TEXT: ADP-9-01
  The Fall of Frostsilver Adaptation
  An adventure for a home Greyhawk Campaign
  Set in the Crystalmist Mountains
  By Matthew Sernett
  Adapted for Greyhawk by: Mohrg
  Frostsilver was abandoned centuries ago by the Frostsilver clan of dwarves and lost to history, but 
  with an ancient map discovered in their last adventure the PCs might be able to find it and restore the 
  dwarven clan-home to its former glory. It has been generations since any dwarf has laid eyes on the 
  place. What might now live there, and how far has it fallen?
  A one round adventure set in the Crystalmist Mountains for characters levels 2-5 (APL 4)
  This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast.
  
  Converting the Adventure to 
  the Greyhawk Setting
  The adventure needs very little conversion 
  for the Greyhawk setting. The background states 
  that the PCs last adventure was in Icewind Dale. 
  For Greyhawk, we suggest this last adventure 
  be set in the PCs home region.
  Durven and Morn, brother dwarves, should 
  be  NPC Armourers  (Expert  class)  rescued  in 
  that same last adventure. The dungeon should 
  be relocated to the Crystalmist Mountains.
  Durven and Morn do not play an active part 
  in the adventure, and should be ignored where 
  they appear in the tactical encounters.
  Experience Points
  Each  encounter  should  earn  the  PCs  a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame. 
  Encounters  grant  30xp  per  EL  faced. 
  Adventures should always grant at least 60% of 
  its xp through combat.
  Only include encounters that grant the PCs 
  experience.
  1: Colonnaded Hall
  APL4
  90xp
  2: Frostsilver Crypts
  APL4
  150xp
  3: Windy Hall
  APL4
  150xp
  4: Hall of Alcoves
  APL4
  150xp
  5: Chapel 
  APL4
  180xp
  Total XP allowed 
  Below  are  the  maximum  XP  that  can  be 
  awarded for this adventure. 
  APL4
  720xp
  Treasure
  At  the  end  of  every  adventure,  all  the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold. 
  Add  the  cost  of  the  loot  found  in  each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is. 
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp.
  Total GP allowed 
  Below  are  the  maximum  XP  that  can  be 
  awarded for this adventure. 
  APL4
  690xp
  Special Rewards
  Favor of Durven and Morn: For assisting 
  Durven and Morn to find and clear Frostsilver, 
  the dwarves give you a gift of one item found in 
  the crypts. Choose an item from the following 
  list:
  •
  +1 returning throwing axe.
  •
  Boots of the winterland.
  •
  Wand of Melf’s acid arrow (15 charges).
  •
  +1 breastplate.
  ADP9-01 The Fall of Frostsilver
  Page 2
  
  ADP9-01 The Fall of Frostsilver
  Page 3
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP9-01 - Frostsilver (APL 4)/ADP9-01 - Frostsilver.pdf