notorious personnel, a sketch map of great brevity, and otherwise quite loose. That is doubtless why Gary didn't publish it; it had never been completed." However, in 2003, Gygax announced that he was working with Rob Kuntz to publish the original castle and city in six volumes, although the project would use the rules for Castles and Crusades rather than Dungeons & Dragons. Since WotC still owned the rights to the name Greyhawk, Gygax changed the name of the castle to Castle Zagyg—the reverse homophone of his own name originally ascribed to the mad architect of his original thirteen level dungeon. Gygax also changed the name of the nearby city to "Yggsburgh", a play on his initials E.G.G. This project proved to be much more work than Gygax and Kuntz had envisioned. By the time Gygax and Kuntz had stopped working on the original home campaign, the castle dungeons had encompassed fifty levels of maze-like passages and thousands of rooms and traps. This, plus plans for the city of Yggsburgh and encounter areas outside the castle and city, were found to be too much to fit into the proposed six volumes. Gygax decided he would recreate something like his original thirteen level dungeon, amalgamating the best of what could be gleaned from binders and boxes of old notes. However, neither Gygax nor Kuntz had kept careful or comprehensive plans. Because they had often made up details of play sessions as they went, they usually just drew a quick map as they played, with cursory notes about monsters, treasures, and traps. These sketchy maps contained just enough detail so that the two could combine their independent efforts, after determining the merits of each piece. Recreating the city was also a challenge; although Gygax still had his old maps of the original city, all of his previously published work on the city was owned by WotC, so he would have to create most of the city from scratch while maintaining the look and feel of his original. The slow and laborious process came to a complete halt in April 2004, when Gygax suffered a serious stroke. Although he returned to his keyboard after a seven-month convalescence, his output was reduced from fourteen-hour work days to only one or two hours per day. Kuntz had to withdraw due to other projects, although he continued to work on an adventure module that would be