By nicely switching up combat encounters, traps, mysteries, and city encounters, this adventure goes a long way toward alleviating many common complaints about massive dungeon adventures. There's always a risk in large adventures that encounters will fall into a pattern or become tedious. The design includes numerous side quests and takes the heroes back and forth between the dungeons and the city several times, a pacing feature that I wish more mega-dungeons would use. I appreciate that this adventure seldom degrades into a dull dungeon crawl. The dungeons are full of easter eggs and references for long-time fans of Greyhawk lore, without becoming tedious for new players who haven't previously encountered the campaign world. Portions of each of the three towers are detailed, with a mixture of old and new maps that nevertheless keep the themes for each tower intact. You can expect that those spaces are full of monsters, riddles, traps and the leftover magic of the archmage Zagyg himself. They're interconnected, of course, with miles of tunnels, caverns, passages and rooms throughout and around them. The ruins of Castle Greyhawk consist of three major towers: the Tower of Magic, the Tower of Zagyg, and the Tower of War.
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