Jam Session II: Album Crawl Rocks the 80s
“Not '80s inspired, not '90s. 1980 to 1989, baby.”
Jam Session II page
Jam Session II page
Böwhoss’ handbook: notes on internal ignition
Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Carnival of Desecration
Concept: “A great carnival stretches out before you. It has been recently set up and the carnival barker outside promises nothing but disappointment.”
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Lair of the Lizard Cult
Concept: “Unearth what putrid secrets (and shiny baubles) lie in the dark, guarded by those whose skin has turned to scales and whose blood has cooled to ice.”
Content: There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing: Primarily descriptive and concise
Art/design: Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability: Includes a plaintext version as well
Content: There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing: Primarily descriptive and concise
Art/design: Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability: Includes a plaintext version as well
Licensed to Ill
Concept: “Listed here are just some of the effects that listening to this LP inflicted upon the Dying World!”
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements
Lilith's Biblia Blasphemia
Concept: “Inspired by Nurse With Wound's album Soliloquy for Lilith”
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing: Stat blocks and copious descriptive text for entries
Art/design: Features full-page illustrations for each
Usability: Special abilities are a bit more elaborate than Mörk Borg’s baseline
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing: Stat blocks and copious descriptive text for entries
Art/design: Features full-page illustrations for each
Usability: Special abilities are a bit more elaborate than Mörk Borg’s baseline
Now That’s What I Call Mörk Borg
Concept: “Inspired by the 1983 U.K. release Now That's What I Call Music or Now 1.”
Content: A card set that expands core Mörk Borg components (bad habits, scrolls, hirelings, etc.) … but based on pop music
Writing: Appropriately concise (since it has to fit on a card alongside the art) but still characterful
Art/design: Predominantly yellow and pink on black in a unique adaptation of Nohr’s style
Usability: Project is incomplete
Content: A card set that expands core Mörk Borg components (bad habits, scrolls, hirelings, etc.) … but based on pop music
Writing: Appropriately concise (since it has to fit on a card alongside the art) but still characterful
Art/design: Predominantly yellow and pink on black in a unique adaptation of Nohr’s style
Usability: Project is incomplete
Slaughterhouse Citadel
Concept: “Inspired by Death's album Scream Bloody Gore”
Content: Includes 11 rooms, 10 tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing: Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design: Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability: Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs
Content: Includes 11 rooms, 10 tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing: Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design: Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability: Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs
The Road of Light
Concept: “The road of light has chosen. You have no choice but to follow.”
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
Time for Tea
Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
Content: A surreal string of events revolving around a teapot and some invisible visitors
Writing: Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design: The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability: “Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”
Content: A surreal string of events revolving around a teapot and some invisible visitors
Writing: Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design: The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability: “Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”
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