Well of All Terrain: Any total Party Levels: Any Average Party Level: Any Adventure XP: Full: Special Partial: Special Retreat: Special Set Up The Well of All Heals is an ancient and, some believe, mythical place; a tale told to sick children to give them hope and to speed them to recovery. It is a place rumored to be guarded by good, surrounded by evil, and protected by a dragon. Many seek the healing powers of the waters within, but few find its treasures. The location of the Well changes each time it is found. If one or more party members have ailments otherwise beyond remedy, from damage, an incurable disease, a curse, or perhaps one or more reincarnated characters who want their original form back. They will hear that this fabled Well of All Heals might heal them. The search has led to one Landis, a mage of the <strong>Free</strong> City of Greyhawk. After spending many days and a lot of gold, a voiceless rogue has brought you to a location deep with the old part of the city. ’bo great iron gates block your way. Before you have time to wonder what’s beyond, the right gate creaks open and a huge, cloaked man stands before you. “I am Brigg, the gatekeeper. Please enter. Landis does not like to be kept waiting.” Behind you, the voiceless rogue disappears into the night. Brigg: Int Genius; AL LG; AC 2; MV 12; F/M 718; hp 87; #AT 312 at +3; THACO 14; Dmg 1-8 + 5; SZ M; ML 15; XP 3,000; S 18/90, D 14, C 16, I 17, W 16, Ch 14. Spells: 4/4/3/2. Items: cloak of protection + 4, ring of protection + 4. As the last of you enters, the gates shut. You walk through a short courtyard and through the open front door of a large but squarish house. Landis. . . some have suggested that he is an evil mage. Some say more enter his house than leave. Could it be that someone evil holds the key to your. . . future? You walk down a long hall, and then turn left into a dimly-lit room. Eight chairs form a semicircle in front of a great oak desk. Brigg moves to the side of the desk and stands beside a large draped object. All is quiet. Wait a few seconds to see what the player characters do. If they make any noise, Brigg “Shhh’s” them. Wait until at least one PC is seated. Landis will then enter and beckon everyone to be seated. After moments of uneasy silence, a hooded figure in a dark blue robe with stars upon it glides into the room and moves behind the great desk. With a wave of his hand, the draping comes away from the object to reveal a mirror. But, instead of a reflection of yourselves, you see a peaceful valley. When your gaze returns to the figure you now know to be Landis, his hood has been thrown back to reveal the features of a drow. Landis Bree, male dark elf: Int Genius; AL N; AC 1; M12; hp 27; hp 27; #AT 1; THACO 17: Dmg special; SZ M; ML 15; XP 5,000; S 15, D 19, C 12, I 17, W 15, Ch 12. Items: bracers AC 5. Spells: 4/4/4/4/4/1. Before entering the room, Landis has cast protection from normal missiles and globe of invulnerability He is wearing a robe of stars, and at the first sign of violence he will go “astral,” take ten steps backward, and reappear in the adjoining room (which the PCs cannot see). He will not reenter until Brigg assures him that the PCs will behave. haven’t lived in the light for 20 years without learning what the fair-skinned races think of those from below. Regardless, you have come to me for aid. tell me of your needs.” Let the PCs tell of their woes, then continue. “Unfortunately, however, I cannot help you - directly. There is a place. As young ones
potion Flasks
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Official Game Accessory table of Co
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How to Use This Book Welcome reader
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The tower of Ramise The 60’ tower
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Bladestar Terrain: City of Greyhawk
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The Cave The cave which Bey Wyvernt
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The Neogi Nest Terrain: City of Gre
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the 3. Kiang’s Chamber This chamb
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the StARFAReR Scale: One squaw = 5'
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her cubs are threatened. If the cub
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pearance of actual flesh, and attac
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#AT 1; THACO 15; Dmg 1-8; SA telepo
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