Sunday, July 20, 2025

Jaws AP: Black Heart of the Petrified God (part 1 of 2)

 Actual Play – Jaws of the Six Serpents

Black Heart of the Petrified God, Part 1

In this post, I present an actual solo play report using Jaws of the Six Serpents. This comes on the heels of my full Jaws review. If you missed it, you can find that review here.

Even though this was a short, self-contained one-shot adventure, the report itself turned out longer than expected. So I’ll be posting it in two parts.

A Few Notes Before We Begin

While I use a handful of solo RPG tools, I won’t be spotlighting them too much here. The main reason for this post is to shine a bit more light on this indie gem. I’ve posted a few PDQ-related actual plays before, but rarely do they dig into the mechanics the way I’d like.

For this adventure, I’m using The Random Location Crafter from the Mythic toolkit, specifically the version featured in Mythic Magazine issues #2 and #3. I won’t go into the mechanical weeds on that tool, other than to say this was a dungeon crawl with zero prep—everything was rolled randomly using the theme and descriptive tables. It worked beautifully. I’ve had great experiences with Location Crafter-style games, and in this session, it served as my sole oracle and adventure driver. I may occasionally roll yes/no questions with a basic d6, but that’s the extent of my GM emulation tools.

As for style, I adopted a structure I once saw on The Big Purple (RPG.net), though I doubt I could find the original post now. Credit to the excellent mind behind it. The format is simple:

  • One paragraph of setting fluff

  • Three paragraphs of action (inspired by pulp fiction or high-octane comic strips)

  • Then stop.
    Bonus points if you end on a cliffhanger. The idea is to emulate a 3–4-panel comic strip per "page." That’s the reason for the structure and tone.

Off to the side in my own notes are mechanical summaries for each "page" of panels.



Meet Our Heroine: Red Thordis

Stat Block (Jaws of the Six Serpents)

Strengths

  • Good [+2] Faculty: A Cold Heart and a Burning Temper

  • Good [+2] Peoples: Bloody Reaver

  • Good [+2] Driver: Take What Can Be Taken

  • Good [+2] Peak-Level Athleticism

  • Good [+2] A Sell-Sword Once Upon a Time

  • Good [+2] A Thousand Leagues in These Boots

  • Good [+2] Swordplay

  • Good [+2] Primitive Instincts, Feral and Quick

Weaknesses

  • Poor [-2] Uncivilized

Learning Points: 0
Fortune Points: 1
Props: Average [0] Pair of Curved Scimitars
Average [0] Skins and Furs
Expert [+4] Torches (supply prop)


Background: Red Thordis

Born beneath the howling winds of the frozen north, Red Thordis was the daughter of a fearsome chieftain and heir to a legacy of war. From childhood, she was forged in blood and battle—her swordplay swift, her instincts feral. But when she slew the man chosen to be her husband in the heat of a raid, rejecting the ancient customs of her clan, she was cast out as a pariah. Alone but unbowed, she turned her exile into legend.

Thordis now roams a savage world of ruins, jungles, and empires, her name whispered in awe and fear. Where others seek shelter, she walks into the storm—trusting only her blades and her brutal code. Every step of her journey is driven by a defiant hunger to prove she needs no master, no tribe, no destiny. Her battle cries echo from the mountains of her youth to the cursed temples of forgotten gods.

Tall and sinewed like a huntress carved from ice and fire, Thordis bears the scars of a hundred battles and tattoos that sing of her Aesir bloodline. Her crimson hair and piercing blue eyes strike fear and fascination in equal measure. With her twin scimitars at her side and a soul like sharpened steel, she is a force of nature—a blazing fury against a world of monsters, tyrants, and fate itself.


Black Heart of the Petrified God

Preface: The Heart of Ar-Saren

“Tell your pale sorcerer if the girl dies, I’ll split his skull like a melon and piss in the halves.”

So spoke Red Thordis—scarred, towering, and fire-haired—clad in furs that stank of blood and jungle sweat. Her eyes, twin shards of glacial blue, cut through cowards and false gods alike. She was a she-wolf of the north, outcast and reaver, whose blades sang only for coin… or vengeance.

They came to her on the edge of the world—Zoryn the Pale, whose eyes gleamed like twin moons over a grave, and Videric, the once-brother-in-arms turned jackal. Together, they brought chains of flesh and duty: a girl named Ana, bound and wide-eyed, whom Thordis had once saved from slavers in the high passes. A debt paid in blood now held her heart hostage.

Zoryn’s voice slithered like rotwater through stone. He spoke of a relic lost to the gods—a pulsing crystal called the Heart of Ar-Saren, said to throb still in the ribcage of a petrified sky-titan above the jungle of Zal. A corpse-temple suspended in air, hidden for eons in the mists above the canopy, shunned by tribes who whisper of cursed dreams and sleepers who stir in stillness. Ar-Saren, they say, was no mere king, but a sorcerer who bent time and death itself to his will.

The bargain was struck before the breath of refusal could leave her throat. In exchange for Ana’s life, Thordis must climb into the dead god’s body—alone—and steal its black and beating heart. No map. No promise. Just her blades, her will, and the curse-laced winds that howl around the floating tomb. For Red Thordis, exile of the north and slayer of ten thousand dead, it is not the danger that stirs fear—but the question: what if the god is not dead at all?


Page 1: Panels 1–4


Above the steaming canopy of the Zal jungle floats a nightmare fossil: a god’s corpse, locked in mid-air by forgotten sorcery, swaddled in mist and strangled with parasitic vines. The temple, built into its stone-fleshed spine, stretches across its massive form—now more ruin than monument. Wind howls across the open surface, where jungle creepers dangle like ropes from heaven. Moss, orchids, and damp lichen coat its bones, but atop its cranium sits a yawning skull-gate—the mouth of the dead god—and a clan of beasts that guards it.

Red Thordis grunted as she hauled herself upward, muscles flexing with effortless strength. The vines strained and groaned but held as she climbed toward the island of bone and overgrown ruin. Sweat streamed down her temples as her boots found purchase on a slab of ancient ribs slick with moss; a moment later, she vaulted over the edge and crouched low among the ferns and rubble.

A monstrous ape sat atop the skull, its body massive, posture too upright, its black eyes glinting with cruel knowing. It saw her at once. With a deafening roar, it bellowed an alarm, and from the underbrush came hoots, snarls, and a barrage of stones hurled with deadly force. Thordis snarled a curse and rolled into a cluster of broken masonry, the hail of rock splintering just overhead.

She crouched in shadow, catching her breath, and understood at once—this was no temple, it was a den. The beasts had claimed the floating corpse as their holy ground. She pulled flint and steel from her pack, and with two quick strikes, brought a torch to life just as the sound of heavy footfalls pounded closer. But before she could rise, a new shape blotted out the gray light above—massive, hulking, and silent.

Page 2: Panels 5–7


Thordis spun on the balls of her feet, torch flaring in one hand, her scimitar hissing from its sheath in the other. She bared her teeth and shrieked like a beast possessed, the fire casting wild shadows across her face and the surrounding stones in the misty gloom. The towering ape-man reared back, uncertain now, and the flame's hiss made even its muscled chest flinch.

The brute stalked toward her, but each step met a counterstep—Thordis circling, snarling, the blade tip dancing. She matched its menace with a feral confidence that unnerved even this inhuman beast. The torch spat sparks as she feinted forward with a scream, and the male flinched, gave a great, grudging howl—and backed away into the vines.

The spell broke. The rest of the apemen scattered with hoots and cries, leaping into the jungle mist below. Thordis remained alone, breathing hard, watching their shadows vanish. But their cries still echoed far below—mocking, waiting—and before her yawned the god’s skull, dark and open like a mouth waiting to swallow her whole.


Page 3: Panels 8–11


The god's skull opened into a domed chamber of dust and echoes, where the breath of time clung like mold. Cracks in the petrified bone let in shafts of gray light, revealing broken pottery strewn across the floor—once offerings to Ar-Saren the sorcerer-king entombed within the cadaverous titan, now forgotten shards of some ancient devotion. Crumbling stairs climbed the curved walls to alcoves heavy with dust and urns, where brittle silence reigned. The air here was thick and dry, unnaturally so, and the sweat of the jungle evaporated from Thordis’s skin like a fever lifting.

She advanced slowly, the torch crackling in her fist, its light dancing over cracked stone and tarnished relics. A figure knelt in the gloom ahead—robed, motionless, bowed before an urn. For a moment, Thordis believed it a mummy left in reverence, some priest entombed mid-prayer. But then the figure moved.

It turned, revealing leathery skin stretched tight across a sunken face, its lips split with age and madness. A rasping voice oozed from the thing as it rose on all fours and lunged—chanting in a dead tongue that clawed at the mind. Thordis hissed a curse and stepped back fast, blade raised, torch flaring between them.

The creature did not halt. It skittered toward her, gaunt and relentless, its voice climbing in tone until the phrase became a shriek—one repeated over and over like a demand from a forgotten god. Thordis braced herself as the undead priest’s face loomed into hers, inches from the flame, whispering words she could not understand… but which chilled her to the bone.



Page 4: Panels 12–15

The priest’s rasping voice climbed into an unearthly crescendo, demanding something—an offering, a prayer, perhaps a sacred name Thordis would never speak. She gave none. With a snarl, she raised her blade and struck hard, the torch’s flare casting the thing’s face in molten orange just before her edge cracked against brittle flesh.

The blow should have split a mortal skull. It staggered instead, still chanting. Thordis howled and drove into it with a fury, hacking again and again, sword flashing, limbs flying, until the creature collapsed in a dry storm of bone-dust and shredded robes. Her breath tore ragged from her throat—her arms ached, and pain throbbed in her side where the thing’s claws had grazed her.

She spat and kicked the fragments into a corner before turning back to the urns. She pried a few open with the edge of her scimitar, revealing only the blackened crumbs of what might once have been food. Then her gaze froze—etched into the wall were crude carvings: small, hunched figures bowing before towering warriors in strange armor. The scene dragged at something buried deep—memories of her own people in the north, when dark-sailed invaders came with fire and oaths of dominion. They hadn’t bowed. The clans had answered steel with steel, howling into the blizzard, and sent the southern dogs fleeing back to their ships.

“Looks like these poor bastards bent the knee,” she muttered, spitting. “Should’ve learned to bite before they learned to bow.”

The floor dipped, descending into the petrified throat of the god. The torch guttered as foul air drifted up from below—wet, cloying, and wrong. Thordis paused, nostrils flared, as the reek of rot and something older than corpses curled up to meet her.


Page 5: Panels 16–19

The stair descended deep into the petrified god’s throat, a tunnel both architectural and anatomical—rounded, ribbed, and damp with unnatural slickness. The air grew heavier with each step, filled with a stinging, acidic stench that clung to the nostrils and gnawed at the senses. Echoes danced with eerie precision, each footfall rebounding down the stone gullet like war drums in a cavern of giants. It was not just a place of death—it was a place that remembered.

Torch in hand, Thordis moved warily, nostrils twitching at the sour reek that curled up from the depths. She heard it now: chanting, low and rhythmic, a cadence spoken by many mouths in perfect unison far below. Her eyes narrowed. Whatever lived in the god’s belly was not praying to anything sane.

She tried to slow her pace, placing her feet toe-to-heel, stalking like a panther across ancient flagstones. But the grit betrayed her—each step rasped like steel across bone, and the tunnel seemed to drink in and echo every sound louder than the last. She froze, heart hammering, half-expecting the chant to pause or shift—but it continued undisturbed, steady as a heartbeat.

The air grew wet. Something viscous dripped from the ceiling and ran in greasy rivulets along the curved walls, burning slightly where it touched bare skin. The acidic stench thickened into something unmistakable. Thordis looked ahead and clenched her teeth. Was she walking into the beast’s stomach?



Page 6: Panels 20–24

The steps ended at a great landing where the air thickened to syrup and the walls fell away. Thordis stood in the belly of the god—its sanctum—a vast, vaulted space shaped like a ribcage of black stone and ivory bone. Light pierced down through unseen vents high above, casting skeletal beams upon the floor, which was marked by shallow pools of hissing green acid arranged in haunting geometric patterns. The heat pressed down like a furnace, and every breath stung her lungs.

At the center of the chamber rose a crystal sarcophagus, tall and gleaming, cradling a perfectly preserved corpse clad in gold-stitched robes: Ar-Saren himself, hands crossed in ceremonial repose. Six mummified priests stood around it, murmuring their eternal chant in perfect rhythm, blind to Thordis's presence. But something else had noticed. 

A titanic figure detached itself from the shadows near the far wall. Clad in overlapping armor plates like the scales of a giant insect, it bore a mace the size of a tree trunk and a faceplate of solid bronze, expressionless and ancient. It moved with thunderous steps, each one shaking the sanctum floor. Beneath its cuirass, clockwork gears hissed and clicked with mechanical fury.

Thordis dropped her torch, letting it roll and gutter near a pool, and drew her second scimitar with a hiss of steel. “Come on, then,” she growled, backing into the narrow path between two acid pools, boots crunching on salt-slick stone. “Let’s get this over with!” The giant closed in with relentless pace, mace raised.

She lunged, blades flashing in a storm of motion, one swing after the other. But the curved edges clanged off its plated chest with the sound of steel striking an anvil. Pain surged up her arms. The guardian swung—and Thordis, too quick to think, brought her blade up to block. A terrible crash echoed as the mace connected, sending her scimitar flying, end over end, into the nearest pool of acid where it sizzled and vanished. Thordis staggered back, breath heaving, one blade left, a wall at her back. The automaton loomed above her, gears grinding, mace raised for the killing blow.



[Continued in Part 2 →]

Saturday, July 19, 2025

Revisiting a Sword & Sorcery Gem: Jaws of the Six Serpents

Whenever there’s a Reddit discussion asking for your favorite RPG of all time, I’ll always show up and name-drop my little gem without hesitation. But it occurred to me—I’ve never actually gone out of my way to highlight this oft-overlooked darling of the indie RPG world. Even here on my own blog, I’ve posted very few actual plays featuring it. So I thought: why not fix that with a proper review?

Today, I’m dusting off my solo RPG blog to post a long-overdue review of Jaws of the Six Serpents by Silver Branch Games, written by Tim Gray. After this overview, I’ll follow up with a recent solo actual play report to show the system in action.

As this game still rates just slightly above Barbarians of Lemuria among my all-time favorites—and because it’s still flying below the radar—I’m giving it a full write-up along with some actual play highlights to illustrate its strengths.

I love spotlighting this game because it oozes sword-and-sorcery goodness. It fits the genre better than almost any game I’ve seen, and while it’s extremely flexible, I wouldn’t call it generic. It has a flavor all its own.

For those curious:
👉 Jaws of the Six Serpents on DriveThruRPG


The Core Engine: PDQ with a Sword & Sorcery Twist

Based on the PDQ (Prose Descriptive Qualities) system, Jaws uses a narrative, flexible approach to character creation and task resolution. Characters are built using Fate-like “aspects” or descriptive phrases—but unlike Fate, there’s no need for meta-currency to activate them. Each Quality is rated on a scale from Poor [-2] to Master [+6], with modifiers applied directly to 2d6 rolls.


What’s Inside the Book?

The Table of Contents is a good indicator of what you’re getting. This isn’t a sprawling tome—it’s tight and efficient, but yet a surprisingly complete game by page count.


Part 1 – The Prose Descriptive Qualities (PDQ) System

You can grab the basic PDQ rules for free here:
👉 PDQ Core Rules

The system is elegant. It’s a simple 2d6 + MOD vs. a target number (TN), or an opposed roll. The attacker deals damage equal to the margin of success. That “damage” comes out of the opponent’s Qualities, which degrade along the rank scale:

Master → Expert → Good → Average → Poor

When a character’s Qualities are fully ticked down and they can’t absorb any more, they’re “zeroed out” of the conflict.

Here’s the flavorful twist: the first Quality damaged creates a story hook. The GM (or your solo oracle) can use that as a future narrative thread, making every battle meaningful beyond hit points.

PDQ also includes a handy chart mapping Quality levels to both modifiers and equivalent TNs. For example, Good [+2] corresponds to a TN of 9 (because 7 is the average 2d6 roll, plus 2).

Let’s say my character wants to use their Good [+2] Athletics to scale an Expert [+4] Rocky Height. You could treat this as an opposed roll or roll against the static TN of 11 (average 7 + 4 MOD).

One of my favorite things about PDQ is how fast and flexible it is to stat up NPCs. Unless an enemy is a full-fledged major threat, all you need is a single Quality to represent them.

For example, you might face two Average [+0] Ruffians, or a single Good [+2] Dire Wolf. Even though these Qualities are broad, they imply a wide range of applicable actions: the Dire Wolf gets its +2 on hunting, attacking, tracking, and heightened senses.

Defeating one of these NPCs is as simple as beating their TN. You don’t even need to write down the stat—just improvise it at the table. That’s huge for solo play, where minimizing bookkeeping is a godsend.


Part 2 – Character Creation, Meta-Currency, and Risk

Jaws starts with character creation tailored for sword-and-sorcery tales. Heroes are always human—there are no elves, dwarves, or fantasy races. The default setting offers a lightly-sketched world, but it’s flexible enough to drop into any grim, pulp-fantasy landscape.

Characters start with eight Good [+2] Qualities. Three of those follow a loose funnel structure inspired by genre convention:

  • Peoples Quality (your culture or ethnicity)

  • Driver Quality (your motivation)

  • Faculty Quality (your signature ability or edge, e.g., Climbs Like a GoatUncanny Prowess)

The remaining five are up to you: professions, traits, reputations, training, quirks—anything goes. There’s plenty of room to specialize and stack bonuses, but spreading out across multiple roles helps shore up weaknesses.

All characters must take one entertaining Weakness, rated Poor [-2]. This can be used against them—or invoked to earn benefits.

The book includes a host of rollable tables (d66) for inspiration, from quirks to cultural traits. There’s also support for character-defining elements like Fame, Fate, Possessions, and more.

Magic, if you want it, requires committing Qualities to represent your magical aptitude. Sorcery, the core magical ability, starts at Average [+0]—reflecting just how hard it is to manipulate arcane forces in this world. Most casters must invest several Qualities to be effective, meaning you likely won’t see a Conan-style warrior-sorcerer hybrid here. It’s a meaningful trade-off.

You can also opt to start with fewer Qualities in exchange for a higher rank. For example, giving up one Good [+2] lets you upgrade another to Expert [+4].


Fortune Points, Learning Points, and the Edge of Survival

The game’s meta-currency is called Fortune Points. These can be spent to:

  • Re-roll a failed check

  • Add extra effort pre-roll

  • Declare a useful narrative detail ("Ah! A loose axe at my feet!")

You start with one, and they’re rare—earned infrequently. GMs can adjust this, but I like the tight economy.

There’s also Learning Points, earned by failing rolls. Every four Learning Points can buy you a new Quality or boost an existing one. Best of all, you can convert Learning Points into Fortune Points when the stakes get high. You can’t go the other direction, though—once spent for survival, they’re gone.

This trade-off creates a nice push-pull between long-term growth and short-term survival, and GM's can quickly course-correct by raising the stakes and opposition when they see too many points accrue for their desired game pace.

Then there’s the concept of Danger Levels:

  • In a normal scene, being zeroed-out just means defeat—capture, retreat, or unconsciousness.

  • In a Risk scene, you also gain a lasting Scar—a new Poor [-2] Weakness. Think: Missing EyeShattered ConfidenceCrippled Arm

  • In a Doom scene, zeroing out equals death. End of story.

Interestingly, even a Risk-gained Weakness can be tagged once per session to earn a Fortune Point. This encourages players to lean into the consequences of their failures, not just brush them aside.

And when your adventure ends, all those Props you picked up—say, your Expert [+4] Trove of Gold—can be cashed in for extra Fortune Points next session. Because let’s face it—Conan always squanders his loot before the next adventure.


Minions, Gang-Ups, and Multi-Target Action

As mentioned earlier, minions are super simple: beat their TN and narrate their downfall.

But they can gang up. Two minions working together get a +2 upshift. Three or more grant an additional 1d6.

PCs can choose to downshift their attacking Quality to hit multiple targets. If you’ve got Master [+6] Swordplay, you could split that down:

  • Attack 4 minions at Average [0]

  • Attack 3 minions at Good [+2]

  • Attack 2 minions at Expert [+4]

It’s a fantastic mechanic that captures the feeling of plowing through hordes of lesser foes in pulpy style.


Part 2.5 – Magic: Dangerous, Cosmic, and Flavorful

This deserves its own post—but here’s a primer.

Sorcery

The main magical path is Sorcery—the raw manipulation of reality. It’s a Quality, and its rank caps what you can safely attempt. You can build power over multiple turns, one rank at a time, using control checks. Every turn builds toward a target TN, depending on the intensity of the effect (area, range, power, etc.).

Let’s say a Good [+2] sorcerer wants to cast a miasma of madness over two guards. The number of targets (2) sets the required intensity to Average [TN 7]. On Turn 1, the caster rolls against a Poor [TN 5] intensity. On Turn 2, they go for the full TN 7. Success means the spell is unleashed.

If you overshoot your rank or fail the control check, bad things happen. If you zero-out during casting, you suffer a Scar—and possibly begin taking on a demonic aspect.

The game also introduces the concept of Urges—cosmic, elemental serpent forces. These are the power sources sorcerers must tap. You can’t just cast in a vacuum; you need to draw on a Talisman, a Place of Power, a Sacrifice, or another conduit.

Other forms of magic include:

  • Charms – Fast, predictable magic with limited uses per scene.

  • Alchemy – One-use potions and magical items.

  • Divination – Entrail reading, visions, and oracles.

  • Intercession – Spirit communication unique to the default setting.

Sorcery is powerful, flexible, dangerous—and extremely sword-and-sorcery in tone.


Part 3 – Setting: The World of the Six Serpents

The included setting is minimalist but rich with potential. It’s mostly wild, dangerous terrain, sparsely populated, with strange folk and occasional supernatural phenomena.

Technology is dark-age level. Sorcery and alchemy sit at the bleeding edge of science.

There are eight cultural groups, each with sample names and trait Qualities. These include:

  • Industrious river folk

  • Highlander-inspired tribal societies

  • Cliff-dwellers of Narrowhome

  • Masked jungle folk

  • Devilfolk of Ahaan

  • Nomads of the Desolate Cup

  • Iconoclasts of Sartain

  • Wandering charm-weavers
  • Owl folk of the jungles

Each is tied to a unique region and social worldview, making character creation and world-building feel connected. Yet there is plenty to flesh out and room to create new cultures, cities, and factions. It's more of a teaser setting to show what a creative GM can do, but I like to use it a fair bit in actual play.


The Urges

The Urges are central to the metaphysics. Six elemental “Serpents” define the forces of the world, arranged in a hexagram. A seventh Urge—the Dark Urge—sits outside the diagram, representing chaos and the void.

Sorcery is grounded by these Urges. You need access to one to power your magic. It’s a clever way to make magic feel rooted in lore and limit its use.


Bestiary and Monster-Making Tools

The bestiary is more than a list of sample monsters—it’s a toolkit. Enemies are built with the same Quality system. Most threats are simple, but powerful adversaries have full stat blocks.

You also get a modular list of monster traits, like:

  • Amorphous

  • Camouflage

  • Claws

  • Dead*

  • Energy Drain*

  • Flight

  • Magic Resistance*

  • Pack Hunter

  • Poison

  • Regeneration

  • Swarm
    … and many more.

These Qualities let you build demons, beasts, undead, and cosmic horrors in no time. For solo players or improv-heavy groups, it’s invaluable.

These are things built like PCs with an array of Qualities for strengths and weaknesses — very changeable and evocative. Again, most people PCs will encounter will be of the minion variety, with a single Quality denoted its main function or nature, thus ensuring PCs are capable and resilient. However, there is a good array of particularly strong stat blocks to provide greater challenges.

It begins be discussing Size, an easy way to scale creatures. Each of the ranks (Good, Expert, Master, Average, and Poor) are defined. A creature with a different size scale will have Size in a paired set. For example, a horse might have Good [+2] Size / Poor [-2] Size… providing the appropriate MOD depending on the situation. For example, being Large is good for smashing smaller opponents with strength, but bad for avoiding ranged attacks from smaller folk. The Size applies anytime a creature is dealing with someone at a differing scale.

Next on the list are common Qualities to use for natural beasts, such as Scavenger, Predator, and Grazer. This covers their behaviors and suggests actions to which to put those MODS.

Then comes the crowning jewel — a list of special Qualities for use in sword and sorcery creatures (see above for some examples). Some have special rules for using TN rank instead of MOD for some things, providing a somewhat granular scaling system.

For example, Dead* provides a TN bonus to resist life drain, death magic, poisons, and diseases. Some real creative stuff here to cover all sorts of situations.

By the way, those players that do take Sorcery* and plan to summon things will find this list very useful. Summoned creatures and demons are built from Qualities — the number and rank are tied to how intense of an effect they hope to achieve on the control checks.



Part 4 – GM Advice and Supplements

The final chapter includes GM advice, hazard and trap rules, campaign guidance, a sample adventure, and a bibliography of inspirational media. It’s compact, but packed with value.

There are also two supplements worth mentioning:

  • Serpents’ Teeth – A grab-bag of extra articles, adventures, and setting options. Highly recommended.

  • Blizzards’ Teeth – A single, in-depth adventure set in a frigid wasteland. Excellent material, but purely adventure-focused.


Final Thoughts

Jaws of the Six Serpents is a masterclass in genre emulation. It’s streamlined, powerful, flavorful, and endlessly hackable. Whether you’re playing solo or with a group, it gets out of your way and lets you tell brutal, high-stakes tales of savage heroes and strange sorceries.

It remains one of my all-time favorites—and if you like sword & sorcery, it deserves a spot on your shelf.

Stay tuned for my actual play report, where I put Jaws through its paces. Until then—sharpen your blades, light your lanterns, and watch the skies for serpents.

Edit: Here is part 1 of Black Heart of the Petrified God