Lamentations of the Flame Princess Death Frost Doom.pdf

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Death Frost Doom
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Death Frost Doom
James Edward Raggi IV
Writing, Cartography, Layout, Interior Artwork (Page 14)
lotfp@lotfp.com
Laura Jalo
Cover and Interior Artwork (Pages 5, 13, 20, 30, 35, and the Dead Sign)
http://alderfly.deviantart.com/
Aino Purhonen
Interior Artwork (Page 27)
aino.purhonen@gmail.com
Maria Kyytinen
Proofreading
Curtis Clark
Elder Futhark Font
http://www.mockfont.com/old/
Special Thanks to Sam Raimi, Bruce Campbell, and George Romero
© 2009 James Edward Raggi IV
http://www.lotfp.com/RPG/
http://lotfp.blogspot.com
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Author’s Notes
I often, unconsciously or not, recycle themes and ideas when creating adventures for my home groups. This
particular work is a combination of adventures I’d run for groups in Vaasa and Helsinki. The combined,
finished work was playtested in the weeks before release. The first group suffered no casualties but ran like
hell, the second group suffered no casualties but cut a deal most unwholesome in order to survive, and the
third group lost four out of eight characters before running like hell. I do consider those results a successful
playtest and true to the literature and cinema that inspired it.
The “Weird Tale” and pulp adventure fantasy are both filled with exotic locations where Great Evil from
Antiquity is discovered. Often, some great ancient evil is unwittingly awakened, and at that point there are
two choices: Escape or Die! Ancient evil is cruel, and so this adventure is cruel. The key is to make sure the
cruelty is fair, and in this case I have attempted to do so by making sure it is the players that must trigger
catastrophic events (no ticking clock or “gotcha!” traps), and that there are multiple means of escape once
those events are triggered. In addition, there is enough treasure to be found, and certainly continuing
campaign consequences to be faced, that the whole affair is not simply a “Screw you, players!” exercise in
sadism.
I’ve personally only run this adventure, both in its combined finished form and its original separate parts, for
characters 3 rd level or less. However, I suspect the main issues will remain challenging through sixth level,
and there is one reason: At 7 th level, spellcasters gain the ability to speak with plants. While it may be
unlikely that players think to use this at its most opportune time, doing so effectively turns this adventure
into a mapping expedition in an odd location rather than an adventure where participants will stare death in
the eye. Even without that concern, when one gets to the higher levels, the ability to stand and fight becomes
a viable, survivable option, and by the nature of the foes I would expect this to be terribly unexciting to play
out.
With all that in mind… go forth and terrify some adventurers!
Thanks to James Brian Murphy, by whose suggestion we have Death Frost Doom instead of Death Cold
Frost .
Thanks to Gary Gygax and Dave Arneson, who gave form to the hobby we all enjoy to this day.
Thanks to HP Lovecraft, Clark Ashton Smith, Robert E. Howard, Edgar Allan Poe, Robert W. Chambers,
Algernon Blackwood, MP Shiel, William Hope Hodgson, Manly Wade Wellman, Arthur Machen, and so
many others who inspire me to think in dark colors and minor chords.
Thanks so much to Maria. It’s amazing to know what support feels like.
I would very much like to hear about how this module runs for your game in actual play. Post your results,
comments, or questions concerning the adventure to the LotFP Message Board or send me an email at
lotfp@lotfp.com.
James Edward Raggi IV
Helsinki, Finland
June 7, 2009
The Fine Print: Labyrinth Lord TM is copyright 2007, Daniel Proctor. Labyrinth Lord TM and Advanced Labyrinth Lord TM are trademarks of Daniel Proctor. These
trademarks are used under the Labyrinth Lord TM Trademark License 1.0 available at www.goblinoidgames.com… This product uses the OSRIC™ System (Old
School System Reference and Index Compilation™). The OSRIC system text may be found at http://www.knights-n-knaves.com/osric. The OSRIC text is
copyright of Stuart Marshall. “OSRIC” and “Old School Reference and Index Compilation,” are trademarks of Matthew Finch and Stuart Marshall and may be
used only in accordance with the OSRIC license. This product is not affiliated with Wizards of the Coast… Swords & Wizardry, S&W, and Mythmere Games are
the trademarks of Matthew J. Finch. This product is not affiliated with Matthew J. Finch or Mythmere Games™… Death Frost Doom is copyright 2009 James
Edward Raggi IV. No characters were level-drained in the making or playing or playtesting of this adventure.
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The Approach
There stands a mountain upon which nobody climbs. Legend holds that a great evil once lived upon the
mountain and forever cursed the land. But fear fades with time, and the blood of those supposedly lost long
ago lay claim to the fortunes that they say were stolen from their kin. As yet, none dare attempt to retrieve
these riches.
This adventure module describes the abandoned shrine and burial location of an old death cult which is
located on the side of a mountain.
How this adventure is presented to players should depend on the playing circumstances. If it is to be used in
campaign or sandbox play, then determining where it shall be located is the first step to take. From there,
determine where the PCs would be able to learn about the existence of the place and any rumors that they
should hear. The adventure will have much more impact if there is a settlement of some sort at the base of
the mountain. The more established and familiar the settlement is to the players before this adventure takes
place, the more intense this adventure becomes.
It may also be used as a quest location. If there is any information or an item that needs to be fetched, just
place it in this adventure (on the altar in location 22 is an ideal location) and feed the quest/clues to the
players in whatever manner best suits the campaign.
If the adventure is used for a convention game or other one-shot purposes, it is probably best to read out the
background information, allow the characters to purchase equipment based on that, and start the adventure
either at Zeke’s or directly at the graveyard, depending on your time constraints and whether the players
seem likely to enjoy dealing with some strange old codger.
For those that desire at least a description of the journey up the mountain…:
The mountain is steep and treacherous, with only one safe path going up. Referees should make life difficult
for PCs who insist on going up the mountain without using the trail. There will be rockslides, predators,
sheer surfaces, and certainly a far, far slower pace face those traveling off the trail. It is not “railroading” to
make travel along the trail easier, else the very concept of “trail” is useless. The trail was originally
established by the people that built their shrine on the mountain, so it actually goes directly to where the PCs
are headed, and they chose this mountain for their shrine specifically for its inaccessibility by other means.
They wanted to be left alone and they wanted to be able to easily monitor and control the means of
approach. In any event, going up the mountain without using the trail should be difficult, but not impossible.
There is not much of interest on the mountain. About a day’s journey up the trail from the base of the
mountain is the home of Zeke Duncaster. About eight hours further up the trail is the old cabin which
housed the ancient, evil cult.
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Zeke Duncaster
Just below the treeline of the mountain lives Zeke Duncaster, and he is a nutty old coot. Everything he owns,
from his weapons, clothing, and dwelling are handmade from all-natural materials. He uses a stone axe,
bone knife, a sling made from animal guts and his clothes are made from animal skins – and while he is a
skilled hunter and trapper, he is hardly a competent tanner. He is hard of hearing, so he has made himself a
bone ear horn. Since he doesn’t get many visitors, he doesn’t carry this with him. He will forget that he can’t
quite understand speech so well anymore so he will misinterpret the PCs’ words until he realizes his error
and fetches his horn. His speech betrays his nonexistent education, and referees should lay on the
backwoods accent and colloquialisms as thick as possible. Zeke hasn’t shaved or trimmed his hair in some
decades, he went grey long ago, and his hairline has retreated to the top of his scalp. His teeth are all there,
but are so rotted that everyone would be better off if they were not. He hasn’t bathed in years, and rain just
makes his clothes stink.
His cabin, off to the side of the trail, is little more than a series of stakes with thick layers of animal hides
strung between them. Hanging from branches all around the cabin, and from lines made from animal gut, are
more skins as well as meat. Antlers and poorly stuffed dead critters like chipmunks and squirrels are
mounted on tree branches. Blood, both dried and fresh, permeate the entire location. Waste is piled
downwind from the cabin. The impression onlookers should get from this is something between a bum’s
alley digs, a hunter’s lodge, and a slaughterhouse.
A good number of the skins have names inked in blood written upon them. One particular skin with the
name “Marybelle Walker” on it is hung over what appears to be a large wooden plaque-in-progress, with the
letters M-A-R-Y-B-E-L-L already etched into it with self-made stone tools which are laying beside it. In a
heap several yards away are several failed attempts at this plaque – Zeke is no better a woodworker than he
is a taxidermist, even after all this time.
There will only be a 50% chance that Duncaster is home when the PCs arrive (he keeps no regular schedule
so this will be true no matter what time of day they come through). If he is there, there is a 25% chance he is
sleeping, a 25% chance he is eating (either raw roots, berries, or smoked meat), a 25% chance he is mending
or preparing hides, and a 25% chance he is working on the wooden block. If he is not home, he will be
returning in d4 turns (he never wanders far), with a 50% chance he’s returning with a fresh kill or a supply
of berries, and a 50% chance he’s returning with firewood (he never chops down his closest trees).
If he is present and awake, he will walk towards visitors to greet them, hand out to give a friendly shake.
This will be rather gross if he’s been eating or working with hides. If he is sleeping, he will wake up when
approached unless it is someone moving silently that is approaching. If he is not present, he will be friendly
when he returns, apologizing for not being home to properly greet guests, unless they are rummaging
through his belongings in which case he will be yelling about the foul manners of people these days. If the
PCs have not damaged or stolen anything, he will calm down. If they have, he will start slapping them
around until they leave.
If anyone draws weapons against him or in any way acts as if they intend to inflict even potentially lethal
harm on him, Zeke’s eyes will sharpen and he will say with eerie clarity: “I know what becomes of the souls
of men who slay men. Do you?” He will not use lethal force for any reason but hunting food, and will
simply stand if attacked without running or defending himself in any way.
If engaged in conversation, Zeke will offer them root tea and snacks (badger parts…) and be very friendly. If
asked about the names or the woodcarving project he’s working on, he will explain:
“When I was a youth, there were evil people that lived up this mountain. Eventually they were driven off,
but before then they had killed a lot of people. A lot of them! Buried them up there, without a proper
gravesite or nuthin’. Everyone else seemed happy that the bad people were gone but didn’t give a hoot about
all the innocent people that had been killed. That’s when I vowed that I would give them all proper
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