TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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Well of All<br />
Terrain: Any<br />
total Party Levels: Any<br />
Average Party Level: Any<br />
Adventure XP:<br />
Full: Special<br />
Partial: Special<br />
Retreat: Special<br />
Set Up<br />
The Well of All Heals is an ancient and, some<br />
believe, mythical place; a tale told to sick children<br />
to give them hope and to speed them to<br />
recovery. It is a place rumored to be guarded<br />
by good, surrounded by evil, and protected by<br />
a dragon. Many seek the healing powers of the<br />
waters within, but few find its treasures. The<br />
location of the Well changes each time it is<br />
found.<br />
If one or more party members have ailments<br />
otherwise beyond remedy, from damage, an<br />
incurable disease, a curse, or perhaps one or<br />
more reincarnated characters who want their<br />
original form back. They will hear that this<br />
fabled Well of All Heals might heal them. The<br />
search has led to one Landis, a mage of the<br />
<strong>Free</strong> City of Greyhawk.<br />
After spending many days and a lot of gold,<br />
a voiceless rogue has brought you to a location<br />
deep with the old part of the city. ’bo<br />
great iron gates block your way. Before you<br />
have time to wonder what’s beyond, the<br />
right gate creaks open and a huge, cloaked<br />
man stands before you.<br />
“I am Brigg, the gatekeeper. Please enter.<br />
Landis does not like to be kept waiting.”<br />
Behind you, the voiceless rogue disappears<br />
into the night.<br />
Brigg: Int Genius; AL LG; AC 2; MV 12; F/M<br />
718; hp 87; #AT 312 at +3; THACO 14; Dmg 1-8<br />
+ 5; SZ M; ML 15; XP 3,000; S 18/90, D 14, C<br />
16, I 17, W 16, Ch 14. Spells: 4/4/3/2. Items:<br />
cloak of protection + 4, ring of protection + 4.<br />
As the last of you enters, the gates shut. You<br />
walk through a short courtyard and through<br />
the open front door of a large but squarish<br />
house. Landis. . . some have suggested that<br />
he is an evil mage. Some say more enter his<br />
house than leave. Could it be that someone<br />
evil holds the key to your. . . future? You<br />
walk down a long hall, and then turn left into<br />
a dimly-lit room. Eight chairs form a semicircle<br />
in front of a great oak desk. Brigg<br />
moves to the side of the desk and stands<br />
beside a large draped object. All is quiet.<br />
Wait a few seconds to see what the player<br />
characters do. If they make any noise, Brigg<br />
“Shhh’s” them. Wait until at least one PC is<br />
seated. Landis will then enter and beckon<br />
everyone to be seated.<br />
After moments of uneasy silence, a hooded<br />
figure in a dark blue robe with stars upon it<br />
glides into the room and moves behind the<br />
great desk. With a wave of his hand, the<br />
draping comes away from the object to reveal<br />
a mirror. But, instead of a reflection of<br />
yourselves, you see a peaceful valley. When<br />
your gaze returns to the figure you now<br />
know to be Landis, his hood has been<br />
thrown back to reveal the features of a drow.<br />
Landis Bree, male dark elf: Int Genius; AL<br />
N; AC 1; M12; hp 27; hp 27; #AT 1; THACO 17:<br />
Dmg special; SZ M; ML 15; XP 5,000; S 15, D<br />
19, C 12, I 17, W 15, Ch 12. Items: bracers AC<br />
5. Spells: 4/4/4/4/4/1.<br />
Before entering the room, Landis has cast<br />
protection from normal missiles and globe of<br />
invulnerability He is wearing a robe of stars,<br />
and at the first sign of violence he will go “astral,”<br />
take ten steps backward, and reappear in<br />
the adjoining room (which the PCs cannot<br />
see). He will not reenter until Brigg assures<br />
him that the PCs will behave.<br />
haven’t lived in the light for 20 years without<br />
learning what the fair-skinned races think of<br />
those from below. Regardless, you have<br />
come to me for aid. tell me of your needs.”<br />
Let the PCs tell of their woes, then continue.<br />
“Unfortunately, however, I cannot help you<br />
- directly. There is a place. As young ones