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TSR 9360 - WGR2 - Free

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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

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