Death Frost Doom

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Death Frost Doom
Featuring save or die rolls.
Module published by
Self published
Rule System Lamentations of the Flame Princess
Authors James Raggi IV


Death Frost Doom is a module for Lamentations of the Flame Princess, written by James Edward Raggi IV. The adventurers will explore a cave that was used as a place of worship by an evil cult long ago. They will also die, either due to a death trap or boredom.

As you read this module, you may notice that the ideal scenario for the players is to enter the dungeon, don't interact with anything or try something out of the ordinary, pick up whatever treasure lie here, and get out immediately. Indeed, this is all part of the masterplan of James Edward Raggi IV to punish player that would dare having fun. On the other hand, if they try anything foolish, like say using their character in the way they are supposed to be used, they will meet certain death, despite the author claim that "there are multiple means of escape once those events are triggered" (a lie).

The adventure

This article contains spoilers! You have been warned.


A long time ago, an evil cult has taken home on top of a mountain. They are long gone now, but the place is still haunted. The adventure begin with the party hearing about it, and deciding to investigate.

The first part of the module is the actual trek to the house that serve as an entrance for the cult stronghold. The second part is the inside of the house, and the third part is the cave beneath the house (the actual place were the cult members were doing their thing).

The first thing the players meet is an old hermit who watches over the graves of the cult's victims (they were mostly children). Closest thing to a normal nice NPC the author has made in a long time.

The stronghold has a magical drug sitting in one of the rooms. Should the players be dumb enough to pop it in their mouth they make a roll on a d100 table. In an uncharacteristic move for Raggi, some of the results are positive. But it's a double fake-out, because they will walk away from the stronghold with crippling drug addiction.

The underground are a realistically laid out catacomb (minus the screaming faces) that is loaded down with risk free treasure. One that pretty much is risk free. Yay. Also cursed treasure that gives you permanent disadvantage on your attack rolls, no save. Yay.

Finally, after all the bullshit, you meet a plant. If the plant dies, every zombie on the mountain arises and tries to kill the party. Also, turn undead doesn't work on them because fuck you.

There's more stuff in there, an ancient vampire who wants the players to drag his sarcophagus back to civilization, a big spider. But all in all there just isn't a lot other then wandering in the dark. Most players will either give up due to boredom or trigger the zombie apocalypse and drop an undead bomb on the campaign setting. Because if there is one thing GM's love, it's one shot modules making the entire rest of the campaign about them.