Greyhawk Adventures

[2] Lisa Stevens thought that this section's appearance was "great", but noted as a drawback that it was missing key deities while including some lesser-known ones.

[2] The "Hall of heroes" section contains detailed descriptions of some of the key non-player characters active in the world of Oerth, including: the City of Greyhawk's Lord Mayor; Constable of the City; Captain-General of the Watch; the heads of the Thieves and Assassins Guilds; Jaran Krimeeah, the Mage of the Vale; and two members of the Scarlet Brotherhood of evil monks.

[2] The descriptions of various geographical locations include a number of adventure outlines which show the kind of encounters that PCs entering different geographical areas are likely to experience, and include notes for dungeon masters (DMs) to show how the featured locations can be turned into adventure settings.

[2] Greyhawk Adventures was written by James M. Ward, with cover art by Jeff Easley, and was published by TSR, Inc. in 1988 as a 128-page hardbound book.

[1] The book features additional design by Daniel Salas, Skip Williams, Nigel D. Findley, Thomas Kane, Stephen Inniss, Len Carpenter, and Eric Oppen.

Greyhawk Adventures takes its name and logo from a series of novels written by Gary Gygax and Rose Estes, published by TSR in the 1980s.

[2] Bambra commented on the book: "As a sourcebook which further elaborates on an existing world, Greyhawk Adventures is a collection of independent sections with little in the way of crossover between each one.

The writing style reflects the large number of contributors involved, with the tone varying from lively and evocative to dry and rules-orientated, with the emphasis on mechanics.

Bambra felt that some of the content would be less likely to be of interest to non-Greyhawk campaign players, but that it can still serve as a source of inspiration: "Greyhawk Adventures has something in it for everyone, but its wide diversity of topics tends to dilute its overall impact and usefulness.

[2] Bambra felt that most of the information on how to play clerics was readily accessible, but that the rules on spheres would only come to light once the AD&D 2nd Edition game was published.