Topic: My Death Frost Doom Experience [Spoilers]
My group has had a Pathfinder campaign going since October of last year, but about a month back, I decided to drop in a hook that led to Death Frost Doom. I didn't force it upon them, but their greed and/or desire for revenge sent them there. The group was level 4 and had the following characters:
Senator - Half-Ogre Barbarian (my 30-something brother-in-law, played since AD&D era)
Master Choli - Half-Elf Cleric (my 14-yr-old cousin, started playing with us last year)
Barbara - Goblin Bard (my 27-yr-old sister, started playing with us last year)
Loti - Gnome Sorcerer (my wife, just plays to hang out with everyone, still doesn't know what an ability score modifier is)
Bakna - Hobbit Thief (my 10-yr-old cousin, uses a microlite20 character and sits in with us on occasion. he only played in the second session)
The adventure was completed in two sessions totaling about 14 hours of play. The party left the cabin/shrine 3 times to rest if I recall correctly.
The synopsis of events is here:
http://peoplethemwithmonsters.blogspot.
paign.html
It's basically just a bulleted list of how they interacted with the adventure's main components. I tried to avoid a turn-by-turn report, as I find those excruciatingly boring to read. As a result, some things may be glossed over. If there are any questions about specific things, I'd be happy to answer them in this post.
I found the adventure worked fine with the Pathfinder system, with no up-front work necessary other than reading the adventure beforehand. Any monsters encountered were standard undead that were listed in the Bestiary. I did rework the standard Vampire in the Bestiary to have 2 additional levels of sorcerer, as I wanted to make 100% certain he was unkillable. However, I forgot the stat block at home, so I ended up just using the standard vampire in play, but giving him access to Baleful Polymorph (which he used 3 times to put pressure on the party to make a decision) and a Wish scroll, which I decided he had on the fly, in order to deal with the situation when two players were compelled to jump down the bottomless pit.
The only other thing that I wasn't sure about were the save or die poisons. I figured I'd just make it up on the fly. It never came up. Even though 2 save or die poison situations were encountered, both saves were made.
It was a bit tough for me psychologically to carry through with the deadliness of the adventure, since I inserted it into a campaign that has been going for 8 months, and the tone was markedly different than the previous stuff we had done. However, I am glad that I did it and the group now knows that the kid gloves are off and they shouldn't expect to be spoon-fed level-appropriate encounters and easy decisions.
I highly recommend the play experience this adventure offers. Don't rule it out just because you are not playing an old-school rules system. You will learn a lot about your group and your players and yourself as a GM.