
The Campaign
Run at multiple tables and devilishly fun every time. Plenty of different groups have played this one, and every single one of them found a way to be horrible that we had not thought of.

The world has decided you are monsters, and the world is right. You are hags. You live to watch man and mer suffer, and you are good at your work.
The trouble is arithmetic. They outnumber you a thousand to one, and every road, every harvest and every crown belongs to them. Nothing your coven wants can simply be taken. So you lie. You scheme. You make yourself necessary to people who would drown you on sight, and you collect the debts later.
The free adventure starts on the night you turn thirteen. You wake in a swamp with a power you did not ask for, sisters you have only just met, and a mother the nearest village has paid off every Midwinter for three generations. That arrangement has always held. This winter it is holding badly.
A young priestess has come up the road to Abbotshire. She is kind, she is capable, and she heals for nothing what your mother used to charge for. The village is beginning to say there is no need for the old bargain any more. Your mother would like you to walk in wearing someone else's face and have a look at her.
Nothing has been decided yet. That is what makes it dangerous.
The shape of it
Specially tailored for wicked and evil roleplaying. The coven is the party, and every chapter is built out of the things a coven can do that an adventuring party cannot. Levels 1 to 5.
You wake on your thirteenth birthday on the floor of a hovel in a swamp, looking at sisters you have never met, with hands that are no longer yours. Your hagmother has been owed a child by the village at the forest's edge every winter for longer than anyone there can remember. This winter the village has decided it would rather not pay.
Walk into Abbotshire wearing a borrowed face. There is a young priestess here who heals for free, and the village has started to wonder what they ever needed a witch for. Your hagmother wants to know everything about her: who she prays to, who guards her, and what it would take to be rid of her.
Your hagmother takes you through the cauldron to a realm shrouded in perpetual twilight. A literal night market called the Gloaming Bazaar where nobody deals in gold and everything still has a price. You learn that she has quite the reputation among her own kind, and that somewhere above her, she has made enemies.
The road takes you back to Abbotshire. You have unfinished business with the people who live there, and this time you aren't here for a social visit. How the winter ends is decided here, and your choices will affect the outcome of this little town.
Something has come through the wards and into your territory, and none of you can say what. Your hagmother dismisses it as mangy wildlife, waves a hand, and sends you out to mend the stake before dark. Yet the whole time, you cannot shake the feeling that your every move is being watched.
Every fight in it is drawn to scale. The adventure comes with a map pack of
13 maps, gridded and gridless, ready for a virtual tabletop or for printing at an inch to the
square.
See the map pack
What you play it with
Early Access
The campaign goes out to the early access list before it goes anywhere else.