TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
How to Use This Book<br />
Welcome reader! This book contains new<br />
game adventures, both short and long, puzzles,<br />
traps, deadly foes (and perhaps deadlier<br />
friends!). The individual adventures are designed<br />
for an evening’s play, and many of<br />
them can lead to other adventures detailed in<br />
this book, if you desire.<br />
Although these adventures are nominally<br />
set in the WORLD OF GREYHAWK@ campaign<br />
world, most can be easily transferred to another<br />
campaign by changing a few place and<br />
character names.<br />
If you are going to be a player in these adventures,<br />
knowing the DM’s information will<br />
make them much less fun to play. Unless you<br />
are the DM, please stop reading here to avoid<br />
spoiling the surprises to come.<br />
This book is organized by author, with the<br />
more complex and higher level adventures<br />
placed toward the back of the book. The table<br />
of contents page also identifies adventures by<br />
character level. Note that some adventures<br />
lead directly into a following adventure by the<br />
same author.<br />
Encounter Format<br />
Read the entire adventure thoroughly before<br />
running it for the players. Consider the major<br />
encounters and how the party is likely to respond<br />
to them.The title of the adventure is<br />
given at the top of the page. Each adventure is<br />
preceded by special DM information.<br />
terrain: This is the type of ground in which<br />
the adventure takes place.<br />
total Party Levels: This helps the referee<br />
to determine if the adventure is suitable for<br />
the party. If the party will be larger or smaller<br />
than the listed levels, then the DM should adjust<br />
the adventure accordingly.<br />
Average Party Level: This is a generally<br />
recommended average level for the player<br />
characters in the adventuring party. The DM<br />
can calculate the average party level before<br />
the adventure begins. If the party average differs<br />
from the listing by more than one, the<br />
encounters should be adjusted accordingly.<br />
Adventure XP: This is the number of experience<br />
points the party receives for attempting<br />
the adventure. The numbers are based on the<br />
XP value of the monsters, and general story XP<br />
as per the 2nd Edition Dungeon Master’s<br />
Guide. Three different numbers for experience<br />
are given. This total experience is divided<br />
among the player characters at the end of the<br />
adventure.<br />
Full means that the party did well, meeting<br />
nearly all the adventure challenges, defeating<br />
most of the hostile monsters, finding most of<br />
the important treasure, and in general acting<br />
in character. Most parties should earn this.<br />
Partial means that the party succeeded. barely,<br />
but missed or failed some major portion of<br />
the adventure. Perhaps they didn’t find the<br />
major treasures, managed to negate most of<br />
their success, or consistently played out of<br />
character.<br />
Retreat mean the party did not complete the<br />
adventure and gave up. They will learn something<br />
from the adventure anyway, and may try<br />
again if the DM permits it.<br />
These numbers can be freely adjusted by<br />
the DM. They do not include individual experience<br />
awards or certain special awards connected<br />
with the adventure (as noted in the text<br />
of the adventure).<br />
Set Up details the opening of the adventure.<br />
and includes the DM’s background.<br />
Aftermath concludes the adventure, and<br />
might suggestion future campaign developments.<br />
Treas<br />
PP =<br />
ISP =<br />
rate eD =<br />
3