Townsfolk stay inside during the harshest weeks of winter. As those outside often come in contact with the strange and elusive spirits of Yule.
Legend has it that a coven of winter fey spirits presents itself to travelers in need of shelter. These spirits are often portrayed as witches or hags. They are not inherently evil, but their actions leave much to the imagination. These spirits feed on the hopes and aspirations of mortals.
Witches. In local legend, ancient crones haunt the forests, their hats woven from roots and brambles, crowned with dozens of flickering candles. They embody the mischievous spirits that roam during winter’s chill.
The spirits offer an imbalanced exchange. They barter a night of solace and protection from the harsh winter. In return, they take a long-term aspiration, a goal, or a hope from each mortal that enters their domain. This is not a voluntary exchange. When mortals enter the witches’ cottage (see below), they inadvertently agree to the eldritch terms of a fey contract. Such arrangements are frowned upon, even in the faraway Feywild. Alas, these Yule spirits care not for that.
Arcane Binding. Contracts written by fey beings are not easily broken. Many scholars have devoted their lives trying to decipher how the fey bind others to the written word of these contracts. Mortals can be tricked into entering a legal arrangement without knowing…
Adventure Hook. The characters seek their way back to town during a harsh snowstorm. They come across a wooden cottage; the flickering warmth of a fireplace shines through the windows. In dire need of shelter, the characters approach this house.
Level-3 Adventure
Inclement Weather
The characters, far from any settlement, struggle to survive a merciless snowstorm. It becomes clear that traveling in this weather is a death sentence. The characters must find a way to hide from the bone-freezing winds. Building an improvised shelter is an option but it takes time they do not have. In the most desperate moment, the characters see the witches’ cottage through the snow.
Zone of Convergence
The fey beings and the cottage that the characters encounter in this adventure are not fully in the Material Plane. Inside this Zone of Convergence, both planes touch in a 100-foot-wide Emanation centered on the cottage (DC 16 Arcana to infer this). The snowstorm becomes a permanent border; impassable by mortals. Only the witches can allow those inside to leave. If defeated in combat, the fey beings reappear after 1 day.
This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). Notice that some of the layout elements can only be presented as intended in the PDF layout (side-margin boxes and statblocks). The downloads include hi-res images for the maps.
1. Cottage Surroundings
A one-story, wooden cottage stands stalwart against the ceaseless snowstorm. The hearth’s fire flickers through the shaded windows.
Some of the trees around the house feature numerous magical lights that shine red and blue. Each dot of light is the size of a small insect.
Trap. Characters that stand on the marked area (see map) fall 30 feet to area 11 (DC 15 Dexterity save). They take 2d6 Bludgeoning damage.
2. Outhouse
Trap. The first character that enters the outhouse falls 30 feet to area 10. They take 2d6 Bludgeoning damage (DC 15 Dexterity save).
3. Porch
The cottage’s front door is unlocked. The frame is marked with ancient fey runes. If read with Comprehend Languages, they say: “Come into the fold and accept the terms of this arrangement. We seek only to barter that which is valuable to all.”
Runes. These runes predate the Elvish language. One of the runes can be read by anyone who knows Elvish; it can be translated as both ‘valuable’ and ‘disposable’.
4.Terrace
A fox-like being made of snow and ice sits on a cushion near the door. It does not speak but stares at the characters intently. Unless stopped, the ice fox walks by the characters and tags along.
Yule Spirit. Some fey beings exist only during wintertime. These seasonal spirits trace their origins to the Feywild.
5. Living Room
A pot of hot stew simmers next to the hearth. The immediate warmth in this room is a stark contrast to the cutting winds outside.
A table for four people is set. Hot stew awaits the hungry and tired travelers. The food is nourishing and safe to consume. Etched on the wooden table is the message in Elvish, “Recover your strength and find us all beneath.”
6. Single Room
The room contains a bed, an empty wardrobe, a chest, and a trapdoor that leads down a shaft to area 7.
Treasure. The chest is locked (DC 15 Thieves’ Tools). It contains 110 GP, 480 SP, and two Potions of Healing.
7. Dungeon Landing
The iron-rung ladder descends to this room with four thick pillars. Two glowing orbs bathe the chamber in a scarlet luminescence. A canal filled with yellow fluid passes through. This liquid is watered-down tree sap of strong fragrance. It flows slowly around the dungeon in counterclockwise motion. The vault door is locked (DC 25 Thieves’ Tools). The key is in area 11.
8. Chamber of the Dead
Four gilded urns rest in narrow alcoves. The light of two glowing orbs bathes them.
A fey witch kneels by a golden urn. She wears a hat of brambles and lit candles. In Sylvan, she sings a short lament.
The Urns. This crypt is thousands of years old. The fey spirits interred here died in the Material Plane in a war that few remember. Each urn contains the ashes of at least twelve fey knights.
The Crone. This green hag is accompanied by two blink dogs. They have Indifferent attitude. She claims that the ashen remains of others of her kind rest here; she has come to pay respect to them. She beckons the characters to visit the Grand Sanctum (area 11). This hag fights only in self-defense.
The Sanctum. The fey witches gather for an eldritch ceremony of exchange in area 11. They all feel an inescapable yearning for whatever the characters will give as payment.
9. Chamber of Meditation
A witch (green hag) with the same type of hat as the one in area 8 greets the characters here. She says the following: “Sit with me to meditate. Your very presence here binds you to ancient terms. The snowstorm outside shall never subside until you all take part in our secret covenant. For the hospitality you have received, you are expected to pay by gifting us something dear to you: a goal, an aspiration, or a hope. It shall leave you forever, but you have the freedom to choose which.” She speaks the truth (see Zone of Convergence).
Meditation. The witch invites the heroes to kneel and meditate on the subject of loss and forgiveness. Those who do gain Heroic Inspiration.
10. Dungeon Trap Room
A trapdoor in the outhouse (area 2) leads to this area. The hallways that connect to this chamber are blocked with iron bars from floor to ceiling.
Escape. A character can bend the bars with sheer strength (DC 16 Athletics check). Alternatively, the bars on the north side are connected to a clockwork device behind the walls. It can be manipulated to lift them (DC 14 Thieves’ Tools).
11. The Grand Sanctum
There are twelve witches (green hags). If a character falls from area 1 into the central pond, the witches let him know of the fey contract and what the characters are expected to do (see area 9).
Pond. A character that falls notices a large brass key at the bottom of the tree sap pond. It opens the vault door in area 7.
The Exchange. The eldritch ceremony beings, the witches dance by a radiant fire over the pond. Each mortal present must walk to the holy manger and leave something of true value to them. After this ritual, the witches leave. They tell the characters that the storm shall end at dawn…
The Manger. A relic of great significance. For the fey, this object symbolizes the abandonment of something sacred so that other things can prosper.
12. The Vault
The key to open the door is in the pond of area 11. The fey spirits do not care if mortals come here.
Treasure. The room contains 400 GP, 2,400 SP, a set of mithral Chain Shirt, 1 Potion of Longevity, and a sentient +2 Longsword.
The Blade. This weapon was once wielded by a brave satyr knight in the feywild. It has been dormant for centuries. The blade has a quirky voice and hundreds of epic stories to tell.
| d6 | Details |
| 1 | A satyr approaches the characters and offers to play a game of riddles. Whoever fails a riddle first loses. He wants to wager a finger. |
| 2 | Two commoners on the road find the witches’ cottage and enter it without hesitation. They have an Indifferent attitude toward the heroes. |
| 3 | Two fairies (sprites) giggle as they fly toward the party. They ask: “Kind travelers, what is it that they aspire to the most? It is important to know.” |
| 4 | Four blink dogs appear out of thin air and attack the characters. After 2 rounds, they disappear. |
| 5 | An old woman’s ominous laughter cackles through the cottage and dungeon for 1 minute. |
| 6 | A character trips on a wire. A spear shoots up and deals 2d8 damage (DC 18 Dexterity save). |

This awesome cartography piece was featured in on our Patreon page and on issue 65 of Dungeon Vault Magazine.



