TEXT: ADP6-01 
   
   
   
   
   
   
   
   
   
  FANTASTIC LOCATIONS:  
  FANE OF THE DROW ™  
  ADAPTED ADVENTURE PACK FOR LIVING GREYHAWK™  
  Requires the Fantastic Location: Fane of the Drow product to play 
  A DUNGEONS & DRAGONS® adventure for characters level 3 to 5 (APL 4) 
  Packet Compiled by Tim Sech, Chris Tulach, and Stephen Radney-MacFarland 
  Fane of the Drow Design: Gwendolyn F.M. Kestrel  
   
  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, Fantastic Locations: Fane of the Drow, Greyhawk, 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. 
  
   
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adapted adventure pack as 
  part of an RPGA even 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: 
  Fane of the Drow 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table 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 four (4) 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 this supplement 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, or reading the Fantastic Locations: 
  Fane of the Drow adventure makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  First and foremost, before you run this adventure you 
  need to get a copy of Fantastic Location: Fane of the 
  Drow. 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 Table 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. Animals with 
  different CRs are determined separately using the chart; 
  then, take the highest CR animal (or animals), and add 2 
  (drop fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may only 
  bring four or fewer animals of this type.  
  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.  
  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 
  
  4. If you are running a table of six PCs, add one to that 
  average. 
  For this adventure, the average party level of the 
  characters must be either 9 or 12. If the average party 
  level is 8, 9, or 10, they can play this adventure at APL 9. If 
  the average party level is 11, 12, or 13, they can play this 
  adventure at APL 12. 
   
  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 
  Crystalmist Mountains. PCs pay seven (7) Time Units to 
  play this adventure. 
   
  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 scenario. 
   
  A character that does not pay 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 Survival 
  check (DC 20), 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 
  On the slopes of the Crystalmist Mountains the dwarves 
  of Stonehelm have a problem. Recently their mining 
  operation has suffered raids perpetrated by drow and 
  their goblin thralls.  
   
  While these raids have been opportunistic, and seem 
  too small to threaten the fortress of Stonehelm itself, 
  Stonehelm’s leaders fear that if they continue their 
  mining output—and thus trade with the cities of 
  Sterich—could suffer. 
   
  The Stonehelm dwarves are right to worry. The drow 
  are lead by an ambitious cleric of Lolth named Destra 
  Darkweb.  
   
  Destra and a group of followers have recently fled 
  from the city of Erelhei-Cinlu. An aspiring matron of 
  House Aleval, Destra, rediscovered the abandon enclave 
  of Til’Asperna in the desire to unlock its magical secrets 
  and to gain Lolth’s favor. Her ultimate goal is to challenge 
  House Aleval’s matron, but in truth Destra’s ambition 
  knows no bounds. If she is able to accumulate enough 
  power, this entire region of the Underdark could fall 
  under her spiked heel.  
  Thus far her power, while a threat to Stonehelm’s 
  mining operation, is rather modest. While her drow 
  forces are small, she has subjugated a tribe of goblins and 
  struck an uneasy truce with a nearby clan of duergar. But 
  even now she works to understand the deeper powers of 
  the once-abandoned Til’Asperana enclave, and her favor 
  with the Queen of Spider increases by the day. The time 
  is ripe for a brave and bold band of adventures to quash 
  her dark ambition before it plunges the region into 
  deeper darkness.  
   
  ADVENTURE SUMMARY 
  While in the Sterich city of Bova, the PCs are approached 
  by a dwarven representative from Stonehelm, a fortress 
  on the Sterich frontier, some 10 miles into the 
  Crystalmist range. The dwarves beseech the PCs to help 
  stop goblins and drow from raiding their mines. 
   
  Run the adventure as presented in Fantastic 
  Locations: Fane of the Drow with the exceptions noted in 
  this packet. This packet presents a standard and expanded 
  introduction to the adventure, and minor changes and 
  enhancements to the adventure text.  
   
  Running the Adventure 
  The APL of this adventure is 4, and the adventure is 
  recommended for characters of levels 3-5. Characters of 
  6th level and higher may not find the adventure 
  challenging enough, while 2nd-level characters could be 
  overwhelmed by its challenges.  
   
  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 at the end 
  of this document and on the Adventure Record (AR). 
  Fane of the Drow takes approximately 6-8 hours to 
  play. Before you begin your event, make sure your player 
  know this. If necessary, set up multiple sessions to 
  complete the adventure, but even in this case, report it as 
  only one session.  
  
   
  Home Game or  
  Retail Event Only! 
  Fantastic Locations: Fane of the Drow 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: 
  wizards.com/default.asp?x=dnd/mini/tournaments. 
   
  INTRODUCTION 
  The adventure starts on the frontier of the beleaguered 
  nation of Sterich, within the independent dwarven 
  fortress of Stonehelm.  
  While in the city of Bova, the PCs were approached 
  by Ottir Ironsblade (male dwarf rogue 3 / expert 4; Cha 
  14), a member of Stonehelm’s ruling Council of Elders. 
  Ottir has lured the PCs to Stonehelm with the promise of 
  lucrative employment.  
   
  Your stay in Sterich was unexpectedly cut short 
  when an emissary of the dwarven enclave of 
  Stonehelm made an especially lucrative offer. 
  In Bova, he approached each of you and asked 
  for aid in thwarting dangerous humanoid 
  raiding parties.  
   
  Your travels to the dwarven fortress were 
  free of danger, though you found that your 
  patron was persistently closed mouthed about 
  details of the mission. He amicably brushed off 
  questions 
  with 
  hints 
  that 
  all 
  would 
  be 
  explained in time. 
  Your appearance at the massive stone gates 
  of Stonehelm caused quite a stir. Dwarves, 
  typically known for their stoicism, greeted you 
  with almost unsettling enthusiasm.  
  Once inside you were taken before the 
  Council of Elders. In this grand stone hall, 
  Ottir Ironblade and the ten other council 
  members greeted you solemnly, and formally 
  asked for your favor to help rid Stonehelm of 
  what they called the “Til’Asperna Issue”.  
  Til’Asprerana. The word sounds vaguely 
  Elven, but with the taint of evil and the 
  Underdark. Apparently the dwarves’ problems 
  involve more than simple humanoid raiding.  
   
  The members of the council attempt to answer any 
  questions the PCs have. The following is what they know 
  about the drow in Til’Asperna. 
   
  The raids have been going on for about five 
  weeks now. Mostly, they consist of goblins led 
  by a drow warrior or two. 
   
  Scouts from Stonehelm have reported drow 
  activity in and near the old abandoned enclave 
  known as Til’Asperna. Apparently, there is at 
  least one drow priestess leading the warriors. 
  The exact number of drow present at 
  Til’Asperna is unknown. 
   
  The mithral mines deep under Stonehelm have 
  seen the most raiding. Stonehelm has halted 
  their mining operation until the situation 
  improves. 
  If asked about other possible Underdark reluctantly 
  provides the following information. Their reluctance 
  is borne from embarrassment that their darker 
  cousins dwell so close to their mines.  
   
  There are some duergar dwelling near the 
  mithral mines, and have long coveted the mines 
  for themselves, but they’ve never had the 
  numbers to overtake the dwarves.  
  If the PCs ask about the Tomb of Queen Peregrine, 
  later on in the adventure, the dwarves relate the 
  following  
   
  The tomb is not far from the drow enclave, and 
  a guide can be sent with the PCs (a 1st-level 
  expert with Survival +6 and the Track feat) to 
  navigate through the tunnels to the ruin. The 
  place is said to be haunted, and the dwarves 
  consider the place taboo.   
   
  Stonehelm’s Services 
  Stonehelm is a good base of operations. The PCs can 
  purchase any normal goods and services up to 200 gp in 
  value. They can also purchase any magic items that they 
  have access to (treat this adventure as core) up to 200 gp 
  in value. They can restock provisions upon returning to 
  Stonehelm. 
   
  In addition to supplies, characters can obtain 
  spellcasting services. There are 5th-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”). 
  Resting: The PCs may find it helpful to rest after 
  completing the Mithral Mines (adventure pages 3 to 5), 
  but if they return to Stonehelm after completing clearing 
  out the Drow Enclave (pages 5 to 9) the drow in Fane of 
  Lolth (pages 9 to 12) flee, leaving nothing of value 
  behind, and slaying the prisoners in area 20 before they 
  go.  
  After the Fane is cleared, the characters can go back 
  to Stonehelm and rest before going on to the Tomb of 
  Queen Peregrine (pages 12 to 15). 
   
  The Drow of House Aleval 
  The drow in the enclave are cunning foes, but in addition 
  to their natural guile, the House Aleval drow have been 
  trained from an early age to focus their innate darkness 
  ability into something far more useful. All of the drow in 
  this adventure lack the darkness spell-like ability, but 
  rather can use veil of shadow as a spell-like ability once a 
  day. This does not change the CR of the drow.  
   
  
  VEIL OF SHADOW 
  Spell Compendium page 228 
  Evocation [Darkness] 
  Level: Assassin 2, blackguard 2, cleric 2, sorcerer/wizard 
  2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Swirling wisps of darkness obscure your form, granting 
  you concealment. The 20% miss chance is in effect even if 
  the attacker has darkvision. 
   
  This spell is dispelled in daylight or in the area of a 
  light spell of 3rd level or higher. 
   
  See invisibility does not counter a veil of shadow’s 
  concealment effect, but a true seeing spell does. 
   
  ENCOUNTER 
  ADJUSTMENTS 
  These brief encounter sections give you to things. First 
  and foremost it gives you the experience points and 
  treasure that LIVING GREYHAWK characters can earn 
  while playing this adventures. Secondly 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 
  in 
  the 
  Mithral 
  Mines 
  2. Bloodweb Goblin Raiders 
  XP: 70  
  Treasure: Loot: 160 gp; Coin: 0 gp; Magic: potion of cure 
  moderate wounds (25 gp per character), potion of 
  invisibility (25 gp per character); potion of spider climb 
  (25 gp per character); Total: 214 gp 
   
  3. Duergar Treaty Breakers 
  XP: 70 
  Treasure: Loot: 95 gp; Coin: 0 gp; Magic: 0 gp 
  Total: 95 gp 
   
  5. Refuse and Clutter 
  XP: 40 
  Treasure: Loot: 95 gp; Coin: 0 gp; Magic: 0 gp 
  Total: 95 gp 
   
  Encounters 
  in 
  the 
  Drow 
  Enclave 
  9. Guard Post (EL 6) 
  XP: 180  
  Treasure: Loot: 115 gp; Coin: 0 gp; Magic: 0 gp; Total: 
  115 gp 
   
  12. Wizard’s Laboratory (EL 5*) 
  XP: 150  
  Treasure: Loot: 68 gp; Coin: 0 gp; Magic: wand of magic 
  missiles (62 gp per character), potion of cure light 
  wounds (4 gp per character), potion of cure moderate 
  wounds (25 gp per character), cloak of resistance +1 (83 
  gp per character); Special: Amandrucul’s Notes (see 
  below); Total: 242 gp 
  *Errata: Amarndrucul’s CR should be 5 instead of 6, so 
  the EL of the encounter is also reduced.  
   
  Amandrucul’s Notes: The drow wizard Amandrucul 
  left scattered notes vividly describing terrible anatomical 
  experiments he conducted upon various creatures. The 
  notes can be bound into a book, allowing easy reference. 
  If properly referenced, the notes grant a +2 circumstance 
  bonus to Knowledge (nature) checks. To gain the bonus 
  you must be able to read Drow and spend 10 minutes 
  referencing the work each time you wish to gain the 
  benefit. Weight: 5 lbs. Price: 100 gp. 
   
  13. Summoning Chamber (EL 4)  
  XP: 120 
  Errata: Use the following chart to determine which 
  creatures are summoned into this chamber. Defeating 
  these creatures are challenges without reward; don’t 
  award experience points for their defeat.  
   
  Spell Level  
  Creature Summoned 
  0 or 1st  
   
  Spider of Lolth (adventure page 8) 
  2nd  
   
   
  1d3 spiders of Lolth  
  3rd and 4th  
  Draegloth (adventure page 9) 
  5th+  
   
   
  Drider (MM 89) 
   
  14. Spider Pen (EL 4) 
  XP: 120 
   
  15. Torture Chamber (EL 5) 
  XP: 150 
   
  Encounters in the Fane of 
  Lolth 
  18. Inner Fane of Lolth (EL 7)  
  XP: 210  
  Treasure: Loot: 290 gp; Coin: 0 gp; Magic: potion of see 
  invisibility (25 gp per character); Total: 315 gp 
  Errata: The unhallow description lacks an alignment or 
  faith that the dispel magic affects. The dispel magic 
  affects non-Lolth worshipers with an area dispel magic 
  (PH 223).   
  Errata: Kaellera’s CR is 4 not 5.  
   
  19. Destra Darkweb’s Quarters (EL 
  5) 
  XP: 150 
  
  Treasure: Loot: 70 gp; Coin: 25 gp; Magic: +1 full plate 
  (220 gp per character), potion of spider climb (25 gp per 
  character), potion of see invisibility (25 gp per character), 
  potion of cure moderate wounds (25 gp per character); 
  Special: House Aleval Seal (see below); Total: 390 gp 
   
  s House Aleval Seal: This non-magical platinum ring 
  is decorated with a spider signet. The seal of the drow 
  House Aleval from the city of Erelhei-Cinlu, this ring 
  provides a +10 bonus on Forgery checks to create papers 
  from House Aleval. An immensely important items, there 
  is no doubt that House Aleval would appreciate—or 
  pursue—its return.  
   
  20. Prisoner Cells 
  XP: 90 
  Treasure: Loot: 47 gp; Coin: 0 gp; Magic: 0 gp; Total: 47 
  gp 
   
  Development: While Thurgeon Vell is only a poor 
  farmer with only gratitude to offer for freedom, Granikar 
  Flinthammer is the son of an influential member of the 
  Stonehelm Miners’ Fellowship, a small but powerful 
  workers’ union in the fortress. His rescue and return to 
  Stonehelm is cause for great celebration, and the 
  Flinthammer family throws a feast in the PCs’ honor. 
   
  During the course of this feast, a powerful member 
  of the Flinthammer family makes an unexpected but 
  fortuitous appearance. The great adventuring cleric 
  Ryndol Flinthammer is so grateful to the PCs for the 
  rescue of his nephew, that he blesses them with a heroes’ 
  feast (PH 240) before they continue their adventure.  
   
  21. Lolth’s Vengeance (EL 4) 
  XP: 120  
   
  Encounters in the Tomb 
  23. Queen’s Tomb (EL 7)  
  XP: 210  
  Treasure: Loot: 33 gp; Coin: 233 gp; Magic: dust of 
  appearance (150 gp per character), wand of false life (10 
  charges) (37 gp per character), potion of eagle’s splendor 
  (25 gp per character); Total: 478 gp 
   
  24A. Argul’s Tomb (EL 4) 
  XP: 120 
   
  24B. Bellorin’s Tomb (EL 3) 
  XP: 90 
   
  24C. Caliope’s Tomb (EL 3) 
  XP: 90 
   
  24D. Dharzon’s Tomb (EL 5) 
  XP: 150 
   
  25A. Alioth’s Tomb (EL 5) 
  XP: 150 
  Treasure: Loot: 211 gp; Coin: 11 gp; Magic: 0 gp; Special: 
  Spellbook of Alioth the Magical (see below); Total: 222 gp 
   
  s Spellbook of Alioth the Magical: This spellbook, 
  found in the Tomb of Queen Peregrine, contains the 
  following spells: 0—all cantrips in the PH; 1st—
  nightshield, ray of clumsiness, spell flower, weapon shift; 
  2nd—veil of darkness. All 1st-and 2nd-level spells are 
  from the Spell Compendium.  
   
  25B. Brey’s Tomb 
  Treasure: Loot: 0 gp; Coin: 57 gp; Magic: 0 gp; Total: 57 
  gp 
   
  27A. Anwar’s Tomb 
  Treasure: Loot: 30 gp; Coin: 10 gp; Magic: 0 gp; Total: 40 
  gp 
   
   
  27C. Crannoc’s Tomb (EL 5) 
  XP: 150  
  Treasure: Loot: 2 gp; Coin: 37 gp; Magic: 0 gp 
  Total: 39 gp 
   
  CONCLUSION 
  If the PCs clear out the mithral mines and rid Til’Asperna 
  of drow, the dwarves grant them the following favor.  
   
  w Favor of the Dwarves of Stonehelm: For ridding 
  their mithral mines of drow and goblins, the Stonehelm 
  dwarves provide you with the bounty of their mining 
  labors. After any one core adventure, you may purchase 
  one of the following items for half the listed cost: mithral 
  light shield, mithral heavy shield, mithral chain shirt, 
  mithral breastplate, or mithral full plate. You may only 
  use this favor once; cross off this favor once used. 
   
  Note the PCs need not clear out the Tomb of Queen 
  Peregrine to earn this favor.  
   
  EXPERIENCE AND 
  TREASURE SUMMARY 
  Roleplaying Experience  
   
   
   
   
  450 XP 
  Encounter Experience  
   
   
   
   
  2,430 XP 
  Maximum Experience  
   
   
   
  2,360 XP 
   
  Total Treasure 
   
   
   
   
   
   
  2,254 gp 
  Maximum Treasure 
   
   
   
   
  2,275 gp 
   
   
  
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