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Castle Crawl!

Posted February 17th, 2012 at 12:09 PM by kolakoski
Well met!

[This is the first in a series of maps inspired by the "Spirit" of the dungeon crawl.]

There are 16-hex start zones in Asphalt and Concrete outside the Castle. The elevated areas jutting out on the far right and left (Dungeon 7-hexers), within the Castle, may also be used as start zones.

The main idea here is for there to be two competing parties of adventurers. Any of the "classic" scenarios (kill-'em-all, escort, capture the flag, etc.) may be played on this Map. Use of the rules for Giants in The Giant Grove of Utgar! will re-create the "Wandering Monster" or the Dungeon Master-directed Monster aspects of the classic dungeon crawl, without the former's randomness or the latter's arbitrariness, while preserving the environment's general hostility.

"On the adjacent card table (placed on either end) the teams' cards will be placed on opposite sides. In the middle will be placed

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