
    • Oerth Journal #37 and Visions of Greyhawk #4 are both still in the works and I will have pieces included in each zine; many great issues in the back catalog are well-worth checking out if you’ve not done so before!

    Podcasts and LiveStreams

    Greyhawk is blessed with fans who publish in many formats, including podcast and livestreams:
    • Greycast continues to deliver the goods, with recent podcast topics covering The Circle of Eight, the Free City of Rel Astra, with Matt Finch guesting to discuss OSRIC 3.0, and a couple of older but still-recent-ish Duchy and County of Urnst, and hosting the crew who produced the World of Greyhawk Gazetteer Revised back in December 2024, with many others to check out too
    • Paul Stormberg’s 14-part D&D history podcast When We Were Wizards (available on most major platforms) explores Gary Gygax, D&D, and TSR Hobbies, the cultural impact of D&D, and the profound personal impact it had on Gary, his family, friends, and colleagues. The series tells the story with the voices of the people who were there, through never before released interviews, personal letters, and internal company documents.
    • Jay Scott, Anna Meyer, and Mike Bridges interview Erik Mona and Gary Holian on  Legends & Lore #308, who discuss the publishing history and content of the Living Greyhawk Gazetteer; other recent and cool topics include a deep dive on the GH98 Player’s Guide to Greyhawk, and the Nyr Dyv and its Surrounding Lands, amongst many others!
    • On 16 December 2024, I was interviewed by Ben “Through Ultan’s Door” Lawrence for the second season of his Into the Megadungeon podcast.  We had a fun discussion about mega-dungeons in general and Castle Greyhawk in its many incarnations--including some long-time recurring dreams I've had about such environs--and I’ll share the relevant details when the episode posts :D

    grodog in Fight On! Magazine

    Issues #15 and #16 of Fight On! Magazine are published now, and #17 is in layout at the time of this writing: 
    • Issue 15 (July 2024) is thematically dedicated to J. Eric Holmes, editor of the 1977 original Basic Set ("Holmes Basic") and follows on the heels of #14, published in April 2014, so #15 marks a wonderful return to publishing after a 10-year hiatus!  Issue 15 features one of one of my previously-unpublished Castle Greyhawk dungeon maps (“The Recessed Gallery Level”) and my D&D origin story as part of a Holmes Basic panel interview with Aron Clark about his new OSR clone, Holmes & Clark
    • Issue 16 (February 2025) is dedicated to David A. Trampier and presents Allan’s “Giants in the Earth” article detailing Wormy, Irving, Ace, Gremorly, Solomoriah, and the rest of the Trampier’s beloved characters in AD&D format.  
    • Issue 17 (soon forthcoming!) will include some of my new monster designs, and a piece on the history of the OD&D thoul (including my own rendition of it for AD&D)
    Coincidentally, Prince of Nothing recently reviewed Fight On! #4, too.


    Tales of Peril, Second Edition

    Unfortunately Tales of Peril v2 will not be ready in September-ish 2025 as I hoped; we're still working through legalities to try to secure one new content item, so I've taken the extra time to work on more content updates:
    • I've comprehensively re-edited all of Maze of Peril and “Trollshead,” with “The Sorcerer's Jewel” in-progress; I intend to reedit "In the Bag" and perhaps “Witch Doctor,” if it needs it (it will at least be proofread again)
    • I've also finished re-proofreading “Confessions of a Dungeon Master” and Chris’ “Boinger & Zereth PC Summaries,” with Eric Frazier's and Zach Howard's essays in queue
    • I've not reedited the A&E pieces since ToP is basically their only record outside of A&E itself, so they'll remain untouched editing-wise (although they will also be re-proofed)  
    We plan to include a new B&Z short story written and illustrated by Chris Holmes, and should have some new additions to Eric's and Zach's essays, along with another new JEH non-fiction piece discovered by Zach.  

    We're also planning to issue the book in a TBD electronic format, to help with overseas folks and those who prefer e-readers.  

    I don't have a new target date for publication, but it seems likely that we'll not release it until GaryCon in March 2026, perhaps by year-end if things come together more-quickly than they have to date, but I'm not holding my breath ;)

    If you are interested in the reprint, you can email Black Blade Publishing at tacojohndm@yahoo.com to ask to be notified when the reprint will be available.  

    grodog’s Virtual GreyhawkCon 6 Events

    Event registration began yesterday for Virtual GreyhawkCon 6, and I managed to submit my events at the last minute yet-again.  This year I’m running three events, playing in three, and participating in the closing ceremonies panel, so it’ll be a fun and full weekend filled with ‘hawk :D

    I’m DMing two different playtest sessions for my “The Gnoll Raiders’ Cairn” event, one with PCs of levels 3rd-5th on Friday (there’s still one seat open as of the time of this writing), and a second on Saturday with 4th-7th pregens:
    LEGIO V - Explore grodog’s Greyhawk – The Gnoll Raiders’ Cairn

    Explore grodog's Greyhawk campaign in a playtest for an upcoming scenario my crew may delve soon! Particularly-ferocious gnoll bands destroyed a Fort Gellner patrol, and looted three merchant and mining caravans en route to the City of Greyhawk, striking along the Urnst Trail between the Fluted Cairn and the Shrine of St. Cuthbert by the Lake. Flinds are suspected to lead them. Tracked to a newly-discovered cavern with a corkscrewing, descending stair, the party is hired to clear out the gnolls’ deep and recover the merchant wares. A reward of 10% of the value of the recovered goods and the waiver of all treasure taxes is sure to enrich your coffers!  

    Bring your graph paper, dice, and a healthy dose of paranoid courage! 3rd-5th level pregen characters provided. 

    The Lake Geneva Legio V began as a handful of gamers who attended Gary Con and the North Texas RPG Con since their inceptions. We have grown over the past few years to include like-minded individuals united by a respect for Gary Gygax and his legacy. We are the dedicated attendees who love conventions for the camaraderie they establish, the Game Masters who run games that span the decades, and the committed gamers who spend these four days in a fervor of dice rolling and old-school good times.  

    Although events run as LEGIO V Presents use a variety of rule systems, our focus is on games authored by Gary and his contemporaries as well as those systems whose designers pay homage to these pioneers. 
    This is (probably) the first time that I’m playtesting a convention scenario before I run it in my home group—I say “probably” only because you never know how things go at the table:  now that I’ve mentioned the timing in this order, the players will likely jump on the scenario before the con now ;)  I’ve playtested many scenarios in regular campaign play before DMing them at cons, but since I whipped this adventure up as a result of some recent writing for Fight On! Magazine’s forthcoming issue #17, and thought it might be a bit more than the current PCs could reasonably tackle, I decided a playtest was in order.  I’ll report back on how it goes, and how the PCs fare if they decide to pick up this particular plot hook.




    A1 Slave Pits of the Undercity is a TSR classic I look forward to DMing again (and in possible preparation for inclusion in Henry’s solo aquatic campaign), and it’s the first module I bought with my own funds as a kid, earned by working childhood paper routes and lining baseball fields:

    LEGIO V - Explore grodog’s Greyhawk – A1 Slave Pits of the Undercity  

    For years coastal settlements along the Sea of Gearnat have been pillaged and looted by the marauders of the yellow sails, but recently attacks have grown more frequent and vicious, with entire villages disappearing overnight! Recruited to root out and destroy the source of these raids, you and your fellow adventurers have traced the slavers to a fortified compound in the wretched hive of scum and villainy that is Highport, in despoiled Pomarj.  

    This classic TSR scenario will be run and scored in tournament style. Bring your graph paper, dice, and a healthy dose of paranoid courage! 4th-6th level pregen characters provided.

    My gaming schedule includes the following events, which I was quite thankful to get into during event registration yesterday morning:

    Friday Night @ 7pm:  Grendelwulf’s Repose by Carlos Lising:  Heroes of Oerth worthy of the name know that Lord Grendelwulf of Sunndi has shed off his mortality to meet his gods. It should come as no surprise that a man such as he would make many enemies during the course of his life. Can your characters see to it that Grendelwulf's rest remains undisturbed? A World of Greyhawk adventure for character levels 8-12.

    This is a session that Carlos designed to honor and memorialize Gaetano LeFavi’s recent passing.  I played in his Ethereal GaryCon 2021 game “Unhallowed Halls of the Sorcerer King” (summarized at https://grodog.blogspot.com/2021/04/grodog-post-garycon-xiii-repose-part-2.html), and enjoyed his many contributions to the Greyhawk community over the years, not least of which was his Gygax's Legendarium blog, which is now only available via the Internet Archive.

    As usual, I look forward to Carlos’ games—he’s an excellent DM, and brings his love for 1e and Greyhawk to the fore in his adventures!

    Saturday I have two back-to-back games in the morning:

    8am (there’s still one seat open as of the time of this writing) Sunken City: Presented by Dice and a Pencil and DM’d by Brian Jagusak:  Sunken City by Robert J Kuntz was originally used as the 1st Dungeons and Dragons tournament at GenCon VIII in 1975! Will your exploration of the sunken city of Kalibruhn lead to riches and renown, or an untimely death? Join to find out! Pre-gens will be provided!

    I’ve played many of Rob Kuntz’s dungeons over the years, but I’ve not played this one yet, and look forward to the experience!—it’s a particularly interesting scenario to me, given that it’s set in a partially-inundated coastal city where the tidal levels factor into PC access to the ruins.  I’ve not played with Brian before, but look forward to his rendition of the module! 

    ...and in the afternoon: 

    Noon (full event) An Ancient, Bloody Bond by Les “OblivionSeeker” Reno:  576 CY. Ade Swarndeth, a retired Shield Lands scout, asks for the party's help. Two years ago, renegade orc cultists allied with the Horned Society raided Ade's sister's farm, taking his nephew and killing the rest of the family. He has a lead on the child's whereabouts. But with secrets older than the earliest human blood in play, this is no simple rescue mission...  

    A tie-in with Luke Gygax Presents Melf's Guide to Greyhawk, Volume One: The Borderlands of Iuz, this session has connections with "The Deadsinger of Molag" but requires no knowledge of that adventure. Modified 5E rules, for Levels 5-10. 

    Les’ earlier Deadsinger event unfortunately conflicted with Carlos’ game on Friday night, so I’ll only get to play this session.  Les is a DM who foregrounds the darker greys of Greyhawk in his take on the setting, which always makes for fun and interesting adventures!  I’ve played some 5e—mostly with Henry DMing the game with his brother Ethan and me— but I think this’ll be my first 5e convention game.  

    I’ll wrap up the con on Sunday night at the 6pm Ask the Experts panel discussion which closes the convention, and is always fun!

    I wasn’t able to attend vGHC last year due to my USPS work schedule conflicting throughout the weekend, so I’m looking forward to playing and visiting with the community once more!

    If you’ve not registered yet there’s still plenty of time to do so, both to submit your own games (there are 47 on the schedule at the time of this writing) and to play too!

    Next Up for grodog


    After vGHC, the remainder of my winter schedule is light so I plan to fill the rest of 2025 with editing, writing, and designing.  I have a few projects to complete in the near-term, including wrapping up my essay on using Anthony Huso’s adventures in Greyhawk (to appear in the forthcoming Saving Throw Zine #2), then the textual updates for Tales of Peril 2nd Edition I mentioned above.  Afterward I plan to pickup development work again on some of my Castle Greyhawk levels, which will carry me through into the spring I imagine.  Hopefully I can participate at GaryCon again in March 2026—we’ll see, since it grows less definite to attend given our family’s reduced financial circumstances, so I may need to pull the plug in 2026.  We’ll see….

    Until the next town crier wanders by!

    Allan.