Jean Verne
Anti-Paladin Filthy Slime Jam!
26 contributors
Rugose Kohn
Astrolich
Eduardo Carabaño
PerplexingRuins
Jegs
Walton Wood
Strega van den Berg
Michael Mars
RaptorShadow / BirdSilhouette Games
Martin Bonnevier Kronlid
Luis Bishop Lopez
Bracken MacLeod
Roland Boshnack
Ceph
Cthonic Cartography
Max Moon
Jean Verne
Tragos Games
Michał Gotkowski
Kim Holm
Ian Long
Ben Gyurik
Will Tejeda
Alex K. Barton
Kevin B.
Ryan Sigler
“For God sent not his followers into the world to condemn the world, but that the world through him might have its ass kicked.”
All proceeds donated to Doctors Without Borders
All proceeds donated to Doctors Without Borders
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
Cloud of Sinners
Concept: “Submit your players to a purity test by forcing them to fight their inner demons.”
Content: A monster with stats based on the PC with the weakest Presence test
Writing: Evocative descriptive text with concise, clear writing and instruction in the tables
Art/design: Clean, well-organized presentation with shocks of yellow for emphasis and visual guidance
Usability: Invites improvisation but also provides tables to roll characteristics
Content: A monster with stats based on the PC with the weakest Presence test
Writing: Evocative descriptive text with concise, clear writing and instruction in the tables
Art/design: Clean, well-organized presentation with shocks of yellow for emphasis and visual guidance
Usability: Invites improvisation but also provides tables to roll characteristics
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
FÖLK-LORE: Rendezvous & Romps
36 contributors
Rugose Kohn
Jean Verne
Michał Gotkowski
Alex K. Barton
John Casey
Klos Cunha
Tiago Rech
Robert Goulding
Afterthought Committee
Joonas Laakso
Karl Druid
DogNutBoy aka Stuart Holmes
Thomas Sanchez
Pablo Dapena
Andrew Lanier
Chalkdown
Owen McGauley
Jakub Skurzyński
Shawn McCarthy
Derek Mayne
Barbarian-of-BBQ
Kris Thompson
Ryan Smith
Chris Hopper
Bannerless Games
Philipp Teich
Josh Domanski
Zero Klimatu Collectiv
Luigi Pizzinu
Kitty B.
Thomas Rompré
Alain S.
Nell Azathoth Tull
Reverendunclebastard
Lupusamicus
C.A. Berlitz
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content: The second volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Content: The second volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Klöss
“One cold winter night he refused to open his door to a beggar, he is now doomed to forever be generous.”
Tenacious Helmets
Concept: “A monster based on unfinished business, misplaced trust and faulty armour”
Content: A trap/monster/item targeting unwary and acquisitive adventurers
Writing: Includes background, behavior, effects, and a stat block (of course)
Art/design: The illustrations will make you want one despite the adverse effects
Usability: Multivalent but ergonomic in any capacity
Content: A trap/monster/item targeting unwary and acquisitive adventurers
Writing: Includes background, behavior, effects, and a stat block (of course)
Art/design: The illustrations will make you want one despite the adverse effects
Usability: Multivalent but ergonomic in any capacity
The Benevolent Ignoramus
Concept: “A titan decided to steal a powerful artifact to try and save the Dying World. Sadly for the Dying World this titan was not particularly bright or agile.”
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
The Gardens at the Bewitching Hour
Concept: “The gardens were an extremely popular spot in Grift …. Now it is nothing but weeds and despair.”
Content: A crawl through a baroque pleasure garden
Writing: Primarily descriptive; adds clever nuances to monsters and NPCs
Art/design: A nice map and clearly delineated locations
Usability: C’est magnifique
The Wicked Ensemble
Concept: “Take part in a dance battle orchestrated by merry skeletons and show off your infernal dance moves!”
Content: A performance-based encounter including mechanics for variations and dance moves
Writing: Takes itself 100% seriously, and it’s spectacular
Art/design: Uses signature yellow and pink to more festive effect; the ligature is also a nice touch
Usability: Easy for DMs, probably a confounding challenge to players
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