Castle Zagyg Yggsburgh Pdf Download

There was also a TLG produced.pdf of the set, I've heard it's not available for download anymore, [strike] but I am sure it's floating around somewhere. [/strike] EDIT: No, I don't have it and I don't know where to look. Some very diligent pirates tell me they have looked and come up dry. Folks, I've searched/combed/perused/dug/nuked every place online that I can in an attempt to find the missing pdfs of this collection.

Castle Zagyg Yggsburgh Pdf Download

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From torrent to peer-to-peer to rapidshare to 4shared to places you wouldn't even want to see - and have come up bone-dry. Sadly, the items I want fall into the 'created by other freelance writers' outside of TrollLords, but I feel they are worth trying to find to extend what info I have on Yggsburgh proper. In my continuing search for tidbits of info that still exist online for the entire Castle Zagyg line of products, I turned my attention to the four city modules that were released. 8061 CZ10 Free Town of Yggsburgh: Town Halls - by Jeff Talanian (2007) 8062 CZ11 Free Town of Yggsburgh: Moat Gate - by Don Macvittie (2007) 8063 CZ12 Free Town of Yggsburgh: The Store House District - by Jeff Talanian (2008) 8064 CZ13 Free Town of Yggsburgh: The East Corner - by Joe Damiani (2008--PDF only) Each has a very detailed cover of a section of Yggsburgh of which that particular module pertains to and details. With my copy of Yggsburgh hardback - I received a pittance of a map in comparison.: NOTE: On the reverse side of this Yggsburgh city map is the famous Darlene work which was commissioned by Gary to recapture the same feel that Greyhawk had with it's maps in the original Folio. Darlene's work is a cherished part of Yggsburgh for me. ***** In comparison, the map from this image of the Town Hall shows details that truly capture the setting of Yggsburgh (IMHO): The question I posed to myself was - I wonder if such a map was ever released.

Well, it does exist and the original was posted over at Old Maps Expeditions and Explorations Since it looks as if I'll never find an original of this without the numbers, I'll probably go through and edit out the numbers and turn this into a proper city map for the players - while keeping the numbered variety for my own edification (read DM's prerogative). To continue this thread, I wanted to give an ever brief update of the player's progress to the Castle.

The players began their adventure in Troyen, at The Bloated Blowfish. The party was made up of 3 monks, 1 alchemist, 1 Druid, 1 Fighter, 1 Cleric and 1 Ranger and while there they had an opportunity to look at the Help Wanted board. Our host had some particle board in a corner of the basement, and prior to the adventure starting, I placed multiple help/wanted signs on the board. During the session, the players each took the time to go over and look things over, then each player had a vote to decide on a plan of action. While the band Blind Guardian (5 bards) was playing on stage, one of the elves in the party struck up a conversation with a fellow mage, whom it turned out was looking for work himself.

Hence the party had acquired their first NPC associate. They decided to take the job of guarding wagons on their way to Corvis, and then onto Jo'sRun. Chaos ensued as they reached the hilltop swamp before Corvis, as they were set upon by Swamp Gobbers, kin of goblin, but smart and tactful. The heavy fog made fighting difficult (created by the small bellow driven devices the creatures used to gain surprise), and through the hail of bolts and through some solid rolls the heroes in training won the day. Once arriving in Corvis, the party walked into a mystery, bodies were disappearing and with a large day of celebration only a week away, plans were quickly formulated to investigate. Multiple sites had to be checked/questions asked and answers only led the company deeper into the puzzle. It was a few days later when a respite came in the form of a tournament for the monks in the party.

The next days were spent investigating the last of the leads, and it was decided a trip back into the swamps to a local resting ground. The party made their way without much difficulty to the Tomb, but hilarity ensued when they entered the steep, mud/water slicked main entrance. Players were beset by Swamp Gargun, smaller sized orcs with a mean disposition, and in the melee each player save two slipped and fell. Down the passage creature and player slid, knocking over their comrades as they went. Players were diving on creature and vice-versa, but somehow in the din of battle they emerged, muddied, battered but alive.

Later, after making a trip via portal back to Corvis, they returned for what they hoped would be a final time and fortune smiled on them when they discovered the secrets of the Tomb. Returning with information, they discovered the festival was underway, and masses of undead had encircled the city, preparing for decimation. In the midst, the players faced off against a young lass, and a new player to the intrigue - one whom had escaped their original inquiries. They wound up giving a cherished ancient blade to the lass, while attempting to keep the new arrival from escaping through a portal. The chances they might meet these two at sometime in the future certainly remains a possibility So, they decided at this juncture to ignore going to Jo'sRun, and focus instead on making the journey West through Grand Lynne and Coppice, and then onto Yggsburgh. After a bit of respite in Grand Lynn, the party weaved their way down through Coppice, and down into Garroting Deep. While camping there the 2nd night, they encountered an old man.

Music played as he approached them, powerful and majestic in his coming, and each player fell under the spell of the Forestal. After a brief meeting, which some of the players took as a sign, they hurried out of the Deep and onto their final destination.Yggsburgh.

Once they were settled in The Outs Inn, early the next morning they started up the path that would lead them to Castle Zagyg. Only when the players got to the fork in the road did they see what lay ahead. Jutting above them the Castle loomed in the distance, foreboding and menacing. To their left and down in a valley lay another mystery, The Dark Chateau, rumored to be the original home of the Mad Archmage himself. It was at this point the players threw a wrench in their own desires, wasting a ton of energy to make it to the City of Legends, and planning to explore the Castle fully, they instead decided with a name like 'Dark Chateau', the place had to be explored.

They have made into and explored the first floor, and found the basement entrance. From there they discovered an animated Guardian glove, that gave open slaps that paralyzed it's prey. I hadn't fully read up in advance for this encounter and the party was truly strained to the last. A couple players had single HP remaining after the battle. Thus, this is where our intrepid (foolish) band of players are at this time. 9-18-2011 gaming session: 'Rats!or how one cleric almost roused the worm at worlds end.' The basement of the Dark Chateau held many secrets, some of which our brave party were want to find.

The curtain to the NE/NW held a couple clues, but a wondering Hook Horror (which almost slayed one of the Midnight Green clothed monks) started the nights gaming session in style. Then, one of the clerics in the party decided to examine the golden pentagram to the North, and decided to sprinkle some of the black salt laying on the floor.

Instantly, a swarm of ravenous rats popped into being, wisps of black smoke rolling off their boil-covered, larvae encased bodies. The party was quickly covered by the small sharp-toothed vermin, and 5 (five) members of the party were diseased in the ensuing combat. After discovering not 1, but 3 serpent wrapped, silver filigree mirrors hidden in a secret alcove. 1 mirror turned out to be empty, a second contained a goblin, while the third held a elven warrior.

2 of the mirrors faced each other, while the 3rd faced outward - and the party was smart enough to use the decapitated head of the hook horror to see what would happen when its reflection was seen in all 3 mirrors at once. Saxon, a fighter of epic mutton-eating proportion decided to solve the issue by swinging with a downward strike into the mirror holding the elf. His blade stuck in the mirror for a moment, then a fine hairline crack began to expand outward.

In an instant the mirror exploded with hundreds of tiny shards, and the elf - Lorien Otolui lay at the party's feet. When the party looked back up, the mirror was once again intact. The same tactic was used on the goblin-holding mirror, the promise being big treasure for the goblin chief's rescue. The chief kept his promise, tossing a alembic into the air and yelling catch at the same time while running away.

The party has yet to fully investigate the alembic which was caught by the alchemist, Azcalaban. After solving a riddle with the crypts to the NE, each with its own color scheme, and matching votive candles - the party was rewarded with a heart shaped pendant - found in the tomb of one of the ex-owners of the chateau. From there, one not-so-smart elf decided to take off down the southern passageway - only to come face to face with the illusion of a hydra. The 9 heads all spoke at once - warning that only family or one whom has been granted access may pass. Never has an elf turned and hightailed it back through an archway faster in the annuls of Isolde-Delta history.

The chosen one (wearing pendant) was able to search the room that contained 9 alembics in a perfect circle (each with it's own color liquid) that surrounded a wooden inlaid sarcophagus. A small niche was discovered - opened only when the stone was placed in the recess of the properly-colored alembic. In this case, a ancient magical parchment that needed to be covered with wisps of smoke from the matching color led to deciphering it - and a treasure was discovered, a word of safe passage, written on the parchment also showed in vibrant detail a cave entrance at the Mouths of Madness. When last our party saw daylight, they had left the Dark Chateau, traveled North-West to the Castle of Zagyg, and found the opening that matched the gnome illusionists memories. The doors swung wide when the command word was spoken, and into the darkness they traversed.

More to come as they begin their descent into the Storeroom levels - and deeper (if they are found to be fortunate and lucky) into the Castle of the Mad Archmage's dungeon levels. In the next week or two, the Foaming Flagons shall be continuing their exploration - or rather - BEGIN their exploration of Castle Zagyg's dungeons proper.

As a small inclination of things going on around the Yggsburgh-Zagyg region - and to whet the player's whistles, I recently sent out via email: Volume 1 of The Yggsburgh Gazette (News Item 2 is a specific reference to their party): *** Seems some erstwhile reports have been flowing in that somethings afoot up at the Castle of the Mad Arch-Mage. Unsubstantiated reports in various Inns and Taverns speak of lower levels closed for years, and a few lost to the ravages of time that have been rediscovered. Few surviving party's have made it back, and with little to show for their troubles when they have. Many - as is the case when Zagyg comes into play - have not returned and are feared lost. A roving Bard, one Tovral Achingheart reported seeing a ragtag party near the abandoned Dark Chateau two weeks ago. His opinion of the group made up of monks, druid, obese fighter, and alchemist (to name a few) were as he put it '.they've got no chance. The Outs wager on any of them surviving is 100 to 1, and no ones fool enough to take that bet ' Honorus Talbot's reward for the seven missing cattle has not been claimed.

They disappeared over the last three weeks, with little explanation. Ranger Denarius Nightbird discovered a sink hole in a neighboring field, after finding and tracking sets of ghastly footprints which led from and back into the hole. Volume 1 #2 of The Yggsburgh Gazette was sent out this evening: *** Honorus Talbot's reward for the seven missing cattle has been claimed. A group of clerics and mages explored the deep hole originally found by Ranger Denarius Nightbird in a neighboring field, and discovered a large collection of Field Gobbers numbering in the hundreds. In related news, Valerius Heartsong reported a rumbling noise near his barn late last night and this morning when he went out to feed his cattle the entire building had disappeared in a massive sinkhole.

As he cautiously approached the hole, he could smell meat cooking and the unmistakeable sound of singing. Turns out the dwarven clerics had caught a wild boar that had fallen into the sinkhole and were having a feast, complete with Morningmyst Wine. That is the number of missing or confirmed dead in the last month since the fog has lifted from The Castle Zagyg Precinct.

Our various reporters have been scouring through Inns and taverns from Yggsburgh to get accurate information, and we are still waiting on three reports from Blackmoor Inn - North of the Dark Chateau region. An erstwhile band of scouts have reported a disturbance near Rucker's Farm - known locally for the Sweet Cider it produces. Turns out sixteen of the large trees uprooted themselves during the recent Cider festival and simply walked away.

The local Druids Circle is investigating, but as we've come to expect from them, any news will be slow to trickle down to The Yggsburgh Gazette. As an old school guy I would love to get my hands on this stuff. I got Yggsburgh and Dark Chateau but the Castle Zagyg stuff I missed out on.

What I would really like even more than owning this stuff is knowing a good DM in my town that owned it so I could experience it as a player. MJW But MJW, you do have this, right here in river city. Grodog himself is 'in our town', and even better, he's a member of 'our own gaming group'. We just need to convince him to launch a CZ campaign for us! That would be like eleven kinds of cool right there John!

The Castle Zagyg stuff is fantastic. Unfortunately it is at least 90% incomplete and requires extensive work to use to full extent. Yes, I do agree that what we have isn't nearly complete AS IS, but. For those that know about the alternatives - i.e., Castle of the Mad Arch-Mage (which I both mention in my original post and link to), and the amount of mega-dungeons that exist both in published print, free to download varieties, and personal non-shared designs, the DM whom wants to explore Castle Zagyg has multiple options and a ton of resources at this forum, and others all over the 3W. As a bonus, Black Blade Publishing is going to be publishing Joseph Bloch's Castle of the Mad Archmage, of which I'm including a snippet of the news item below: ***** The agreement includes the publication and distribution of all twelve of the Castle of the Mad Archmage dungeon levels included in the previously released pdf of the same title, plus two additional levels that Joseph wrote exclusively for inclusion in the Black Blade Publishing release of the Castle of the Mad Archmage. .when last we left our intrepid band of brave (foolish) adventures, they had just left The Dark Chateau and had just entered one of the Mouths of Madness and climbed up to a pillared region wherein they were confronted with a massive golden runic covered door. ***** After many attempts to open said runic covered door (lockpicking attempts all failed) they decided to search the area and one industrious monk took a nunchaku and began tapping on each pillar in turn.

A fortuitous roll uncovered a hollow spot, and shattering of said pillar commenced. Inside were two items; 1) an ancient scroll, and 2) a small golden coin. The druid it was determined could decipher the language on the coin, so as he began to read the ancient Centaurian, the coin melded to his hand and he was overtaken by a contact poison. Meanwhile, afraid the scroll had the same issues, a silken cord was offered by the elf and the monk looped it around the scroll and pulled it from it's shelf.

Asked if he would catch it a hurried 'no!' Ensued and it was determined the ancient scroll shattered as it hit the stone floor. Meanwhile, the Druid deciphered the text and realized the coin might well open the door. While this was happening, the monk decided he wanted to scale a pillar and used the rope to lumberjack his way up to the domed (arched) ceiling. While there he touched the smooth surface, then heard the unmistakable sound of something fast approaching - as he yelled for help a bony appendage smashed him across the back and he fell unconscious some 30 feet to the stone floor below - taking 17 points of damage in the process. Black webbing anchored a bone spider as it rapidly descended to claim its prize, swaying its bony legs menacingly.

It quickly began wrapping up the juicy monk when the party began nailing it with projectiles, maces and spears. A fortuitous turn for the thief, over checking out the door, for he was able to back attack the spider as it began its accent with it's prized dinner. Party 1, Monster 0 Monster: Minor Bone Spider of Set HD 4+1 HP 28 # Attacks: 2 + Special Damage: 1d6+1 X 2, 1d4 (Bite after webbed, Save versus poison -2, fail = paralyzed) Black webbing makes excellent rope once creating spider is destroyed EXP 455 The ruins of the scroll revealed a spell of opening, and thus the party encountered the DM's first tribute to E. A scroll laying inside a hidden compartment that would, if read, open said compartment. The coin it turned out could be used to open the door, since the outer edge of the coin turned independently from the rest. The thief, having seen similar coins in his journeys in his home city of Haven, quickly opened the massive doors. The passage beyond extended downward to a simple stone door, which didn't open but pivoted on its axis, and thus the party spend some time deciding that the door might well lead to 2 different areas when opened.

After deciding, they pushed right and a room beyond appeared - not fully happy with this result they turned the door the other way and suddenly a rumbling was heard from behind. The massive golden doors had closed, trapping them within. The thief quickly surmised 'We can only exit by going forward'. Four dwarves and six gnomes lived within the massive cathedral like room, and the party quickly was invited to dinner.

The elf proffered a single gp into the burning brazier when asked to do so, but the heavy mutton-loving human fighter quickly started a short brawl when he offered only to eat the food for free, or kill them all. A single dwarvish axe descended and the first critical was felt on the human's right arm. His brother, not too bright himself, quickly stuck his spear point into the fire and applied the red-hot tip to his brother's arm, Saxon fainted from the excruciating pain. Gandallfon, Dwarven God of Gold and Gems, arrived on his great throned seat, glittering armor and crown appearing in place. The Elf, always trying to do the right thing, quickly tossed his magical labradorite gem into the brazier (the DM, it should be noted was shocked that a gem of this magnitude was hurled into the fire). A save versus fire resulted in the worst of possible results, and the Elf, standing three feet from the brazier was hurled some 12 feet distant onto the food-laden table as the gem exploded in a fiery ball.

The dull-witted fighter Angelo, once again thinking quickly - applied butter to the burned Elf - muttering something to the effect of 'Butter helps every burn mm-hmm'. The Elf was treated by the Dwarven Clerics, and once everyone settled down, a doorway heading North became the parties focus. A bard mysteriously appeared to join the party, and thus they sat out to explore the Storeroom level of Castle Zagyg properly. ***** A long winding hallway led them out and around, and down to their first choice - East or continue South. As they were deciding their direction, a spider dropped from the ceiling onto the Druid, biting and paralyzing him in the process. Caught in the middle of the marching order, the fighting brothers decided to do a dash-and-smash shield attack, squishing the spider/druid in between.

An arrow fired from the Elf missed badly and struck one of the druids, but order was quickly returned when the spider took a powerful whack from a shield bash. Party 2, Monster 0 Monster: Medium Spider HD 2 HP 14 # Attacks: 1 Damage: 1d6+1 (Save versus poison -2, fail = paralyzed) EXP 80 After the spider was rendered dead, the party continued South, Druid stiff as a plank. When they reached the T intersection and started East, a Gelatinous Cube was discerned heading their way. They retreated back from whence they came and waited to see what the cube would do. When it headed straight past them, oil was quickly gathered and torches proffered, and one meaty cube was quickly reduced to a nasty pile of ooze.

Inside the remains was a lovely dagger, and a skull with two platinum teeth. Party 3, Monster 0 Monster: Gelatinous Cube HD 4 HP 25 # Attacks: 1 Damage: 2-8 (Paralyzation) EXP 615 The thief grabbed the dagger, and the Elf began to extract the teeth when the skull floated to life.

Chants of Demi-Lich exploded from the players.at this point, much ado was made of the absolute safest place for a Demi-Lich to live, i.e., inside of a Gelatinous Cube. The thief attempted to strike the skull with the dagger still in his hand and as he did, both he and the skull disappeared in a puff of smoke. Down inside a pit the thief faced off against the floating skull unaware what he was about to face. Meanwhile, a group of bats flitted towards the party from behind and to the East and when bolts/arrows were released, the illusion was both busted and the trap released. The floor gave way, and 5 members fell, including the still-plank stiff Druid. The thief dodged quickly and was able to avoid all but the heaviest fighter.

After destroying the reset plate inside the pit, the party was extracted leaving the skull eerily floating, looking up at the thief with that platinum-toothed grin. A Flagon Card was used to call forth a Deck of Many Things, and a few members of the party drew cards. One of the monks drew first, and instantly his body slacked, soul gone trapped on some other plane. Other cards were drawn, and a few players needed to face the next creature in single combat to gain a level, while one player (an alchemist) had to face a minor death and win - or be destroyed forever. Party 3, Deck of Many Things 1, Monster 0 A secondary Flagon Card was used by the alchemist Azcalaban, forcing the Elf to face the same sort of combat as retribution for asking for the Deck of Many Things to begin. The Elf didn't survive, but the Alchemist used a alembic that contained a massive fireball to defeat his opponent.

Party 3, Deck of Many Things 2, Monster 0 The paralyzed Druid regained himself, and the party headed East, but when they came to a 20 foot hallway heading North, the Druid took off at break neck speed towards a well some 120 feet distant. Other party members pulled back a curtain revealing all sorts of spears blocking the passage - but through them they could make out a couple orcs sitting as guards. They gently closed the curtain and moved Northward. Meanwhile, the Druid proffered a nice treasure when he tossed a gp into the well, but the exuberance was short lived when a massive wolverine came charging Southward intent on claiming the nature lover as his next meal. The brothers set spears in place, and yelled to the Druid to prepare. A quick spell of animal friendship failed and a Flagon Card (whimsy style card) was used to force a change in the game. The wolverine was tasked to destroy the orcs, but that plan was forgotten when a second card gave a Monk the chance to face the wolverine in single combat - if he won he would gain a level due to drawing a card from the Deck of Many Things.

The card altered the game again and the wolverine died quickly. Last rites were given to the massive beast by the bard, whom played an opal crystalline flute. The party went East again, and the Bard stepped into a room that had a partly illusionary floor. He fell some 10 feet into a pit that contained festered, maggot covered rats pouring out of the wall, and while he was rescued fairly quickly - the statement 'knowing when to run is always a wise tactic' was proven to be true. Northward led to a spider infested room/alcove that the players were hesitant to explore, and they finally found some valued treasure when a box was opened to reveal five potions. (2 healing, 1 longevity, 2 unknown).

The party holed up in a room with a single entrance and that's where the session ended. Herein is a map with the path the players took marked in red: NOTES: I had installed Syrinscape on my laptop, and created my own sound and effects folder, which was played throughout the session as background/mood. I had installed both the Icewind Dale and Baldur's Gate soundtracks, so I had approximately 100 songs that the program played in a random, non-repeating order. As a bonus, the program allows you to create various effects channels - such as E1, E2, and E3.

Plop in sounds, and the program randomly mixes and plays them underneath the E4 music channel. Lastly, the right side of the program interface allows for what it calls 'one off sounds' - here I dropped in rolling stone, sprung traps, and other sounds to use for special circumstances.

Many a player was freaked out by the ambiance, and many times jumped from the sounds. If your interested in the free outstanding program (registration is free and you can then download all of their sound sets like 'Battle, Forest Daytime, Forest Nighttime, Dripping Cavern etc.), please check it out: Included is an image of Syrinscape with a new custom background I created specifically for our gaming group: ***** While I've added in some special encounter types of my own, as well as creating a multitude of player handouts in the form of custom doors to aid with the visual, Castle Zagyg The Storeroom level is proving to be a blast for the players and I.

More to come. Picbasic Serial Examples.

If I remember correctly, it's because the IP owner (Mrs Gygax) won't give permission, and is holding those rights so tightly that they can't breathe. The family evidently had intent to publish either on their own or to license at a higher price. Unfortunately, I think they've assumed that the monetary value of the IP is as high as it was in 1979 - 1981. _________________ - *jeep!

--Grandpa Chet 'Of all the dispositions and habits, which lead to political prosperity, Religion and Morality are indispensable supports.' - George Washington. Fri Feb 03, 2012 4:20 pm.

If I remember correctly, it's because the IP owner (Mrs Gygax) won't give permission, and is holding those rights so tightly that they can't breathe. The family evidently had intent to publish either on their own or to license at a higher price. Unfortunately, I think they've assumed that the monetary value of the IP is as high as it was in 1979 - 1981. Thanks, that makes sense. Not monetary sense but, as to why TLs can't republish as PDF. _________________ Old age and treachery will overcome youth and skill Fri Feb 03, 2012 4:24 pm.

Castle Zagyg, Yggsburgh, and the East Mark were great products. Obviously, EGG 'got it.'

EGG and his co-writer, the esteemed Jeffrey Talanian, were pushing through with a terriffic setting, tons of Gygaxian elements, and really a classic place to adventure. Gary Gygax had decided that the home of Yggsburgh, the East Mark and all of that setting was at Troll Lord Games. Gygax passed away. The heart of this project was ripped from TLG the day that EGG's wife reclaimed the IP.

No one really, REALLY knows why this was done. Most suspect that Gary Gygax's wife was given some bad advice. After the problematic period of EGG's passing, and the whole IP mess being taken away from TLG, the co-author J.

Talanian moved on. I think he said somewhere once that he would never return to the East Mark. And that was the end. Perhaps the owner of the East Mark IP have shopped it around. Perhaps there was once momentum on bringing it back to the fans, but nothing has been heard in years. At this point, I would just like to remember the greatness of the setting that was released by TLG, EGG, JT and the author's who worked on the few town supplements that were released. It was awesome.

It was a great time to be a fan, but now those particular days are over. They will never be back. ~O _________________ @-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@ VAE VICTUS! Fri Feb 03, 2012 6:05 pm. Mori, you are correct. I think Stephen told me that Gary never wanted those on PDF.

I hate that Gary's products are lost in limboville. If somebody seeks big $$$ from zagyg and other properties, where are they gonna go? All I know is that most of Gary's faithful are at the youngest, in their 30's. More like 40's and 50's. We're not getting any younger.

At this rate, we'll either be too old, or too dead to car by the time somebody strikes a deal. The younger kids will say.rpg's? Either way, all the respect in the world to Ernie, Luke, and the rest of the Gygax clan. Castles and Crusades has continued on with some great new material. Fri Feb 03, 2012 6:18 pm. Castle Zagyg, Yggsburgh, and the East Mark were great products.

Obviously, EGG 'got it.' EGG and his co-writer, the esteemed Jeffrey Talanian, were pushing through with a terriffic setting, tons of Gygaxian elements, and really a classic place to adventure. Gary Gygax had decided that the home of Yggsburgh, the East Mark and all of that setting was at Troll Lord Games. Gygax passed away. The heart of this project was ripped from TLG the day that EGG's wife reclaimed the IP. No one really, REALLY knows why this was done.

Most suspect that Gary Gygax's wife was given some bad advice. After the problematic period of EGG's passing, and the whole IP mess being taken away from TLG, the co-author J. Talanian moved on. I think he said somewhere once that he would never return to the East Mark. And that was the end.

Perhaps the owner of the East Mark IP have shopped it around. Perhaps there was once momentum on bringing it back to the fans, but nothing has been heard in years. At this point, I would just like to remember the greatness of the setting that was released by TLG, EGG, JT and the author's who worked on the few town supplements that were released. It was awesome. It was a great time to be a fan, but now those particular days are over. They will never be back.

~O Total agreement on the excellence of the products. A true tragedy that they were never finished. Maybe when 'D&D Next' comes out, there will be an offer from that quarter. If the game is as compatible with old-school products as they claim/hope, then Castle Zagyg would be a good property for Wizards to get.

Sat Feb 04, 2012 1:22 am. Lastima.(which is spanish for sadness.) Despite the current circumstances, I will keep the faith. I pray, that one day, peace will be made with Jeffrey Talanian, and Gygax Games, licenses will be settled, collaberation will commence and we will see Troll Lord Games produce the legendary Castle Zagyg as planned. Driver Imo S88 Windows 7 on this page.

Much thanks to Joe Bloch of the Greyhawk Grognard who has immortalized the vision of Castles & Crusades' Castles Zagyg and for keeping the flame of hope burning. Gary Gygax's Castle Zagyg: Yggsburgh Beneath the shadows of the ancient, dreaded Castle Zagyg stands the fortified town of Yggsburgh. Its stout walls and cobbled ways give ample refuge to those bold and worthy adventurers who come to the Four Tors to plunder the dungeon deeps of the Mad Mage. Beyond the protective covering of the town's walls and the deep waters of the Urt and Nemo Rivers, lie a vast rolling countryside from the Glittering Knobs, the Uplands to the Lonely Valley.

Gary Gygax's Castle Zagyg: Upper Works The curse has finally lifted! Castle Zagyg, Volume II: The Upper Works is the first of at least three boxed sets to comprise this unparalleled mega-adventure. Never before told, these adventures are Gary Gygax’s personal creations.

For 30 years, whether at Gary's table or on the convention floor, players have dashed themselves against the shoals of Castle Zagyg. So many have tried plundering these deeps of Gary's favorite wizard that the dungeons have become legends throughout the gaming world Gary Gygax's Castle Zagyg Volume III: The Dungeons Beyond the gates and beneath the rooms of the mighty castle lie the upper chambers of the dungeons. Here, Zagyg gathered great store of supplies, built cellars and made room for the host of his minions.

Too, he built a great Arena for his evil sport and opened the gate to the dread depths of the Ebon Well. More than a Campaign Setting!

This third installment of the Castle Zagyg series brings the adventuring party beneath the ruins of the dread castle itself. Gary Gygax's Castle Zagyg Volume IV: The Deeps In the Deeps, the true terror and horror of Zagyg's mind was revealed, for here he built his laboratories. And ever his minions carted creatures great and small, proud and downtrodden to the rooms of the menagerie and these fed the vile experiments of his temper. The remains of tortures peopled his museum which led to the great ramp of the Inclined Way and the Catacombs beyond. This fourth installment of the Castle Zagyg series brings the adventuring party into the labyrinthine corridors of the midlevels of the castle. Gary Gygax's Castle Zagyg Vol V: Chambers of Stone Zagyg's power burrowed into the deeps of the earth, where only dark things dwell.

In these parts of the dungeons even his minions dreaded to go and they called these places the 'Lairs' and the 'Chambers of Stone'. Here were the lesser and greater Crypts, the Warrens and the nightmare of the Endless Rooms. More than a Campaign Setting! This fifth installment of the Castle Zagyg series brings the adventuring party into the caves of the underdark. Gary Gygax's Castle Zagyg Vol VI: A Lightless Lake The foundations of Castle Zagyg were built upon the great caverns where sat the foul reek of the Pools of Chaos.

Snaking from their deeps were a host of caverns, networks of tunnels that led to countless pits and the deep places of the earth. Here, all manner of evil came to dwell. More than a Campaign Setting! This sixth installment of the Castle Zagyg series brings the adventuring party into the magical worlds of Zagyg's making and the heart of his dark realm.

Gary Gygax's Castle Zagyg Vol VII: Zagyg's Way Beyond the confines of the dungeons of Castle Zagyg, in the deeps of the world, stands the Lightless Lake, bound only by the ever burning flames of the Infernos. Zagyg himself tread those halls with caution, and even then, only when girded in his greatest sorceries. For there, if the legends are believed, were the gates to other worlds... Worlds of dread and death. More than a Campaign Setting! This seventh and final installment of the Castle Zagyg series brings the adventuring party to the point of no return.

Sat Feb 04, 2012 11:06 pm. I keep thinking WOTC has something going with Gygax Games (or what's left of it). I don't have any hard evidence but with D&D5 going back to it's roots and the 1e reprint I can't help but wonder if something bigger is going on. _________________ Lord Skystorm Grand Knight Commander KoTC, Member C&CS Donner Party Meats: We're here to serve YOU!

AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06 Sun Jul 01, 2012 12:45 am.

I have always hoped that Jim Ward would get involved, either with TLG or Gygax Games. Jim, of course has intimate knowledge of Greyhawk Dungeons and Gary's running of same. He would be the perfect writer (short of Rob K) of any Castle G or Castle Z dungeon material. I think his Eldritch Enterprises company and team (heh, Tim, Frank and Chris) would be an excellent choice to bring the rest of Gary's dungeons to publishing fruition!!! _________________ Count Rhuveinus - Lejendary Keeper of Castle Franqueforte 'Enjoy a 'world' where the fantastic is fact and magic really works!'

~ Gary Gygax 'By the pricking of my thumbs, Something wicked this way comes:' - Macbeth Tue Jul 31, 2012 1:05 am.