I am thinking of running Death Frost Doom as a one-shot for some friends.

I am thinking of running Death Frost Doom as a one-shot for some friends.

I am thinking of running Death Frost Doom as a one-shot for some friends. David LaFreniere​, I believe you have done this. Any advice on squeezing the module into a single session?

30 thoughts on “I am thinking of running Death Frost Doom as a one-shot for some friends.”

  1. I don’t think David checks G+ that diligently, but as I recall, he skipped all the stuff before the cabin, and then compressed the shrine down to like three or four major areas (the church at the front, a single set of crypts, the fight with the Sacred Parasite, and the bosses at the end). That still seems like a lot to me for one session (which I typically mark at around 3 hours). I’d reckon that’s about a 4-5 hour session.

  2. I don’t think David checks G+ that diligently, but as I recall, he skipped all the stuff before the cabin, and then compressed the shrine down to like three or four major areas (the church at the front, a single set of crypts, the fight with the Sacred Parasite, and the bosses at the end). That still seems like a lot to me for one session (which I typically mark at around 3 hours). I’d reckon that’s about a 4-5 hour session.

  3. Hey just saw the post. I start the players in media res of a fight with starving wolves that seem desperate to avoid the mountain. After the fight, it’s a perilous journey to the top. The encounter is the wild mountain man, who I play as humorous unless the players start looking into him and stay the night in his tent, where his presence on the mountain becomes much more harbinger-e. I drop the cabin entirely, making the way in a frozen hatch at the top of the mountain in the middle of concentric rings of grave markers. From there I play an aggressive game of skull crystals dropping to managing the pacing and drive them to the final encounter and wait to see what they come up with.

  4. Hey just saw the post. I start the players in media res of a fight with starving wolves that seem desperate to avoid the mountain. After the fight, it’s a perilous journey to the top. The encounter is the wild mountain man, who I play as humorous unless the players start looking into him and stay the night in his tent, where his presence on the mountain becomes much more harbinger-e. I drop the cabin entirely, making the way in a frozen hatch at the top of the mountain in the middle of concentric rings of grave markers. From there I play an aggressive game of skull crystals dropping to managing the pacing and drive them to the final encounter and wait to see what they come up with.

  5. Oh I also dropped several set pieces and rooms that are in the original map. There is still way more than the players can get through, but the skulls falling push them to pick and choose where they want to explore. I’ve run it 3 times, it played in about 4 hours each time

  6. Oh I also dropped several set pieces and rooms that are in the original map. There is still way more than the players can get through, but the skulls falling push them to pick and choose where they want to explore. I’ve run it 3 times, it played in about 4 hours each time

  7. +David LaFreniere Especially since I’ve never heard you run DW. I was thinking you should run a session for Jason Cordova​​ on DR sometime… perhaps on April 1st? 😉

  8. +David LaFreniere Especially since I’ve never heard you run DW. I was thinking you should run a session for Jason Cordova​​ on DR sometime… perhaps on April 1st? 😉

  9. David LaFreniere I’m halfway through and so far it’s been both very helpful and rather enjoyable to listen to in its own right!

    I’d like to put in a vote for more of this kind of thing from the Gauntlet. I understand why you’re pushing the briefer formats in your podcasts. But there’s definitely also an audience out there for high quality long-form AP (even barely edited, like this). And you guys are already doing the hard part! I know you’re releasing some stuff on the YouTube channel, but long videos are a pain in the butt to wrangle on mobile and to watch/listen to in multiple sittings.

    I’m telling you now: release stuff of this quality on a podcast feed and you’ve got a regular listener. (Paging Jason Cordova)

  10. David LaFreniere I’m halfway through and so far it’s been both very helpful and rather enjoyable to listen to in its own right!

    I’d like to put in a vote for more of this kind of thing from the Gauntlet. I understand why you’re pushing the briefer formats in your podcasts. But there’s definitely also an audience out there for high quality long-form AP (even barely edited, like this). And you guys are already doing the hard part! I know you’re releasing some stuff on the YouTube channel, but long videos are a pain in the butt to wrangle on mobile and to watch/listen to in multiple sittings.

    I’m telling you now: release stuff of this quality on a podcast feed and you’ve got a regular listener. (Paging Jason Cordova)

  11. David LaFreniere Just finished listening – that was great! I liked the way you rearranged the map to cut the chafe and allow multiple paths through the dungeon. And Hawthorne was a great backstabbing NPC. Do you use him when you run the game for a group, or was he an addition for the one-on-one?

  12. David LaFreniere Just finished listening – that was great! I liked the way you rearranged the map to cut the chafe and allow multiple paths through the dungeon. And Hawthorne was a great backstabbing NPC. Do you use him when you run the game for a group, or was he an addition for the one-on-one?

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