Wednesday, September 12, 2012

Hacking Death Frost Doom: The Chrono-crone



Death Frost Doom is one of those modules that has potential, but needs a bit of modification to suit my style of play.  One of the things I like least about it (and this is a pretty minor part of the overall adventure) is the magical clock found within the cabin leading up to the accursed temple.  The clock is described thusly:

The clock is magical; anyone physically moving the hands forward or backward will cause a time distortion. The distortion affects only the person moving the clock hands; if two or more people try to do it at the same time, randomly determine which is affected. Moving the clock backwards will stop time for that same amount of time, and the character will be able to freely act. Objects will only move if the character moves them, so it would be possible to do things such as walk between raindrops, drop a coin, take a walk, eat a meal, and come back and catch it before it has fallen an inch (provided enough time was moved on the clock to do such things). Other people and animals and undead things will be frozen in time, unable to act. Spirits will still be active, so sleeping on the grounds will have the same effect as normal. Adjusting the clock forward puts the character forward in time by the moved amount. That character will seem to disappear if anyone is watching, and will only reappear after the set amount of time, at which point everyone other than the clock-disturber will not be aware that any time has passed at all. 

What I find problematic about the clock, especially if it is adjusted forward, is that it effectively splits the party and creates a headache for the GM who now must run two adventures along two divergent timelines.  (It's also one of the many effects in LotFP adventures that makes the players less apt to touch anything that seems "weird," which seems contrary to the point of "Weird Fantasy.")

My hack for this is simple: moving the hands on the clock cause the room to suddenly go dark...an outline of a door appears against a wall in fearful luminescence...and out of that unholy portal steps...THE CHRONO-CRONE.




Chrono-crone Hag
Chrono-crones are women whose appearance is bifurcated lengthwise down their bodies; the left half of their bodies is withered and old, while the right half of their bodies is youthful and blooming. Chrono-crones are often magically linked to enchanted clocks. If the clock is tampered with—for example, if the hands of the clock are moved manually—the room first goes black, is then filled with eerie, spectral light, and then the Chrono-chrome appears. Chrono-crones summoned in this way will offer to strike a bargain with a group of adventurers, such as providing the effects of a Haste or Time Stop spell when they most need it, because any tampering with the orderly flow of time does honors their strange, otherworldly masters.

Move: 120' (40') AC: 14 HD: 10 Attacks: 2 (AB +10) Dam: 1d4 (claw) Mor:Special Abilities: Stasis Touch – anyone hit by a Chrono-crone's claw attack must make a successful Saving Throw vs. Petrify or be struck with a Hold Person effect. Mistress of Time – A Chrono-crone can cast Haste and Slow at will, Passwall, Dimension Door, and Teleport three times per day, and Time Stop twice per day.

* * *
The way I play it, the encounter with the Chrono-crone isn't about combat unless the players force the issue.  (At which point they'll likely be slaughtered given the crone's magical abilities.)  Instead, it's a chance to tempt the players into a Faustian bargain: perhaps the crone will offer to use one of her abilities to the party's favor in return for a little of their "time" (effectively taking some of their youth).  The first time I ran Death Frost Doom the players called about the crone to cast some much-needed Haste and Dimension Door spells so they could make good their escape from the zombie hordes.

Of course, the characters are free to not enter into a bargain with the crone.  The last time I ran Death Frost Doom the players politely declined the crone's bargain at first, but made a bee-line for her as soon as they had the vampire in tow in his casket.  They made a case to the crone that the vampire's eternal life was an affront to the flow of time to get her to deal with the vampire so they didn't have to--which I thought was quite clever, actually.

17 comments:

  1. I dig the it, 90% of what I do as DM is offer Faustian bargains. They are the best bargains around!

    Esp since I don't understand "and will only reappear after the set amount of time, at which point everyone other than the clock-disturber will not be aware that any time has passed at all." Which seems opposite of what I'd expect, that is only the disturber will not be aware that time has passed...

    Not knowing the context (don't have DFD), the time stop seems way overpowered. My players would wind clock back weeks and then go on a stealing spree.

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    1. Thanks! Faustian bargains always trump hosing down the players arbitrarily, in my book.

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  2. I dig this a lot. It has a very comic book feel to it--which I mean in the most positivv way.

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    1. I wouldn't expect you to use the phrase "comic book feel" in anything other than a positive way!

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  3. Also the Crono-Chron, a clock that counts down the time until its female possessor becomes an old lady.

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    1. I'm saving that for my unofficial sequel, Doom Frost Death.

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    2. How about Death Doom Frosty? An old hat animates a snowman who goes on a deadly rampage?

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    3. In that one Frosty will have a dildo for a nose and eyes made of of abortions! HELL YEAH DEATH METAL BRUTAL TIMES!!!

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    4. Also, if the PCs so much as look at that otherworldly, pulsating hat they get syspilihis. No save. WEIRD FANTASY!

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  4. That's an improvement. There were things I had to change or remove in the cabin, as well. The moose head was one. I'd lose all credibility with my crew if I'd used that horror cliche. (i.e. the mounted head on the wall whose eyes follow you and that laughs at a certain time.)

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    1. I think the basic skeleton of Death Frost Doom is all right, but there is a LOT of stuff I find myself hacking or removing.

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  5. Looking forward to running Death Love Doom. I'm hoping to tie the events within the mansion to a villain via some of the plot threads provided in the scant narrative bits. I think the things in the mansion will be so terrible as to galvanize the party from a group of marauders into a group of avengers.

    I consider myself a pretty thick skinned individual and a horror buff, some of the things in DLD... the Theatre of the Mind is not always a fun place to be.

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    1. I gotta admit, Death Love Doom reads like it's trying way too hard to be edgy: "YEAH! And she'd got a dead baby crammed into vagina! RIGHT? SHOCKED YET?" It seemed more silly than horrifying to me.

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  6. I was just trying to figure out what the clock with no hands and inscrutable runes found in the gnome's workshop would reveal if the hands were found and the strange time piece's secrets were revealed...

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  7. Damned fine idea, and way spookier than vanishing and coming back later. I've been looking at a few OSR games recently, since I missed them first time round, and LofFP looks right up my alley. I think I'll go and hunt down a PDF from somewhere, and leave you with some thoughts on horror GMing in general. http://shortymonster.co.uk/?p=165

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