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The Disappearance at Frostholm

Frost landsmystery Lv. 5 · 4 players

The Disappearance at Frostholm

A mining settlement in the frozen wastes has gone silent. The party arrives in Frostholm to investigate the disappearance of the town council and strange tracks leading into a cavern system below the town. As they uncover clues about a cursed relic and a sect worshipping something ancient in the depths, they must decide whether to rescue the missing council or stop a dark ritual before it completes.

mysteryexplorationeldritch horror

Read Aloud

You crest the final ridge of white-crusted stone, and the mining settlement of Frostholm materializes from the swirling snow below. Smoke rises from chimneys, but it curls thin and stale. Closer inspection reveals something more sinister: the main gates hang ajar, ice crusted along their edges as if they have stood open for days. You see no guards, no workers, no movement in the streets beyond. The only sound is the hollow moan of wind threading between snow-laden timber buildings. A light flickers in the Miner's Hall at the center of town, but the rest of the settlement lies shrouded in an oppressive silence that prickles your skin like needles of ice.

Description

Frostholm is a mining settlement of approximately two hundred souls built around a series of tunnels that burrow deep into the mountainside, extracting iron ore and semi-precious gems. The town proper consists of a timber-frame community hall, a modest shrine to Talos (now showing signs of defacement), a trading post, a tavern called The Frostbite, and roughly twenty residential structures. Smoke curls from chimneys, yet the streets are empty. The party's arrival goes unnoticed by any living soul. Key environmental detail: Near the northern gate, the party will notice ice-covered claw marks deeply gouged into wood and stone—fresh enough that ice is still crystallizing within them. These marks are too large to be natural animal prints and show signs of deliberate, purposeful dragging. A body would be dragged this way.

DM Notes

The party should feel the weight of abandonment. Use this opening to seed mystery and tension. Allow them to explore freely. If they approach the Miner's Hall, they will find Aldous Frostheim inside (see NPC card). Perception checks (DC 12) reveal the claw marks. A Survival check (DC 13) suggests the marks are 2-3 days old, and something large was dragged toward the mine entrance. Do not immediately reveal what happened—let the party investigate and discover the truth themselves. If they ask locals directly, emphasize that nobody is around to ask, building dread.

Read Aloud

The Miner's Hall is warmer than the frozen air outside, heated by a struggling hearth. Inside, you find the large common room empty save for tables laden with half-eaten meals, tankards of ale gone sour and cold. Behind a weathered wooden counter, a single figure sits hunched over a leather ledger, quill in trembling hand. The old man doesn't look up at your entrance, though his hand stutters to a halt. When he finally speaks, his voice comes as barely a whisper: "They're g-gone. All of them. Took the council three n-nights past, and Eldrich... Eldrich wouldn't stop scr-screaming."

Description

This scene establishes exposition through the interaction with Aldous Frostheim, the town's acting administrator. The Miner's Hall serves as an information hub. Aldous has been documenting the disappearances in his ledger, which records the names and dates of missing persons: Council Leader Gareth Stonepeak, Medic Ilsa Wintergrip, and Merchant Kastor Vale disappeared three nights ago. Miner Eldrich Coldborn was taken two nights ago and has not been seen since. Five other workers vanished over the preceding week. The ledger is filled with increasingly frantic notes. The most recent entry reads: "The hum from below grows louder. The carved stones in the deep mines glow with pale light. I see them sometimes in my dreams—shapes that should not bend that way. One more night and the ritual will be complete. They won't let me leave." Environmental detail: A carved stone token lies broken on the ledger's corner—half of what appears to be an obsidian disc inscribed with runes that hurt to look at.

DM Notes

Insight check (DC 13) reveals Aldous knows more than he initially admits and is terrified. Arcana check (DC 14) identifies the runes as belonging to no known language, though they resonate with a sense of wrongness. If pressed, Aldous admits he saw the council members walk toward the mine entrance of their own volition, moving in unison like marionettes. He believes they are still alive below, and that the ritual will "summon something that feeds on flesh." He doesn't know what the ritual is for, but he overheard mentions of "the Sleeper" and "the old hunger beneath." The stone token is indestructible but radiates faint necrotic energy. This can be identified with Arcana (DC 15) as a corruption component, likely part of a larger magical focus.