TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards 
  of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit: 
   www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS 
  & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without 
  the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP6-04 
   
   
   
   
   
   
  FANTASTIC LOCATIONS: 
  FIELDS OF RUIN™ 
  ADAPTED ADVENTURE PACK FOR LIVING GREYHAWKTM  
  Requires the Fantastic Location: Fields of Ruin  product to play 
  A DUNGEONS & DRAGONS® adventure for characters level 7 to 9 (APL 8) 
  Adapted by Pieter Sleijpen 
  Reviewers and Contributors: Adri Triads, the Circle, and Jeff Simpson 
  Fields of Ruin Design: Richard Pitt 
   
  
  ADP6-04 Field of Ruins 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  You must also have a copy of the Fantastic 
  Locations: Fields of Ruin adventure, which you can 
  find at your better game stores.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You don’t 
  have to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARATION FOR PLAY 
  First and foremost, before you run this adventure you 
  need to get a copy of Fantastic Location: Fields of Ruin. 
  This packet gives you information to convert that 
  published adventure for LIVING GREYHAWK play, but 
  does not give you enough information to actually run 
  the game.  
   
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the Monster 
  Manual. Throughout this adventure supplement, text 
  in bold italics provides player information for you to 
  paraphrase or read aloud when appropriate. 
   
  Along with this adventure supplement you’ll find 
  a RPGA session tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING GREYHAWK 
  adventure record (AR). 
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or 
  the 
  warhorse of a 
  character 
  with 
  the 
  Mounted 
  Combat feat, 
  use 
  the 
  sidebar chart 
  to determine 
  the number 
  of levels you 
  add to the sum of step one. Add each character’s 
  animals separately. A single PC may only bring 
  four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  
  ADP6-04 Field of Ruins 
   
  Page 3 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  TIME UNITS AND 
  UPKEEP 
  This is a multi-round Core adventure, set in the 
  Northern Kingdom. All characters pay 7 time units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  time unit. Rich Upkeep costs 50 gp per time unit. 
  Luxury Upkeep costs 100 gp per time unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s kits, 
  and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft (bowmaking). 
  The player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  As per the adventure with the following changes: 
  5. 
  Rinshern, prince of the House of Naelix, and his 
  court wizard Zebbenen inhabited the Keep of 
  Fallen Kings.  
  6. 
  Replace any reference to King with Prince, such as 
  the Prince’s Road and Keep of the Fallen Prince. 
  7. 
  The ruins of the Keep lay one-day travel from the 
  town of Stringen in the Northern Kingdom. 
  The Keep and its inhabitants were destroyed 586 CY by 
  armed forces from neighboring Adri Forest under the 
  leadership of Ernjulf Ebroer (a former member of 
  Osson’s famous raid into the Great Kingdom and a 
  resistance fighter against the Great Kingdom in Adri 
  Forest) in retaliation for the many raids conducted into 
  Adri Forest from the Keep. They also feared the 
  quickly growing power of the wizard Zebbenen and his 
  alliance with powerful fiends (the night hags in the 
  adventure where not concubines, but allies). 
   
  Adri’s forces used the sudden weakness in the 
  Keep’s defenses due to the Flight of Fiends to their 
  advantage. Due to the internal chaos in the Great 
  Kingdom at the time the attack was never retaliated. 
  There are rumors the liege of Rinshern, prince Hastern 
  of Edge Field, actually approved of the assault since he 
  despised the weakling Rinshern and feared he has lost 
  control over Zebbenen. 
   
  Nobody knows who created the Earthcrown, but it 
  is considered sacred by many faiths associated with the 
  Earth. It ended up in Zebbenen’s hands when he 
  retrieved it from some unknown location in Adri 
  Forest. He was destroyed before he could use it. Most 
  of the people that accompanied him on these forays 
  never remember anything about what transpired on 
  them. A few surviving witnesses in Adri Forest were 
  not so affected by Zebbenen’s spells. Raseris and Torith 
  used these accounts to learn the location of the 
  Earthcrown. 
   
  Raseris was not an independent agent, but he 
  worked for Delglath the Undying, the insane ruler of 
  Rinloru. Delglath wants to turn everybody in the world 
  into undeads. He is under constant siege of forces of 
  the Northern Kingdom, but due to his powerful allies 
  and keen tactical mind he has kept them at bay up until 
  now. He is always looking for more powerful artifacts 
  to help him fulfill his quest. 
   
  The adventure starts in The New Temple of the 
  Sister in Adri Forest where Consecrated Sister Yelenda 
  
  ADP6-04 Field of Ruins 
   
  Page 4 
  hires the PCs to hunt down Raseris for the murder of 
  the sage Torith and to retrieve the Earthcrown. 
   
  ADVENTURE SUMMARY 
  While the New Temple of the Sister, the PCs are 
  approached by Consecrated Sister Yelenda. They are 
  asked to hunt down the vile murderer Raseris and to 
  retrieve the Earthcrown, a relic holy to the faith of 
  Beory. 
   
  Running the Adventure 
  The adventure should be run as written, with the 
  exceptions noted below. It is assumed that the 
  adventure will be played in the order presented in 
  Field of Ruins. The APL of this adventure is 8, and the 
  adventure is recommended for characters of levels 7-9. 
  Characters of 10th level and higher may not find the 
  adventure 
  challenging 
  enough, 
  while 
  6th-level 
  characters may be overwhelmed.  
   
  The experience and treasure, when relevant, is 
  presented in each encounter below. There is a chance 
  that the PCs could accumulate more experience and 
  gold than the LIVING GREYHAWK maximum, but only 
  award the maximum experience and gold that's listed 
  in the Experience and Treasure Summary at the end of 
  the Encounter Adjustments and on the adventure 
  record (AR). 
   
  Note: This adventure requires approximately 6-8 
  hours of gameplay. You should ensure that players are 
  aware of this before beginning, and that multiple 
  sessions are set up to cover the entirety of the 
  adventure. 
   
  Home Game or 
  Retail Event Only! 
  Fantastic Locations: Fields of Ruin can only be 
  sanctioned for home games and retail events. 
   
  If you are running it as part of a retail event you 
  may also want to think about running some D&D 
  MINIATURES skirmishes to show off the duel nature of 
  the product. You can find information on how to run 
  and sanction official D&D MINIATURES skirmish 
  games on the Wizards of the Coast website: 
  www.wizards.com/default.aps?x=dnd/mini/tournamants. 
   
  INTRODUCTION 
  The adventure starts in the New Temple of the Sister, a 
  monastery southeast of Sharpwall in Adri Forrest. The 
  Temple of the Sister is dedicated to Beory and it is 
  aiming to become a center of knowledge and learning. 
  It is only two years old, and as such people are still 
  working on the structure and its inhabitants are 
  actively gathering lore.  
   
  There are many reasons for the PCs to have 
  traveled to the monastery, such as escorting sages, 
  delivering tomes of lore, searching for hidden 
  knowledge or even as simple as just passing through. 
  For whatever reason the PCs are hear, at some point 
  they are approached by Consecrated Sister Yelenda, a 
  human female priestess of Beory and leader of the New 
  Temple. 
   
  You had staid at the New Temple of the Sister, a 
  monastery dedicated to Beory, when Consecrated 
  Sister Yelenda, high priestess of Beory and ruler of 
  the monastery approached you. Apparently one of 
  the sages in the monastery, a man named Torith, 
  was 
  brutally 
  murdered 
  fairly 
  recently. 
  The 
  murderer, Raseris, an arcane magic-user of some 
  sort, did little to hide his act. Such callousness is in 
  itself somewhat unsettling, but he had murdered 
  Torith to prevent others learning the knowledge 
  Torith possessed using foul necromancy to prevent 
  anybody from talking with or resurrecting Torith. 
   
  Luckily for the temple, Torith had put his 
  findings to paper before his death. Apparently 
  Torith and Raseris had discovered the location of a 
  powerful relic known as the Earthcrown. The 
  Earthcrown was an old Flan relic associated with 
  the earth and holy to the faith of Beory. According 
  to legends it was hidden in Adri Forest, and 
  Yelenda was surprised it was found shortly after the 
  Greyhawk Wars. She was even more worried that 
  the wizard Zebbenen, a wizard known for his 
  dealings with fiends and his close association with 
  the House of Nealix, had found it in 586 CY. 
   
   Luckily for Oerth this vile wizard and his pet 
  prince had been destroyed shortly after having 
  found the crown by armed forces from Adri Forest. 
  There are no records of the crown having been 
  recovered from the ruined keep, and there is no 
  doubt Raseris is looking for it. Considering his 
  methods it is unlikely that his intentions are good 
  and Yelenda asked you to travel to the ruined keep 
  of Zebbenen just south of Stringen in the Northern 
  Kingdom. Once there you are expected to kill 
  Resaris and if possible retrieve the Earthcrown 
  from the Keep’s dungeons before it fell in the 
  wrong hands promising great rewards for its return. 
   
  Before you went on your way, Yelenda warned 
  you to be careful. There were clues that Raseris is 
  an agent of Delglath the Undying. Delglath is a 
  powerful animus cleric of Nerull whose ultimate 
  goal is to turn every living thing in an undead. 
  
  ADP6-04 Field of Ruins 
   
  Page 5 
  Delglath and his forces are cooped up in the ruins 
  of Rinloru, but he is desperately looking for 
  powerful artifacts to break the siege. 
   
  So here you are, on the road to the Keep of the 
  Fallen Prince, having just left the town of 
  Stringen… 
   
  Before proceeding with the adventure allow the PCs to 
  introduce one another and to prepare themselves. They 
  can have bought any necessary supplies in Stringen as 
  long as they fall within the gold limits of the town. 
  More information can be found below. It is also the 
  time to answer some of the questions the players might 
  have. Use the information provided in Background 
  section and the adventure to answer their questions, 
  but keep in mind that little is known about the Keep 
  itself. The presence of the orcs is unknown, but the 
  inhabitants of Stringen do know of the mercenaries 
  Raseris hired in the town, but obviously they are 
  unaware of their demise at the orcs’ hands, let alone 
  about Raseris death at the hands of the night hag. The 
  exact powers of the Earthcrown are unknown, except 
  for its influence over the earth, allowing it to create 
  earthquakes of devastating effects. 
   
  The temple offered their favor as well as 100 gp 
  per person for proof of Raseris’ demise and 500 gp per 
  person for the Earthcrown. 
   
  Troubleshooting: It is certainly possible some 
  characters have problems with serving a temple of 
  Beory – most likely because of religious reasons. Point 
  out to these players that despite their character’s 
  misgivings for the faith of Beory, a brutal murder was 
  committed and the murderer deserves punishment. 
  What is more, a powerful artifact like the Earthcrown 
  is incredibly dangerous in the wrong hands. They are 
  not forced to actually deliver the crown to the temple 
  of Beory – no promises were made. Hence the PCs are 
  free to deliver the crown at their local temple although 
  these obviously did not promise any monetary 
  compensation. In case they do find the crown, it is 
  unwise to keep it though. Powerful people want it, and 
  the PCs are not the right people to keep it safely in 
  their possession. 
   
  Stringen’s Services 
  The large town of Stringen is a good base of operations 
  for the PCs, as they can purchase any normal goods and 
  services up to 3000 gp in value. The characters can also 
  purchase any magic items that they have access to 
  (treat this adventure as core) up to 3000 gp in value. 
  They can restock their provisions at any point that they 
  return to Stringen. The town lies roughly 1 day on foot 
  from the Keep. 
   
  In addition to supplies, characters can obtain 
  spellcasting services. There are 7th-level casters 
  available, and characters can purchase spellcasting 
  services as outlined in Chapter Six of the Living 
  Greyhawk Campaign Sourcebook (under the heading 
  NPC Performed Spellcasting). The temple of Zilchus, 
  the only freely accessible temple to the PCs, also has a 
  9th-level cleric available for raise dead. 
   
  Resting: While it might appear to be a good idea 
  to rest (or even return to Stringen) between any of the 
  three different areas, it can only be done safely between 
  Part 2 (The Keep of the Fallen Kings) and Part 3 (The 
  Dungeon of Blood). If the PCs rest between Part 1 (The 
  Kings Road) and Part 2 (The Keep of the Fallen Kings) 
  the orcs of the Howling Moon tribe check upon their 
  members on the Road. With this second defeat within 
  two weeks, they flee the area, taking everything of 
  value with them (except the ioun stone in area 8). 
  Kazmir remains at the Keep, patiently searching for 
  safe access into the dungeons below. 
   
  ENCOUNTER 
  ADJUSTMENTS 
  These brief encounter sections give you two things. 
  First and foremost it gives you the experience points 
  and treasure that LIVING GREYHAWK characters can 
  earn while playing this adventure. Second, it gives you 
  any changes needed to run this adventure for the 
  LIVING GREYHAWK campaign. Sometimes this includes 
  minor but helpful errata for the adventure itself. 
   
  Encounters on the Road 
  2. Death Moon Orcs 
  XP:  300 (APL 8)  
  Treasure: 
  Looting Drax: 
  APL 8: Loot: 112 gp; Coin: 0 gp; Magic: 0 gp 
    
  Looting howling orcs (all 8): 
  APL 8: Loot: 82 gp; Coin: 16 gp; Magic: 8 oils of magic 
  weapon (4 gp each). 
   
  3. The Angry Woodcutter 
  XP:  180 (APL 8)  
  Treasure: 
  Looting Sliprursh: 
  APL 8: Loot: 57 gp; Coin: 83 gp; Magic: Potion of cure 
  moderate wounds (25 gp). 
   
  
  ADP6-04 Field of Ruins 
   
  Page 6 
  4. Homthorg the Ogre Mage 
  XP:   
  240 (APL 8)  
  Treasure: 
  Looting Homthorg (spyglass in included in the coin 
  section):  
  APL 8: Loot: 84 gp; Coin: 200 gp; Magic: 10 +1 arrows 
  (41 gp each). 
   
  5. Thogbad the Unhinged 
  XP:   
  240 (APL 8) 
  Treasure: 
  Looting Thogbad (the platinum earrings are included 
  in the coin section): 
  APL 8: Loot: 38 gp; Coin: 67 gp; Magic: Amulet of 
  natural armor +1 (167 gp). 
   
  The Keep of Fallen Kings 
  8. Sundered Doors 
  Treasure: 
  Looting the corpse of the dwur fighter: 
  APL 8: Loot: 28 gp; Coin: 0 gp; Magic: ioun stone, pale 
  blue rhomboid (667 gp). 
   
  10. Hall of Kings 
  XP:   
  240 (APL 8) 
  Treasure: 
  Looting the half-fiend ogres: 
  APL 8: Loot: 83 gp; Coin: 100 gp; Magic: 0 gp. 
   
  11. Malafex 
  XP:   
  210 (APL 8) 
    
  12. Throne Room 
  XP:   
  210 (APL 8) 
  Treasure: 
  Looting the howling orcs (all 4): 
  APL 8: Loot: 41 gp; Coin: 8 gp; Magic: figurine of 
  wondrous power, bronze griffon (833 gp), 4 oils of 
  magic weapon (4 gp each). 
   
  Fake Earthcrown: 
  APL 8:   Loot: 0 gp; Coin: 17 gp; Magic: 0 gp. 
   
  13. Stairway to Nowhere 
  Dealing with Kazmir (half this amount if the PCs do 
  end up fighting with him, but he escapes with the 
  Earthcrown): 
  XP:   
  240 (APL 8) 
  Treasure: 
  Looting Kazmir: 
  APL 8: Loot: 29 gp; Coin: 60 gp; Magic: +1 rapier (193 
  gp), +1 studded leather (98 gp), boots of elvenkind (208 
  gp), cloak of elvenkind (208 gp), potion of blur (25 gp), 
  potion of fly (63 gp), Quaal’s feather token, bird (25 gp), 
  Quaal’s feather token, tree (33 gp). 
   
  14. Dire Bear 
  XP:   
  210 (APL 8) 
   
  16. Trapdoor Trap 
  XP:   
  240 (APL 8) 
   
  Dungeon of Blood 
  18. Start Area 
  Defeating the blue slaad: 
  XP:   
  240 (APL 8) 
   
  21. Temple of Blood 
  XP: 
  Fiendish girallons 
  270 (APL 8) 
  Crystal Pillars: 
  300 (APL 8) 
   
  Treasure: 
  Looting Raseri’s corpse: 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: Ring of wizardry I 
  (1667 gp). 
   
  Looting the fiendish ettin skirmisher: 
  APL 8: Loot: 3 gp; Coin: 0 gp; Magic: 0 gp. 
   
  24. The Crimson Vault 
  XP:   
  270 (APL 8) 
  Treasure: 
  Repairing Earthcrown replica: 
  APL 8: Loot: 0 gp; Coin: 17 gp; Magic: 0 gp. 
   
  CONCLUSION 
  To gain any of the special rewards, both monetary and 
  favors, the PCs have to enter the dungeon of the Keep. 
  At the very least they need to find Raseris’ head and 
  deliver it at the New Temple. If the PCs express 
  concern about the fact that they did not personally kill 
  the wizard, Yelenda compliments them on their 
  honesty and still provides them with the promised 
  rewards. They did after all take the risks. Besides the 
  promised reward of 100 gp per PC, they also earn the 
  minor boon from the Temple of Beory. 
   
  Whether or not the PCs earn the Major Boon with 
  the temple of Beory depends on what they do with the 
  Earthcrown – assuming the found it in the first place. 
  
  ADP6-04 Field of Ruins 
   
  Page 7 
  If they deliver it at the New Temple of the Sister, or 
  any other temple of Beory, they earn the Major Boon as 
  well as the promised 500 gp per PC.  
   
  If they deliver the Earthcrown at a temple of a 
  different faith they earn the generic favor with said 
  faith. The exact temple and region must be specified on 
  the AR and the faith must have a strong presence in 
  the mentioned region. Whether or not the favor has 
  any effect is up to the triad of the region, and they do 
  not provide the PCs with any monetary compensation 
  for their unexpected service. 
   
  PCs foolish enough to keep the Earthcrown for 
  their own use end up with nothing. Soon after the 
  adventure, powerful agents of Delglath track them 
  down and steal the crown. Adventurers of the PCs’ 
  power are not meant to own powerful artifacts such as 
  the Earthcrown. Although balance reasons certainly 
  influence it as well. 
   
  Treasure: 
  Returning the head of Resaris to the New Temple of 
  the Sister 
  APL 8: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
   
  Returning the Earthcrown to the New Temple of the 
  Sister 
  APL 8: Loot: 0 gp; Coin: 500 gp; Magic: 0 gp. 
   
  Special: 
  Minor Boon with the temple of Beory: The temple of 
  Beory promises to keep your magical loot safely in 
  their faults until you need them. You gain access “Core” 
  to the items marked with a * below – assuming the PCs 
  recovered these items. 
   
  Major Boon with the temple of Berory: You have 
  gained the blessing of Beory. The starting attitude of 
  followers of Beory towards you is one step better then 
  indicated. You get a 10% reduction on any fee for 
  spellcasting, except for costly material components. 
   
  In addition you gain access to one of the following 
  items (chosen when you gain this boon) – normal gold 
  price still has to be paid: 
  • 
  One-time upgrade of an amulet of health or a 
  periapt of wisdom by one step. 
  • 
  One-time upgrade of a cloak or a vest of resistance 
  by one step. 
  • 
  One-time access to the armor wild enhancement. 
  • 
  Core access to a sylvan scimitar and any darkwood 
  armor and weapon that can be made of darkwood 
  and is in the PHB. 
   
  Favor with the faith of _________ in ________ (region): By 
  delivering the Earthcrown at your local temple you 
  earned their favor. This favor counts as a generic favor 
  with said temple, but it does not provide direct access 
  to magic items or limited items (though it might do so 
  through other adventure ARs). Refer to your local triad 
  for more information about regional favors. 
  Story Award 
  Retrieving the earthcrown and returning it to a temple: 
  XP:   
  250 (APL 8) 
   
  EXPERIENCE AND 
  TREASURE SUMMARY 
  Roleplaying Experience 
  300 XP 
  Encounter Experience 
  3640 XP 
  Total Experience 
  3,940 XP 
  Maximum Experience 
  3,940 XP 
   
  Total Treasure 
  6,395 gp 
  Maximum Treasure 
  4,550 gp 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ADP (Adaptable)/ADP6-04 Fields of Ruin (3E).pdf