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The Frozen Witch's Bargain

Frost landsdark Lv. 5 · 4 players

The Frozen Witch's Bargain

The party is lured to a remote, snowbound monastery by rumors of an ancient artifact, only to discover that the monks have unknowingly made a pact with an eldritch entity imprisoned in the frozen depths. As the creature begins to break its chains, the adventurers must decide whether to destroy the monastery, negotiate with its abyssal master, or find a way to re-bind it before the Frost lands are consumed by eternal winter.

eldritch horrormoral ambiguityisolation

Read Aloud

The howling wind cuts through your furs like icy daggers as you trudge through knee-deep snow toward the silhouette of Whitestone Monastery on the horizon. Black stone walls jut from the white wasteland like broken teeth, and even from a distance, you notice something unnatural about the structure—no smoke rises from its chimneys despite the killing cold. The path beneath your boots is paved with ancient stone, yet patches of frost bloom across it in patterns that seem almost deliberately arranged, as if some invisible hand has been rearranging them. A wooden sign, half-buried, marks the monastery's name in faded runes. Behind you, the blizzard has erased your tracks entirely. Ahead, the monastery's gates hang open, and through the falling snow, you hear a faint sound—not wind, but something that might be singing, or screaming, or both.

Description

The party approaches the remote monastery after a harrowing journey through the Frost lands. They were hired by a merchant who claims an ancient Rune of Binding was hidden here centuries ago—it could be sold for a fortune to the right collector. The monastery sits isolated on a high plateau, surrounded by sheer drops and accessible only by the narrow path the party now walks. The environment is deeply unsettling: the frost patterns are too regular, the silence too complete, the air carries an electric, wrong smell—like metal left too long in winter. The gates are ornate but weathered, carved with imagery of monks in supplication before something vast and geometric.

DM Notes

Establish atmosphere early. Allow the party to make DC 12 Intelligence (Arcana) or DC 13 Wisdom (Insight) checks to sense something is magically wrong here. The frost patterns are not natural—they mark the perimeter of a containment circle, though this won't be obvious yet. If a party member touches the rime on the gates, they feel a subtle pulse, like a heartbeat. The distant sound is the entity's dreamlike vocalizations, audible only to those within a few miles. Play up the isolation: once inside the gates, the storm becomes harder to navigate back through. This is a pressure point—leaving later may be difficult.

Read Aloud

You pass through the gates into a cloistered courtyard where snow has drifted into dunes against the inner walls. Here, time seems to have stopped mid-catastrophe. A massive bronze bell hangs from an ornate frame, its surface etched with frostbite, and beneath it lies the frozen corpse of a monk, robes clutching his chest as if he died mid-prayer. The monastery's main building looms four stories high, its windows dark and empty. But as you enter through the heavy wooden doors—which creak open as if expecting you—warmth spills out, a terrible, wrong warmth. Inside, the monastery's warmth creates a gradient: the entrance hall is pleasantly temperate, but deeper within, you see your breath misting in patterns that shift against the air currents. Candles flicker along a corridor to the east, some blue, some white. A spiral staircase descends into darkness at the western end of the hall, and you hear a rhythmic dripping sound echoing from below. A notice board near the entrance bears a single, recent entry: "The Gift speaks to us in dreams. Brother Aldric has begun transcription of its words. Do not disturb the lower sanctum. — Abbot Mortis."

Description

The party enters the monastery proper and discovers a structure wracked by inexplicable contradictions. The entrance hall is lined with religious iconography—but the images have been defaced, their eyes gouged out. The corpse of Brother Gavin lies frozen outside; inside, the air itself grows oppressively thick. The party can explore three main areas: the dormitory (second floor), the library and scriptorium (first floor, east wing), and the lower sanctum (below ground, west wing). At this stage, no immediate threats are present, but environmental clues hint at something deeply wrong. The monks are not visible, though some chambers show signs of habitation—beds still warm, meals half-eaten, scattered pages covered in increasingly illegible handwriting.

DM Notes

This is the investigation phase. Let the party explore freely but establish time pressure: every 15 minutes spent exploring, they hear a deep groan echoing from below, and the temperature drops by 5 degrees. After 1 hour, the lower sanctum doors will begin to bulge outward. Clues to find: (1) In the scriptorium, pages showing Brother Aldric's handwriting degrading into incomprehensible symbols; (2) In the abbot's chambers, a ledger documenting the monastery's decline and the arrival of "the Gift" three months ago; (3) The dormitory shows monks sleeping in unsettling positions, their mouths open, lips blue. They are alive but will not wake. A DC 14 Medicine check reveals they are in some kind of prolonged magical slumber. (4) A locked reliquary in the library contains a leather-bound journal with the true story of the Rune of Binding and how it was placed to contain something far older than the monastery itself.