YOU ARE DOOMED. DEATH FROST DOOM is the legendary adventure that introduced the world to the mindbending and merciless fantasy of Lamentations of the Flame Princess. Since 2009, this exploration of a death cults abandoned shrine has been used to start, and end, campaigns all over the world. An adventure suitable for low-level characters for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Made in Finland.
I like to dump this one in the fringes of the campaign region, occasionally mentioning it in local folklore or having it be placed on the map, but otherwise bringing it up in no way whatsoever - certainly no plot hooks pointed that way. Like many other Lamentations adventures, it works the best when the players just insist on going in there, no matter how bad an idea it is, no matter how little they stand to gain from it. The ensuing disaster has to be fully, completely, 100% their fault, or it will leave a bad taste in their mouths.
Some genuinely good parts mixed with some head scratchers.
My main problem (without spoilers) is that the adventure seems to come to a binary event: if the players do one thing, then a horrible (yet memorable) heavy metal nightmare happens and everyone has a great time.
But if they *don't*, then it's room after room then I guess pack it up and go home.
This is the reworking of the adventure that launched Lamentations of the Flame Princess as an OSR juggernaut. The elements that are intended to make you uncomfortable or question the motives of the antagonist make you question the morality and reasoning of the protagonists, players, only blurring the line farther as you progress through the story.
Enjoyed the part as the referee/reader that no matter what happens the player characters, and world they live in will forever be changed. As well as the players gathered around the table.
This is one of the best RPG adventures i've ever read. Its creepy all the best ways. It reads like the Brothers Grimm and Edgar Allen Poe had spent a long weekend listening to Scandinavian Death Metal while playing Dungeons and Dragons.
Puede que haya un antes y un después desde que se ha publicado esta aventura. Tomada ya por defecto cómo la aventura a recomendar para entender o conocer Lamentations y la leyenda de Zack.
Death Frost Doom is wonderful. It has an amazing sense of foreboding and a tense atmosphere. It is also deadly. Tell your players to make multiple backup characters. I've ran about 60% of it for a one-shot (that is turning into a two-shot) and it's been great. Very easy to convert to 5e D&D.
A solid horror dungeon crawl. Love the way it slowly builds the tension of the adventure and the sheer deadlines once the whole hell breaks loose:). The layout is fantastic as with all the other LotFP products and the front cover contains gorgeous maps of the area and the catacombs. The art style is gorgeous, evocative and has the same style throughout the book. Furthermore, it complements the layout perfectly and ads greatly to the building the atmosphere of this adventure.
There are some map player handouts as well, made in the same art style and revealing the map of the place in a partial manner. Effects of the Purple Lotus D100 table is also included and you can never get enough random tables especially for the effects of consuming dodgy substances :)
Couple of negatives: 1. The cover of the book is made out of felt and that is a dust magnet, will also wear much quicker with use. 2. While the dungeon has multiple entrances/exits they are not only hard to find, but also access and is really designed to be played as a park ride. Within the dungeon itself there is only one connection to another part of the dungeon, it is hidden and PCs are really punished severely if they do decide to veer off from following the path laid out for them. There are a number of articles in the OSR community written about good dungeon design and I will not go into further details about that. In saying all of the above, the dungeon layout is decent, just not fantastic. 3. If the adventure is slotted into a campaign world, there is a very slim chance that it will not end up destroying the world. As most decisions that a group might decide to do would lead to a world ending event. So probably best played as a one shot, or most likely a mini 1-3 session campaign, depending on how tolerant you are of your group indecisiveness in decision making.
Even with the above mentioned detractors, I would still recommend this adventure to any OSR or indeed any DnD group that can get onboard with horror, deadliness and unleashing something that can end the world...and of course wipe out the party.
This is a throwback edition of the adventure, that sort of made LotFP. Within the book is also included a three page revised version of a miniadventure “The Tower”, which was originally published in “Fight On!” #4.
What can I say, this is a proper horror dungeon crawl. Horror is a difficult thing to achieve in a an OSR-adventure, but this does it. Scary and atmospheric stuff.
The adventure has its technical problems. And by this I mean mainly, that PCs can too easily avoid the meaty show-down parts and the adventure is spoiled. The illustrations, lay out and maps could also benefit from a re-do. (Luckily there is a revised edition.)
“The Tower” is a forgettable little adventure site. But the “new” spells of Duvan ‘Ku are sick. Sick I say!