Thursday, December 6, 2018

Hexmoon Sabbath: A Folk Horror Doom

Hexmoon Sabbath is a supplement I've been working on in tribute to a few people who have been nothing but generous to me over the years. It details three witches--they call themselves Hexbrides--and a brief campaign set up that gives an outline of how to use them in a campaign arc. In Powered by the Apocalypse games, this is what they might call a "front." They can probably be plugged into any setting, but I'm also including notes on how to use them with Umberwell, Cinderheim, and Krevborna

This supplement will be available as a pdf on DriveThru for something like $2, but when should I drop it? Save it for my birthday in late December? Hit people with it while they're hung over on January 1st? Bears thinking on. Let me know down below if you have a preference.

Anyway, here's the supplement's introduction:

No one really knows from whence the three sisters who call themselves the Hexbrides came. Their arrival was unheralded; no calamity shook the firmament as they entered the world, raised their clawed towers from the ashes of the dead, and let twisted forests grow to seclude their new domains. The three Hexbrides took root like an infection; when their foul presences were detected, it was already too late—the spiritual disease they embody had spread unchecked. What little is known about the Hexbrides must be discovered through obscure means:
    • The Hexbrides were once mortal sisters. To prolong their lives, the Hexbrides undertook an unholy rite that bound each of them to a demon lord and transformed them into undead creatures.
    • They are not truly immortal; each requires a specific kind of blood to sustain her prolonged existence.
    • Each sister is cloaked in a powerful illusion that grants her a beautiful form. If the veil of glamour is pierced, their corruption and rot is revealed.
    • The Hexbrides don corpsepaint—grim black and white makeup that evokes a sinister aesthetic—to harness malign energies that protect them from harm.
    • The Hexbrides attract depraved mortal cultists who serve them as a faithful coven. Each sister’s witchcult entices a specific kind of spiritually wounded acolyte.
    • Each sister possesses her own clawed tower—a magically created spire-fortress culminating in a peak that resembles a bestial hand extending vicious talons. 
    • A malignant forest of dark woods grows around each Hexbride’s tower. These forests are dangerous; any journey through them is a perilous undertaking.
    • All three Hexbrides are armed with fell weapons granted to them by their demonic patrons.


  1. Wait, are Krevnorna, Cinderheim, and Umberwell your bespoke versions of Ravenloft, Dark Sun, and Eberron? Wow, I'm slow on the uptake!

    1. There's definitely inspiration there, but I think the direct versioning doesn't hold up.

      Ravenloft is an intentionally artificial patchwork --Krevborna is focused on a particular kind of horror and aims to be a bit more structured.

      Dark Sun is all about ecological irresponsibility -- the problem in Cinderheim is largely about the spiritually of war.

      Eberron is everything to all people, not just city-based -- Umberwell is all about the city as a thing (personally, I see more Sigil than Sharn in it.)

    2. That's fair, on all counts.

  2. For some reason I always associate folk horror with the weird parts of European Christmas traditions, so I say release it on the Solstice!

    1. I'll take a look and see when that is!

    2. If you haven’t check out the BBC series A Ghost Tale for Christmas, you can find a few of the episodes on YouTube.