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, 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. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document please e-mail Steven Conforti at scon40@aol.com.  For LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  ADP7-03 
   
   
  The Frostfell Rift 
  A D&D
  ® LIVING GREYHAWK
  TM Adapted Adventure 
  Version 1.0 
   
  Adapted by Steven Conforti 
  Reviewers: The Circle 
   
  Resources: Fantastic Locations: The Frostfell Rift by Ari Marmell; Living Greyhawk Gazetteer by Gary Holian, Erik Mona, Sean K. 
  Reynolds, and Frederick Weining; Frostburn by Wolfgang Baur, James Jacobs, and George Strayton. 
   
  The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the 
  predators that stalk in the desolation.  Few sane people would ever dare enter the place.  But hidden within the ice and 
  snow are mysteries and challenges that draw the adventurous nonetheless.  A two-part adapted adventure for APL 6 
  (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell.  Each part is played 
  separately, in any order, and you do not have to play Part 1 to play Part 2. 
   
  Note: This adventure will be of particular interest to PCs who like outdoor adventures or with backgrounds from the 
  barbarian nations of the Northeastern Flanaess.  DM must possess a copy of Fantastic Locations: The Frostfell Rift to run 
  this adventure. 
   
  
  ADP7-03 The Frostfell Rift 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure 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.  
   
  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 multiple points.  
   
  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. 
   
  Note: This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  The adventure is in two 
  separate parts, Part 1 is for APL 6 and Part 2 is for APL 14. 
   Each part will have its own order code in the RPGA 
  database (and its own Adventure Record).  They are not 
  intended to be run consecutively; the APL spread 
  requires adventuring between Parts 1 and 2.  They also 
  don’t require the same PC to play both parts (or the player 
  to play them in order).  However, DMing either part 
  makes you ineligible to play both parts thereafter (you 
  can certainly play them before you DM them, of course). 
  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. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, Monster Manual, and the Fantastic 
  Locations: The Frostfell Rift. 
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure 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. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  
  ADP7-03 The Frostfell Rift 
   
  Page 2 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
  The adventure is in two separate parts, Part 1 is for 
  APL 6 and Part 2 is for APL 14.  Each part will have its 
  own order code in the RPGA database (and its own 
  Adventure Record).  They are not intended to be run 
  consecutively; the APL spread requires adventuring 
  between Parts 1 and 2.  They also don’t require the same 
  PC to play both parts (or the player to play them in 
  order). 
   
  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, UPKEEP, AND 
  ORDER OF PLAY 
  This is a standard two-part adapted adventure, set in the 
  Kingdom of the Schnai (Frost Barbarians).  Characters 
  pay a certain number of Time Units per part, as listed 
  below. 
  Part One 
  4 TUs 
  Part Two 
  4 TUs 
   
   
  The adventure is in two separate parts, Part 1 is for 
  APL 6 and Part 2 is for APL 14.  Each part will have its 
  own order code in the RPGA database (and its own 
  Adventure Record).  They are not intended to be run 
  consecutively; the APL spread requires adventuring 
  between Parts 1 and 2.  They also don’t require the same 
  PC to play both parts (or the player to play them in 
  order). 
   
  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 who 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 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 
  See Adventure Background in the Fantastic Locations: 
  The Frostfell Rift adventure.  It is modified as noted 
  below. 
  CONVERSION TO LIVING GREYHAWK 
  This adapted version of Fantastic Locations: The Frostfell 
  Rift is set in the depths of the Corusk Mountains, near 
  Knudje, a major town of the Kingdom of the Schnai 
  (Snow Barbarians).  Please refer to the map of the 
  Flanaess provided with the Living Greyhawk Gazetteer 
  for a more detailed look at this area.  This document will 
  provide details on the translation of places mentioned in 
  the adventure to locations in the Flanaess; however, it is 
  left to you to make the changes within the text. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  ADP7-03 The Frostfell Rift 
   
  Page 3 
  Conversions: 
  • 
  The Frostfell, The Skyfrost Mountains: The 
  depths of the Corusk Mountains, near Knudje, a 
  major town of the Kingdom of the Schnai (Snow 
  Barbarians). 
  • 
  The Skaraj Vale: A forgotten lowland within the 
  Corusk Mountains. 
  • 
  Caves of Chaos: Hides an ancient shrine to 
  Erythnul within the Skaraj Vale. 
  • 
  The Black Library: Founded by scholarly Suloise 
  monks after the Twin Cataclysms and a library of 
  great esoteric lore.  Near Knudje, at a point just 
  before one finds oneself going into the Corusk 
  Mountains 
  People and Places of the Snow Barbarians: 
  Kingdom 
  of 
  the 
  Schnai 
  (Snow 
  Barbarians): 
  Independent feudal monarchy with hereditary rulership, 
  loosely governing powerful jarls; jarls meet yearly at the 
  Assembly of Knudje (without king present), then send 
  representatives to Soull to negotiate with king or have 
  him resolve judicial disputes; king and jarls each have a 
  retinue of advisers (clerics and skalds).. 
   
  Capital: Soull. 
   
  Major Towns: Soull (pop. 5,600), Knudje (pop. 
  4,500). 
   
  Population: 209,000 — Human 79% (S), Dwarf 8% 
  (mountain 60%, hill 40%), Halfling 6%, Elf 3%, Gnome 2%, 
  Half-elf 1%, Half-orc 1%. 
   
  Languages: Cold Tongue, Common, Dwarven, 
  Halfling. 
   
  Alignments: CN*, N, CE, CG. 
   
  Religions: Kord, Llerg, Norebo, Xerbo, Vatun. 
   
  Allies: Frost/Ice Barbarians (sometimes), Ratik 
  (sometimes). 
   
  Enemies: Iuz, nonhumans and giants in the Corusk 
  Mountains, North Kingdom, Sea Barons, Bone March, 
  Stonehold, Frost/Ice Barbarians (sometimes), Ratik 
  (sometimes). 
   
  Overview: The Schnai, as the Snow Barbarians are 
  named in their native tongue, are the most numerous of 
  the Suel in the north.  They are also considered the best 
  example of the unmixed Suloise race, many being as pale 
  as their namesake northern snows.  They still assert their 
  supremacy over the Ice and Frost Barbarians, but such 
  claims are now ignored by their neighbors.  Trade 
  continues between the three barbarian states as it always 
  has, and they freely mingle together on raiding 
  expeditions to the southern lands.  Shipwrights of the 
  Snow Barbarians are still considered to be the most 
  skilled in Rhizia, and Schnai captains are felt to be the 
  luckiest. 
  Corusk Mountains: The ice-capped Corusk Mountains 
  are the backbone of the Thillonrian Peninsula.  While the 
  lower reaches are farmed with difficulty by humans, 
  giants, ogres, trolls, and other monsters dwell in the 
  central fastness.  Monsters are less numerous farther east, 
  but freezing fogs sweep down from the heights to 
  threaten travelers.  It is thought that this range possess 
  little in the way of valuable ores and gems. 
  PREPARATION FOR PLAY 
  You must possess a copy of Fantastic Locations: The 
  Frostfell Rift to run this adventure.  See the Adventure 
  Background section of the Fantastic Locations: The 
  Frostfell Rift adventure.  It is modified as noted above. 
  INTRODUCTION 
  The Black Library is a great hook for bringing the PCs to 
  the adventure.  Based on the PCs involved, work out an 
  introduction that brings them to the Black Library.  For 
  example – the PCs go to the Black Library to find a piece 
  of forgotten or esoteric lore they’ve been seeking (a new 
  spell, a secret about an enemy, a new martial technique, 
  etc.); the PCs are sent to the Black Library by a 
  metaorganization or regional NPC to bring back some 
  information they need; the PCs are summoned to the 
  Black Library to assist them with some recent attacks on 
  the library. 
   
  Also, PCs who played Part 1 may return to the Black 
  Library because they librarians have asked for additional 
  help. 
  PART 1: INITIAL 
  INVESTIGATIONS (APL 6) 
  This Part costs 4 TUs to play.  It follows the following 
  chain of events from the adventure: 
  1. 
  Book Burning (EL 4, page 3). 
  2. 
  Cold Shadow (EL 5, page 4). 
  3. 
  Unstable Footing (EL 7, page 5). 
  4. 
  Hunter’s Hunted (EL 8, pages 6-7). 
  5. 
  The Caves of Chaos (ELs 4, 5, 7, and 8, see below). 
  
  ADP7-03 The Frostfell Rift 
   
  Page 4 
   
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this Part of the adventure: 
  • 
  Book Burning (EL 4): PCs who save the librarians 
  receive the Favor of the Librarians reward on the 
  Adventure Record.  The librarians task the PCs to 
  seek out the source of the attackers out in the 
  mountains and search for some missing pilgrims 
  who were supposed to have arrived at the library two 
  days ago. 
  • 
  Cold Shadow (EL 5): PCs are attacked by shadow 
  gargoyle as they pass through the mountains.  Still 
  no sign of the pilgrims. 
  • 
  Unstable 
  Footing 
  (EL 
  7): 
  PCs 
  encounter 
  hordelings, who have slain the pilgrims and taken 
  their cart.  PCs who return the contents of the cart to 
  the librarians receive everything in it other than the 
  tapestries as well as the Favor of the Black Library 
  reward on the Adventure Record.  At this point, the 
  trail to find the source of the attackers ends and the 
  pilgrims have been found, so the PCs should head 
  back to the library. 
  • 
  Hunter’s Hunted (EL 8): On the way back PCs 
  encounter Labrys and his dire lion near the Caves of 
  Chaos.  After defeating him, they can investigate the 
  nearby Caves of Chaos. 
  • 
  The Caves of Chaos (ELs 4, 5, 7, and 8): See 
  Exploring the Caves on page 7.  There are four 
  encounters in the Caves of Chaos: 
  o 
  Room with Sacrificial Pit (EL 8): An 
  ogre mage resides here (see Monster 
  Manual, page 200). 
  o 
  Room with Exit A (EL 4): Four cult 
  sneaks reside here (see page 3). 
  o 
  Room with Two Fire Pits (EL 5): 
  Three corrupt whitespawn hordelings 
  reside here (see page 5). 
  o 
  Room with Idol (EL 7): A favored 
  soul of Erythnul resides here (see page 
  8, use Allura Graul stat block, but give 
  her a new name). 
  • 
  Conclusion: At the end of Part 1, the PCs are aware 
  of some sort of organized activity in the Corusk 
  Mountains, but have not determined the source.  
  PCs can return once they’ve gained some more levels 
  to play Part 2. 
  PART 2: CONCLUDING 
  INVESTIGATIONS (APL 14) 
  This Part costs 4 TUs to play.  It follows the following 
  chain of events from the adventure: 
  1. 
  Weird Sisters (EL 9, pages 8-9). 
  2. 
  Dead of Winter (EL 12, pages 10-11). 
  3. 
  Stone and Blood (EL 15, pages 12-13). 
  4. 
  Caves (ELs 12, 15, and 16 see below). 
  5. 
  The Frostfell Rift (EL 17, pages 14-15). 
   
  Beyond the basic changes to the adventure noted 
  under Conversion to Living Greyhawk in the Adventure 
  Background above, the following additional changes 
  need to be noted for this Part of the adventure:  PCs 
  returning to this adventure from Part 1 have been 
  summoned back by the librarians of the Black Library 
  who believe activity is increasing again in the Mountains. 
   Otherwise, use the same suggested hooks as from Part 1. 
  • 
  Weird Sisters (EL 9): PCs are attacked by half-fey 
  sisters at the library.  PCs who save the librarians 
  receive the Favor of the Librarians reward on the 
  Adventure Record.  If one of the sisters escapes, the 
  PCs receive the Enmity of the Weird Sisters effect 
  on the Adventure Record.  PCs are tasked by the 
  librarians to seek out the source of their assailants 
  and provide a map they’ve determined will lead to 
  the source of this evil at Mount Skaraj. 
  • 
  Dead of Winter (EL 12): As the PCs approach 
  Mount Skaraj, they are attacked by Maelik and his 
  icegaunts.  PCs can continue on. 
  • 
  Stone and Blood (EL 15): At Mount Skaraj, the PCs 
  find a set of caves similar to the Caves of Chaos.  
  They battle six cult berserkers and a golem.  PCs can 
  continue on by investigating the rest of the caves. 
  • 
  Caves (ELs 12, 15, and 16): There are three 
  encounters in the caves (see the Caves of Chaos map) 
  besides the one in Stone and Blood above.  PCs can 
  continue on by passing through Exit A on the map: 
  o 
  Room with Sacrificial Pit (EL 16): 
  Two truly horrid umber hulks reside 
  here (see Monster Manual, page 249). 
  o 
  Room with Exit A (EL 15): Four troll 
  hunters reside here (see Monster 
  Manual, page 247). 
  
  ADP7-03 The Frostfell Rift 
   
  Page 5 
  o 
  Room with Two Fire Pits (EL 12): 
  Three frost giants reside here (see 
  Monster Manual, page 122). 
  • 
  The Frostfell Rift (EL 17): Exit A from the caves 
  leads to a location on Mount Skaraj.  They battle the 
  source of the recent evil here – a powerful pair of 
  fiends – a gelugon and a marilith. 
  • 
  Conclusion: At the end of Part 2, successful PCs can 
  return to the library and receive the Favor of the 
  Black Library reward on the Adventure Record. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  Note: PCs receive rewards for each Part of the adventure 
  separately (each Part has its own Adventure Record). 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  PART 1: INITIAL INVESTIGATIONS 
  Book Burning (EL 4, page 3) 
  Defeat the cult sneaks. 
  APL 6: 120 xp. 
  Put out or prevent a fire. 
  APL 6: 100 xp. 
  Cold Shadow (EL 5, page 4) 
  Defeat the shadow gargoyles. 
  APL 6: 150 xp. 
  Unstable Footing (EL 7, page 5) 
  Defeat the corrupt whitespawn hordelings. 
  APL 6: 210 xp. 
  Return the cart to the librarians. 
  APL 6: 80 xp. 
  Hunter’s Hunted (EL 8, pages 6-7) 
  Defeat Labrys and his dire lion. 
  APL 6: 240 xp. 
  The Caves of Chaos (ELs 4, 5, 7, and 8, see above) 
  Defeat the ogre mage (EL 8). 
  APL 6: 240 xp. 
  Defeat the cult sneaks (EL 4). 
  APL 6: 120 xp. 
  Defeat the corrupt whitespawn hordelings (EL 5). 
  APL 6: 150 xp. 
  Defeat the favored soul of Erythnul (EL 7). 
  APL 6: 210 xp. 
  Discretionary Roleplaying Award 
  APL 6: 180 xp. 
  Total possible experience 
  APL 6: 1,800 xp. 
  PART 2: CONCLUDING 
  INVESTIGATIONS 
  Weird Sisters (EL 9, pages 8-9) 
  Defeat the half-fey sisters. 
  APL 14: 270 xp. 
  Each librarian alive at end of combat. 
  APL 14: 180 xp each. 
  Dead of Winter (EL 12, pages 10-11) 
  Defeat Maelik and the icegaunts. 
  APL 14: 360 xp. 
  Stone and Blood (EL 15, pages 12-13) 
  Defeat the cult berserkers and the golem. 
  APL 14: 450 xp. 
  Caves (ELs 12, 15, and 16 see above) 
  Defeat the frost giants (EL 12). 
  APL 14: 360 xp. 
  Defeat troll hunters (EL 15). 
  APL 14: 450 xp. 
  Defeat the truly horrid umber hulks (EL 16). 
  APL 14: 480 xp. 
  The Frostfell Rift (EL 17, pages 14-15) 
  Defeat the fiends. 
  
  ADP7-03 The Frostfell Rift 
   
  Page 6 
  APL 14: 510 xp. 
  Discretionary Roleplaying Award 
  APL 14: 360 xp. 
  Total possible experience 
  APL 14: XXX xp. 
  TREASURE SUMMARY 
  Note: PCs receive rewards for each Part of the adventure 
  separately (each Part has its own Adventure Record). 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  PART 1: INITIAL INVESTIGATIONS 
  Book Burning (page 3) 
  APL 6: L: 130 gp, C: 0 gp, M: 0 gp. 
  Cold Shadow (page 4) 
  APL 6: L: 0 gp, C: 0 gp, M: 0 gp. 
  Unstable Footing (page 5) 
  APL 6: L: 11 gp, C: 133 gp, M: divine scroll of call 
  lightning (31 gp), divine scroll of protection from 
  energy 
  (31 
  gp), 
  divine 
  scroll 
  of 
  remove 
  blindness/deafness (31 gp), 2 potions of owl’s 
  wisdom (25 gp each). 
  Hunter’s Hunted (pages 6-7) 
  APL 6: L: 76 gp, C: 42 gp, M: 3 potions of cure 
  moderate wounds (25 gp each), boots of striding and 
  springing (458 gp). 
  The Caves of Chaos (see above) 
  APL 6: L: 228 gp, C: 100 gp, M: divine scroll of bull’s 
  strength (13 gp), +1 elven chain (429 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 445 gp, C: 275 gp, M: 1,118 gp – Total: 1,838 
  gp (1,800 gp). 
  PART 2: CONCLUDING 
  INVESTIGATIONS 
  Weird Sisters (EL 9, pages 8-9) 
  APL 14: L: 69 gp, C: 0 gp, M: divine scroll of bull’s 
  strength (13 gp), 2 arcane scrolls of major image (31 
  gp each), 2 potions of cure moderate wounds (25 gp 
  each), +1 elven chain (429 gp), +2 studded leather 
  armor (348 gp). 
  Dead of Winter (EL 12, pages 10-11) 
  APL 14: L: 78 gp, C: 167 gp, M: +2 leather armor (347 
  gp), druid’s vestments (833 gp), ring of climbing (208 
  gp), +1 heavy wooden shield (96 gp), +1 scimitar (193 
  gp). 
  Stone and Blood (EL 15, pages 12-13) 
  APL 14: L: 2 gp, C: 0 gp, M: 12 potions of cure serious 
  wounds (63 gp each), 6 +1 chain shirts (104 gp each), 
  
  ADP7-03 The Frostfell Rift 
   
  Page 7 
  6 +1 falchions (198 gp each), 6 amulets of natural 
  armor +1 (167 gp each). 
  Caves (ELs 12, 15, and 16 see above) 
  APL 14: L: 61 gp, C: 0 gp, M: 4 Large +1 chain shirts 
  (104 gp each), 4 Large +1 battleaxes (193 gp each). 
  The Frostfell Rift (EL 17, pages 14-15) 
  APL 14: L: 29 gp, C: 0 gp, M: Large +2 unholy spear 
  (2,692 gp), ring of protection +3 (1,500 gp), staff of 
  healing, 5 charges (231 gp), 6 Large +1 longswords 
  (194 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 14: L: 239 gp, C: 167 gp, M: 12,924 gp – Total: 
  13,330 gp (13,200 gp). 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/597/ADP7-03 & 7-04 - The Frostfell Rift (APL 6 and 14)/ADP7-03 - The Frostfell Rift.pdf