Up on a mountain sits a house by a cemetery, haunted by the memories of atrocities past. People remember that horrible things happened up on that mountain, but not exactly what those things were. Still, they stay well away, and live long and prosperous lives for their wisdom.
But rumors of abandoned treasure and magic always bring those wishing to recover it. Brave, skilled men need not fear that which terrifies the common folk.
The cult on the mountain is long gone, yet the music of weirdling death carries on the wind.
The mountain is cold. So very cold.
And the greedy and the foolish will march bravely up the mountain for gold and glory.
Who Will Survive, and What Will Be Left of Their Souls?
Death Frost Doom is an adventure for character levels 1–6, and includes a revised version of The Tower, originally published in Fight On! #4.
Death Frost Doom is compatible with Advanced, Original, Basic, and Expert fantasy RPGs published between 1974 – 1983 as well as modern “Clone” games including Labyrinth Lord, OSRIC, and Swords & Wizardry.
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The core concept of this adventure is the classic discovery of a seat of ancient evil - one that is not too ancient to protest at being disturbed, of course. A tough adventure that can work for low level parties (up to 6th-level is suggested, although it may still be challenging for slightly higher levels), playtesters survived in the main by running away and at least in one case by cutting a deal they will probably live to regret!
To locate this adventure, all you need is a mountain that nobody dares to climb. If running as a stand-alone game, you can either read out the legend or have the characters discover it in nearby settlements to start them off, or it can be placed in a suitable area of an existing campaign world. It's also suitable if you need the characters to quest for an item... they'll get a bit of a surprise when they go to pick it up!
The adventure proper opens with a chance at a bit of role-playing and interaction, with a daft old coot who lives half-way up the mountain and has some passably useful information if the characters have the patience and tolerance to listen. Further up comes the adventure site itself, and from there on, it is classic dungeon crawl time. Plenty to trap the unwary or unlucky, some loot to gather and more undead than you can shake a stick at! All excellent poke around at your peril stuff.
As a bonus, there's a brief stand-alone adventure, The Tower, at the end. Who could resist a treasure map and a gold key engraved with a heart? If you go there, you probably will wish you had resisted, after all.
Classic 'old school' adventuring, well-presented and atmospheric, and with a coherent underlying rationale: everything is there for a purpose.