Bad-Basilisk Berg-Borg Jam
“A Revisionary Retrospective & Paraludic Intervention into Fundamentalist Propaganda”
Bad-Basilisk Berg-Borg Jam page
Bad-Basilisk Berg-Borg Jam page
A Dead God’s Stronghold
Concept: “Have some scvm you can’t seem to part with? Looking for a way to end your game before it ends the world?”
Content: 6 thematic hazards and stats for some pretty brutal basilisks
Writing: Clear descriptions with a healthy dose of humor
Art/design: Fits a fair amount of content efficiently onto one page alongside some nice graphic elaborations of the base image
Usability: Can be used as an overlay for another dungeon to add extra character and lethality
Content: 6 thematic hazards and stats for some pretty brutal basilisks
Writing: Clear descriptions with a healthy dose of humor
Art/design: Fits a fair amount of content efficiently onto one page alongside some nice graphic elaborations of the base image
Usability: Can be used as an overlay for another dungeon to add extra character and lethality
Awful Pets
Concept: “Tired of plain old pets? Well, step right up to this completely legitimate establishment.”
Content: 8 basilisk friends for you to take home (or to a fun dungeon)
Writing: A veritable blender of sarcasm, irony, and overt humor—a fun read
Art/design: Could easily be a full-page ad in The Dying Land Gazette
Usability: Generate your own basilisk in only 3 rolls
Content: 8 basilisk friends for you to take home (or to a fun dungeon)
Writing: A veritable blender of sarcasm, irony, and overt humor—a fun read
Art/design: Could easily be a full-page ad in The Dying Land Gazette
Usability: Generate your own basilisk in only 3 rolls
Ballad of Bergharuth
Concept: “Tales of an ancient demon prince. Demonic tunes from his flute make the earth tremble and crack open, revealing terrors previously unseen.”
Content: Copious lore, a table of guises Bergharuth takes, and stats for Suffocating Tentacles
Writing: A sinister tone and visceral, violent imagery; also includes some nascent adventure seeds
Art/design: Repetition of organic forms and lines help create a visual unity and graphically represent the concepts described in the text
Usability: Could be implemented as a background plot or counternarrative to the primary apocalyptic scenario
Content: Copious lore, a table of guises Bergharuth takes, and stats for Suffocating Tentacles
Writing: A sinister tone and visceral, violent imagery; also includes some nascent adventure seeds
Art/design: Repetition of organic forms and lines help create a visual unity and graphically represent the concepts described in the text
Usability: Could be implemented as a background plot or counternarrative to the primary apocalyptic scenario
Basilisk Burger
Concept: “The players have found a map that tells of treasure. Survive the maze and claim your prize!”
Content: A fast-food themed experience
Writing: Includes stat blocks for multiple encounters as well as descriptions and some sample NPC dialogue
Art/design: Presented as a child’s place mat complete with word jumble and crayon marks
Usability: Toy prize not included
Content: A fast-food themed experience
Writing: Includes stat blocks for multiple encounters as well as descriptions and some sample NPC dialogue
Art/design: Presented as a child’s place mat complete with word jumble and crayon marks
Usability: Toy prize not included
Basilisks Hate Grundel Fims
Concept: “The heretical bard spewing optimism in the inns of the Dying World”
Content: The all-singing, all-dancing crap of the crappy world
Writing: Includes lore, a stat block, a little ditty, and stats for the patrons they inspire
Art/design: Typographically differentiates the various components, plus a whole lot of basilisks crawling all over everything
Usability: He’ll hit you with his lute, apparently
Content: The all-singing, all-dancing crap of the crappy world
Writing: Includes lore, a stat block, a little ditty, and stats for the patrons they inspire
Art/design: Typographically differentiates the various components, plus a whole lot of basilisks crawling all over everything
Usability: He’ll hit you with his lute, apparently
Basilisks-A-Go-Go
Concept: “Grab a pencil. Trace your route through the labyrinth.”
Content: A quick, roll-lite, Dark Fort-esque maze. With basilisks. They have 2 heads. You have 1. Good luck.
Writing: Some quick, concise instructions
Art/design: The green circles contrast nicely against the background gradient, making it easy to navigate; the extra basilisk heads are a welcome touch, since the world needs more basilisks
Usability: Can be played with just some base stats; full character sheet not required
Content: A quick, roll-lite, Dark Fort-esque maze. With basilisks. They have 2 heads. You have 1. Good luck.
Writing: Some quick, concise instructions
Art/design: The green circles contrast nicely against the background gradient, making it easy to navigate; the extra basilisk heads are a welcome touch, since the world needs more basilisks
Usability: Can be played with just some base stats; full character sheet not required
Craving the Green
Concept: “A treasure is to be found in the ruins of the old castle on the mountain. […] Getting there will be pretty easy, but what you’ll find in the treasure might make the way down a bit tricky…”
Content: A clever bait-and-switch—and then murder
Writing: Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design: Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability: A unique, rules-lite dynamic for navigating and resolving the central conflict
Content: A clever bait-and-switch—and then murder
Writing: Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design: Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability: A unique, rules-lite dynamic for navigating and resolving the central conflict
False Stronghold
Concept: “Every 100 years under a blood moon the False Stronghold rises in the south. It feeds for three days.”
Content: A titanic monster that will probably ruin your day (if not 3 of them)
Writing: Concise and extremely descriptive in both the flavor text and mechanics
Art/design: Solid typographical and color choices, intuitive layout, and a truly heinous illustration
Usability: Presents interesting options for murderhoboing on a colossal scale
Content: A titanic monster that will probably ruin your day (if not 3 of them)
Writing: Concise and extremely descriptive in both the flavor text and mechanics
Art/design: Solid typographical and color choices, intuitive layout, and a truly heinous illustration
Usability: Presents interesting options for murderhoboing on a colossal scale
God’s Goods
Concept: “Many paths may have brought you here. […] Most likely you heard of exotic substances that once tempted the unworthy, but now offer euphoric escape.”
Content: A miniatures- and mapped-based adventure; includes printable tokens and board
Writing: Provides a general scenario and specific rules for movement and for deploying and interacting with game pieces
Art/design: A more traditional layout and monochrome graphics lend a very old-school feel
Usability: Doubles as a Mörk Borg and Forbidden Psalm adventure; some assembly required
Content: A miniatures- and mapped-based adventure; includes printable tokens and board
Writing: Provides a general scenario and specific rules for movement and for deploying and interacting with game pieces
Art/design: A more traditional layout and monochrome graphics lend a very old-school feel
Usability: Doubles as a Mörk Borg and Forbidden Psalm adventure; some assembly required
IN HER NAME
“A meat-space game of stickers, 3rd-party content licensing, and maze treading”
One Flew Over the Basilisk’s Nest
Concept: “Overcome your addiction or be taken into God’s Stronghold, where you will be taught the ways of the false prophet ‘Yaweh.’”
Content: A substance-fueled mini-adaptation of Kesey’s novel to Mörk Borg
Writing: Clear delivery of instructions; some subtle but appropriate choices blur the line between psychiatric patient and religious zealot
Art/design: Emulates a bureaucratic form to visually emphasize the core concept
Usability: More of a loose scenario with guiding mechanics than a dungeon or full adventure, but a fun opportunity for roleplaying and weirdness
Content: A substance-fueled mini-adaptation of Kesey’s novel to Mörk Borg
Writing: Clear delivery of instructions; some subtle but appropriate choices blur the line between psychiatric patient and religious zealot
Art/design: Emulates a bureaucratic form to visually emphasize the core concept
Usability: More of a loose scenario with guiding mechanics than a dungeon or full adventure, but a fun opportunity for roleplaying and weirdness
Sir Shite
Concept: “Any water Sir Shite and his mout rests to drink from become riddled with toxic bacteria.”
Content: A basilisk-riding, infection-spreading Borgonaut
Writing: Concise and to the point; includes separate stats for rider and mount
Art/design: Color adds some variety to the document and the contrast between collage elements creates some visual humor
Usability: High-damage attacks and chance of infection make this a particularly challenging set of foes
Content: A basilisk-riding, infection-spreading Borgonaut
Writing: Concise and to the point; includes separate stats for rider and mount
Art/design: Color adds some variety to the document and the contrast between collage elements creates some visual humor
Usability: High-damage attacks and chance of infection make this a particularly challenging set of foes
Stinkmouth
Concept: “A descent into a pitiless stink pit. Designed for a TPK, but shenanigans can happen.”
Content: A truly foul and fun-filled delve into a pit of unpleasantness. There’s also a dog and some prizes.
Writing: Concise but conveys the intended tone very well
Art/design: Typographic choices and colors aid navigation, and other visual elements reinforce the motifs of stench, viscera, and excrescence
Usability: Don’t show your players the map. Let them fvck around and find out.
Content: A truly foul and fun-filled delve into a pit of unpleasantness. There’s also a dog and some prizes.
Writing: Concise but conveys the intended tone very well
Art/design: Typographic choices and colors aid navigation, and other visual elements reinforce the motifs of stench, viscera, and excrescence
Usability: Don’t show your players the map. Let them fvck around and find out.
The Lost Keeper
Concept: “For centuries, you have kept your post, standing guard before a single soul had even heard of HE or SHE. Yet now you are the only one that remains.”
Content: A highly variable class with features cleverly adapted from the image
Writing: Descriptions are fairly brief but express the concepts well
Art/design: Text on the top, basilisks on the bottom, pink all over
Usability: A good choice for someone who likes the core concept but wants a surprise or challenge in the class particulars
Content: A highly variable class with features cleverly adapted from the image
Writing: Descriptions are fairly brief but express the concepts well
Art/design: Text on the top, basilisks on the bottom, pink all over
Usability: A good choice for someone who likes the core concept but wants a surprise or challenge in the class particulars
The Rains on Merecastle
Concept: “Those fool enough to listen to the tune might find the riches left by the long dead inhabitants of the castle. Or death.”
Content: A dead castle bathed by acid rain and home to 2-headed aberrant reptiles
Writing: Provides lore pertaining to Merecastle and its environs
Art/design: Typographically delineates different textual components; colors lend an energetic, toxic visual tone
Usability: GMs will have to populate the scenario with monsters and other mechanical elements
Content: A dead castle bathed by acid rain and home to 2-headed aberrant reptiles
Writing: Provides lore pertaining to Merecastle and its environs
Art/design: Typographically delineates different textual components; colors lend an energetic, toxic visual tone
Usability: GMs will have to populate the scenario with monsters and other mechanical elements
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