by Gerald Cameron
Death, Frost, Doom
Published by LotFP Publishing
Written by James Edward Raggi IV
Art by James Edward Raggi IV, Laura Jalo and Aino Purhonen
28 page b&w saddle-stitched softcover with unbound cover, 5.5" x 8.5"
£8.00 / $5 (PDF)
Death, Frost, Doom is an unusual module. Designed for low-level
characters in older editions of Dungeons & Dragons (and published
under the aegis of retroclone OGL games like Labyrinth Lord and
OSRIC), it is not a latter-day B1: Keep on the Borderlands
or even S1: Tomb of Horrors. It is a moody, atmospheric, weird
piece that builds tension over a long period of time before reaching a
slightly manic, very dangerous climax. It can serve to kick off a
campaign or to end one, depending on the choices the players make. It
also features plenty for DMs of other fantasy (and even non-fantasy)
RPGs to chew on.
As much as it will cause the author to tear his hair out, I also have to
point out that it is a snap to adapt to other game systems and could
serve as a great con scenario for any number of games. It is also very
hard to discuss at any depth without giving up huge, unforgiveable
spoilers, so bear with the vagueness of large parts of this review.
Frost
The adventure begins (after a short preface by the author) with:
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 those
riches.
That's a classic beginning, setting the scene for the adventure
concisely and evocatively. It lets the players know that they will be
messing with things it might be better not to touch, yet the siren song
of wealth is what drives them to ignore that fact. Obviously, this will
not suit every group, but it seems an especially good way to set up a
group of pre-generated characters for running this module as a
convention session.
The PCs then climb the mountain in pursuit of those legendary riches.
Before they reach their destination, they will cross the tree line,
entering a frozen, haunted region. They will also encounter the legacy
of the evil before they achieve their objective.
Doom
Contrary to standard adventure practice, established in the early days
of the hobby, most of Death, Frost, Doom avoids combat
encounters. Instead, Raggi cranks up the tension and the atmosphere by
providing weird experience followed by weird experience, with a couple
of traps thrown in for seasoning. It is hard to discuss specifics
without distasteful spoilers, but I will say that the most mundane - and
the first - of them is with a backwoodsman that passes the time by
hunting, tanning leather and providing headstones for the long dead. As
the tension mounts, the PCs learn more about where they are and what
happened there. They will also find some treasure, so they will gain
some XP, at least in O/B/AD&D. This creates a package where what
would normally be filler - empty rooms and small details - act as
content.
Although I have not been able to play Death, Frost, Doom yet, I
do think that most, maybe all, of this will work, as long as the players
are prepared for an unconventional D&D experience. This is not
kick in the door, kill the baddies and take their treasure. Nor is it
old school creeping around the baddies as much as possible so you can
get the treasure without getting killed in a hurry. It is a mood piece,
and it does not release the mounting tension until the climax.
Death
When first read, the climax of the adventure seems like a guaranteed PC
slaughter. There are several ways the party's lives can be snuffed out,
each more horrific and deadly than the last. Only near the very end of
the module does it become apparent that there are ways for the PCs to
escape. Even these come at horrible costs that will have repercussions
for the wider campaign world.
You don't see these kinds of repercussions often in published modules.
They tend to focus more on being modules - little bits a DM can
drop in without creating waves elsewhere - or parts of a plotline the
writers and/or publishers plan to flesh out as an adventure path. In
Death, Frost, Doom, the PCs will kick an ant's nest, and it is
left in the DM and players' hands to decide how it changes things. Many
DMs will be uncomfortable with this, but I think it is refreshing. I am
more appreciative of this kind of spur to the imagination as time goes
by.
Conclusions
Death, Frost, Doom may be the best published adventure I have
seen in recent years. As much as I enjoy the better examples of old
style modules, it is a pleasant surprise to see something so different
coming from this corner of the hobby. Death, Frost, Doom is an
intriguing mood piece as inspirational for the horror GM as it is for
the D&D Dungeon Master. Reading, let alone playing, Death,
Frost, Doom is instructive, showing one very useful way of
developing a thriller or survival horror scenario. It also contains
several bits and pieces that are worth stealing or using as inspiration.
I would recommend Death, Frost, Doom to any Dungeons &
Dragons player, regardless of edition. Further, it could be used
with other fantasy role-playing games like Burning Wheel, Tunnels &
Trolls, Fantasy Hero or The Shadow of Yesterday. It could
even serve as the skeleton for a modern or science fiction horror
scenario. It is so easily adapted because of its limited combat
elements, strong themes, and powerful atmospheric elements. The biggest
hurdle is making it worth your player's while with reward systems that
are not built around gathering treasure. Even if you are already a
master of thriller and horror adventures, you may find a new trick or
two.
Related reviews on OgreCave: |
|