Author Archives: wrathofzombie

About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

The Horrifying Orcs of Hubris and their Alchemically Created Abominations

When I began pondering enemies I wanted in Hubris I knew I wanted to keep some of the “classic” creatures that everyone is familiar with.  However I wanted to put a spin on them and make them fresh, new, and/or horrifying.  When I was writing the Land of Perpetual Stone and Mire I decided that I wanted orcs to reside there.  That they were sending incursions into the “civilized” lands and wreaking havoc.  Then I got to thinking about the state of the creature…  What did I want to change…? What brought the change…?  I decided to link them with the Klind and their sex prophets and flesh weavers.

So here is that end result…  enjoy!

A Hubris Orc

Orc: Init +1d4; Atk claws +3 melee (1d4+1), as weapon +3; AC 12 + armor; HD 2d8; MV 30’; Act 2d20; SP See abnormality; SV Fort +4, Ref +2, Will +0; AL C.


Orc Abnormalities
Roll Abnormality Effect
1 Bulbous hunchback Carries a mini-version of orc inside- explodes out on first point of damage.
2 Enlarged 10’ tall- increase attack and damage one step higher on die ladder.
3 Conjoined legs Walks on hands (MV 20’), has spiked tongue 15’ reach (1d6).
4 Tusks Additional attack at 1d16 (1d4 damage).
5 Jagged claws 1d6 damage, bleed 1 point per round until healed or staunched (3 rounds for bandaging).
6 Acidic vomit As Vile Gut Clan Goblin (pg XX).
7 Thick flesh Ignore 1d3 points of physical damage.
8 Elongated arms Reach increased to 15’.
9 Twins conjoined at waist Double HP, 3 or 4 attacks.
10 Magically infused Ability to cast spells (as level 1 wizard).
11 Contaminated blood Injury to orc creates toxic yellow gas.  All within 20’ radius must succeed a DC 14 Fort save or suffer 1d3 Stamina damage per round while in effected area.
12 Grotesque muscles Treat as 20 strength- increase attack and damage to +5
13 Regeneration Heals 1d3 damage per round.
14 Squishy flesh When physically struck deals additional 1d3 damage.
15 No eyes Blind, but gains tremorsense 30’.
16 Tongue secretion Targets licked must make DC 12 Fortitude Save or become paralyzed until successful save.
17 Head on stomach Can’t be beheaded.
18 Backwards bowed spine Runs on all fours (MV 40’).  Sees everything upside down.
19 Black eyes Infravision (120’), -2 to attack in bright light.
20 Damage resistance Immune to natural or physical attacks of creatures with 1d3 HD or less.

Hubris Orc 3

What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history.  Orcs are vicious and hideous fiends with open sores, bits of metal shoved through their flesh, and horrific corruptions growing on their body.  These creatures roam the Land of Perpetual Stone and Mire, attacking anything they come across.  Orcs send war parties into the Blighted Sands and Great Plains of Unbidden Sorrow attacking trade lanes, razing villages, and taking prisoners.  While some of the prisoners are mercifully murdered and eaten, it is those that are subjected to the horrors of the alchemical baths that truly should be pitied.  Somehow the orc shamans have learned the secrets of Klind flesh-weaving and subject their prisoners to alchemical baths, transforming them into grotesque abominations that bolster orc ranks.



Orc shamans are level 4 clerics able to cast evil spells.  For every 30 orcs there is 1 shaman.  For every 15 orcs there is one shaman initiate (level 1 clerics).  For every 10 orcs there is a Fanged Raider as a level 1 warrior.  For every 50 orcs there is a Grand Warrior as a level 5 warrior.


Orc Created Abominations- These horrifying monstrosities are the result of prisoners and captured animals that have been subjected to the orc alchemical baths, contaminating them and transforming them into grotesque creatures.  Not even a sliver of their former self remains once they have been transformed into abominations.  These creatures are loyal to the orcs.  If there is a Shaman or Grand Warrior in the ranks, abominations gain +5 to their morale rolls.


Creating an Abomination

Almost any creature can be transformed into an abomination (ultimately it is the Judge’s call on what can or cannot be transformed).  Use the base creatures stat blocks but add the following: +1d4 to initiative score, attack, damage, and saves (roll each individually) and add +1-3d6 to HP.  The abomination also retains use of any special abilities so long as they do not require concentration.  Roll on 2d16 on the table below a number of times equal to the creatures base HD for Horrific Features.  Some results have an added effect.



Horrifying Orc Abomination

Horrifying Orc Abomination

Horrific Features of the Abominations
Roll Result Effect
2 Open weeping sores NA
3 Tentacle legs and arms +2 grapple
4 Body covered in mouths NA
5 Two heads +2 Will saves
6 Noxious breath (every 1 turn) 10’ radius- targets succeed DC 18 Fort save or all rolls are one step lower on die ladder for 1 hour
7 Barbed skin Attackers take 1 point of damage
8 Black blood in veins NA
9 Wings Fly 30’
10 Chameleon skin Adds +4 to hide rolls
11 Skin is constantly slimy NA
12 Over-large head and mouth Bite attack (2d3damage)
13 Several creatures conjoined together It’s just creepy looking!
14 Body covered in stingers DC 14 Fort save or paralyzed for 1d4 rounds
15 3d6 3’ long tongues hanging from mouth NA
16 Skin is raw and red NA
17 Head of animal 1) horse; 2) pig; 3) anteater; 4) wolf; 5) bear.
18 Covered in nipples Secrets glue- weapons stick to body- DC 20 Str to free
19 Breathes dust NA
20 Overly warm to touch NA
21 Covered in tiny pseudo-pods NA
22 Over-large limbs +2 attack, 2d5 damage.
23 No bones in body, except head MV 10’ uses tiny fibers on underside to move- DR 5
24 Large isopod-like shell MV 40’, +4 to AC, can roll up into ball for AC +8
25 Covered in thick coarse hair Skin contact causes irritation.  -1 to rolls (no save)
26 Vertical mouth filled with teeth 1d6 damage.
27 Primeval Smile (DCC, pg 423) Transforms into one when slain
28 Spiked tail Gains attack at 1d16, 2d3 damage
29 Necrotic patches of flesh NA
30 Large green pustules Immune to all poisons
31 Blood spout Vomits blood at target, which can infect them with Brain Fire Disease (pg XX).
32 Jaunt Can step through Void up to 300’ away per round as movement action.

Hubris Orc 2

Example Abominations

Abomination Peasant*: Peasant:Init +1; Atk club +3 melee (1d4+3); AC 9; HD 1d4+5 (1d6 Abomination HP); MV 30’; Act 1d20; SV Fort +3, Ref +2, Will +1; AL C


Horrific Feature: Blood Spout- Vomits blood at target, which can infect them with Brain Fire Disease (see below).


Disease Name:  Brain Fire

Delivery: Inhaled

Fortitude Save: DC 16

Onset: 2 weeks

Effect on Successful Save: Your face will develop a fevered complexion for 2d6 days.

Effect on Failed Save: You’re brain hurts and you scream and claw and scratch at your scalp and face (you suffer -4 to all actions).   After 2d3 days a second Fort save must be made.  Failure means that your brain explodes and sends fiery fragments everywhere in a 5 ft area doing 1d6 damage.

Recovery: 4 consecutive Fort saves.


*Peasant base stats can be found in DCC, pg 434).


Unicorn**: Init +6; Atk horn +7 (2d4 + curse DC 20 Will or suffer one effect), Effect- roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2 dmg); AC 14; HD 4d10+(3d6 abomination HP); MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn.  The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +7, Ref +6, Will +10; AL C.


Horrific Feature: Covered in thick coarse hair: Skin contact causes irritation.  -1 to rolls (no save)

Overwhelming warm to touch: NA

Covered in tiny pseudo-pods: NA

Breathes dust: NA


**The Lamentable Unicorn of Hubris can be found here.

The Steam-mechs of Black Queen and the Floating Island of Terror



As the demand for ore has grown throughout Hubris, and with the discovery of rich veins in the Whispering Mountains in the Land of Perpetual Stone and Mire, the Black Queen needed more than just the strength of her slaves to help move this valuable cargo; the strength of mortals is fleeting, weak, and can be easily broken.  Through strange and devious experiments the Black Queen, who sits on her throne of steam and bones in the Floating Island of Terror, and who brought forth the dreaded Murder Machines, has designed steam-mechs.  These massive metal monstrosities allow the driver to lift immensely heavy loads and dig into the mountain faster than any of the Black Queen’s weak and fleshy slaves.  While the suit bestows the user with incredible strength, it also demands a terrible price: consuming the life force of the driver.  Each time a person’s life force is drained, the queen smiles as she the Floating Island of Terror feast.

A Steam-mech’s hands are made of the following: claw hand (2d8), buzz saw (2d10), drill (2d10), hammer (2d10), humanoid-shaped hand (2d6).

Steam-mechs also have several attachments and abilities that can be used in combat.  A large cannon is attached to one shoulder of the mech while a large harpoon connected to a cable and winch is mounted on the other.  The harpoon can be used to drag heavy items or carts or to strike a target and pull them closer.  Once per hour a driver can cause the mech to belch soot from the exhaust port which creates a nebulous cloud in a 15’ radius that dims lights and makes it hard to see.  All melee attacks have 20% chance to miss while in the cloud, and ranged attacks have 50% chance of missing.  Additionally targets attempting to hide receive +1 to their roll.  This effect dissipates after 1d4+1 rounds.

A driver can also cause the mech to burn hot and consume all the coal in the boiler tank causing a large burst of steam to issue out in a 10’ radius.  All in that radius take 2d6 damage from the heat.  The steam-mech ceases to function after this until another 5lb of coal is put in the fuel chamber and the machine has cooled down (roughly 1 hour).


Sample Steam-mech: Init +0; Atk claw hand +6 melee (2d8), drill +6 melee (2d10), cannon +0 ranged (4d10-take higher two of the four) 80’, harpoon w/ winch (2d8) 35’; AC 18; HD 2d6+20; MV 15’; Act 2d20; SP soot belch; SV Fort +X, Ref +X, Will +X; AL ?.

Steam-mech’s and Player Characters- A player who wishes to operate a mech must understand that the machine is fueled by two things: 1) 5 lb of coal per day; and 2) the life force of the operator (1d3 temp Stamina drain).  Six metal tubes rest in the seat and penetrate the operator’s back, draining them of their life energy.

The steam-mech moves at a speed 15’ per round and has an attack is +6 (from Strength increase); the operator gains 20 HP- when machine is damaged it hurts operator, but temp HP is lost first.  If the steam-mech takes 100 points of damage, it is destroyed.  While in the steam-mech the driver’s Strength becomes 24 (+6) and all checks rolled at a d24.

Mecha 1

What is on the Goblin’s Bloated Dead Body- A 2d30 G+ Community Table

Yesterday I posed the following on G+ for my Discussion of the Day: Create a DX chart of knick-knack found on the goblin’s bloated dead body (can be magical or not).  The community answered and I am not disappointed with the results.


Goblins are awesome and a staple of most D&D-style games… So when your players have crushed in their heads with their boot heel… Here are some random items to find on their personage.



Goblin 2




Roll 2d30
2) Paper airplane with firecracker (explodes for d4 damage and causes black cloud in 15′ radius).

3) Jar of boogers (crunchy, but a full meals worth).

4) Stick of poking (it hurts when poked)

5) Dagger of Sickness (adds +1d2 to attack/damage- DC 12 Fort save or become ill for 24 hours, suffering -2 to all rolls).

6) Mystery Jerky

7) A chipped lens

8) A bag of meal worms

9) Magic Beans

10) Damp navel lint, green.

11) Jar of flesh eating slugs (thrown- d2 damage each round until slugs are knocked off).

12) Dried lumps of flesh (testicles) fashioned into a talisman and decorated with colored bone beads.

13) A small tintype photo in a dirty leather case. The image on the tintype appears to be a goat wearing a wig that looks far too nice for a goat to own.

14) A large piece of coprolite (would fetch a decent price from the right collector)

15) Half a rot grub (egg sac intact)

16) Powerful aphrodisiac in glass jar labeled “POSHEN OF HEELING”

17) His ‘kit’: hallucinogenic puffball spores and a hollow finger bone

18) Satchel of troll toenail clippings.

19) An erotic netsuke carved from boar’s tusk

20) Finger puppets fashioned from badly preserved chicken heads

21) A small wooden box that shows the portends of the time of dance!  Little hands align and musical chiming begins as small carved figurines come out of the box and dance (a coo coo clock).

22) A child’s shoe

23) A potion of alchemist fire

24) A vial of unholy water

25) Some sort of goblin mutagen

26) The goblin’s still living parasitic twin.

27) A different goblin’s dead parasitic twin.

28) A wanted poster carved onto Pigs flesh, with a badly drawn picture of the PCs, written in Goblin.

29) A badly drawn map of the entrance to a underground goblin cave, its marked with all the traps locations in the entrance

30) A bag of slug jerky.

31) One does of black lotus powder (save vs death at -6, if passed take your level D10 damage, eg level 5 is 5D10)

32) A lady’s hat that would have been fashionable several years ago.

33) A bag of strangely shaped dice.

34) A bag of reanimated baby fingers..  Ooohh!  Look how they wiggle, how cute.

35) A copy of this book:

36) A small Pamphlet written in goblin titled “How to survive arrow attack.”

37) A dead chicken

38) A silver fork with bent tines

39) A jar filled with  hundreds of still living gnats

40) A rubber chicken

41) A bag containing d20 marbles and 1d4 desiccated eyes

42) A vial containing a pox

43) A bag of rotting rice.

44) Toe nail clippings

45) A half-eaten bar of soap

46) 1D1000 gold pieces

46) A cursed shield of arrow attraction

47) A knife of leech life

48) Exactly what the players expected

49) A pouch containing 1d20 human teeth.

50) Your mom

51) A green balloon that can be blown up and will let any holder up to 150lbs float up to 120’ in the sky.

52) A club with a golden spike

53) Vial of unholy water

54) The drama masks of tragedy and comedy

55) A tattered child’s stuffed animal

56) 2d3 stink bombs

57) A grey ooze that is trapped in a glass jar

58) The rod of wonder

59) A bag with a label in an untidy scrawl, “FAAAIIIIRRRRYYYY DOOST”.  Really it’s just cat litter.

60) A tinfoil hat.  The wearer is immune to mind-altering spells and effects.

Goblin 1

The Bizarre and Terrible Gods of Hubris- Complete PDF Including New Spellburn Rules

As I have plugged along proofing and editing Hubris for publication I decided it would be cool to add a Spellburn option for clerics using my Invoke the Name mechanic (similar to Invoke Patron) as per the DCC rules. I have gone through and done my first edit of the gods (and added a new one that I posted yesterday).  I changed some of the Invoke the Name results, making them more agreeable or useful in a tight situation (or combat).


Here is the updated PDF of the gods. Updated Invoke the Name   Enjoy!  Feel free to give constructive criticism in the comments.

The Stillborn Unwanted Child

The Stillborn Unwanted Child

Slumbering Monolith pic

The Great Slumbering Monolith

The Great Behemoth, Zxyldon.

The Great Behemoth, Zxyldon.

Drallic the Flayer

Drallic the Flayer

The Heathen Below

The Heathen Below



The Corpulent One

The Corpulent One





God of the Terrible Whisper pic

God of the Terrible Whisper

Yelsa, Goddess of Sex and Violence

Yelsa, Goddess of Sex and Violence




The Bizarre and Horrible Gods of Hubris- The Great Behemoth, Zxyldon- God of the Sea That Runs Red

Originally when I started writing the Sea That Runs Red Territory I pictured Zxyldon as a Patron (per the awesome DCC rules), but I just couldn’t bring myself to write another patron after doing 4 already… and I thought it’d be better if Zxyldon was a god, rather than a patron.

Zxyldon is heavy inspired by Godzilla, because he’s a fucking badass.  Also other movies like Cloverfield, Super 8, etc.

The pages below also include the new spellburn option I am including in the Hubris rules.  Clerics will be able to spellburn as a wizard for Invoke the Name.

Invoke the Name- Simply roll a spell check (d20 + CL + Personality Mod).

The Great Behemoth, Zxyldon

Zxyldon bring the pain.

Zxyldon bring the pain.

The Great Behemoth, Zxyldon is the god of the Sea That Runs Red.  Zxyldon is a gargantuan monster who’s realms is in the depths of the ocean.  Many believe that Zxyldon has power over all lakes and steams, not just the Sea That Runs Red.  The Great Behemoth is a god that at one moment is calm and tranquil and the next violent and destructive.

Those that sail these waters offer prayers and sacrifice to the Zxyldon, believing that to incur His wrath is to set the whole sea against them. 

The Great Behemoth, Zxyldon- page 1

The Great Behemoth, Zxyldon- page 2

Cleric of Zxyldon fighting on the dangerous sea.

Cleric of Zxyldon fighting on the dangerous sea.

Side Note: I won’t deny that I’m excited about the new Godzilla movie and am HOPING they don’t fuck it up.

Hubris Recap 8 and 9- At the End of People of the Pit There’s a Monster That F@$ks PC’s Up

Sessions 8 and 9 see us FINALLY concluding the People of the Pit module for DCC.  This is where we left off last time.

Session 8


Fletch- Human Shadowdancer

Lisa- Human Thief

Liam- Carrion-eating Mutant

Stephen- Murder Machine

NateMurder Machine

After the craptastic fight at the end of last session the group licked their wounds and continued exploring and reached the third level of the cultist stronghold.  They began running across altars that have been clearly used for some dark rituals.   Oddly enough my players decided NOT to poke these (for once) and gave them a wide-berth.


Going deeper into the third level they came across raised dais, upon which rested a massive egg.  A grey-robed cultist came after them screaming something about defilers.  Stephen decided to say hi with his boot heel.  After the quick fight Stephen poked the big egg and was covered yolk as a deluge of the thick substance burst from the egg.

EggIn the next room he poked another one and a horrible creature burst forth and immediately started kicking their ass.

Gimme a kiss

Gimme a kiss

After the fight the group found a massive altar of tentacles and an intricately carved statue resembling a meaner looking many-eyed version of the beast they just fought.  The group vowed to stay far the fuck away from that thing.  Looking around the group found a secret passage behind the altar and descended down to level 4.

We left off here because it was getting late and I knew that the BBG fight was coming up and I wanted the group to have plenty of time to do that.

Session 9- Some PC’s Done Got Killed, Son


Fletch- Human Shadowdancer

Liam- Carrion-eating Mutant

John- Ekrask

Omar- Alchemist

NateMurder Machine

Now on level four the group decides to head to an alcove to their left and find a large room with large columns of minerals as well as chunks of minerals on the floor.  Fletch decided to be a smart ass and toss Liam into the pile to see what happens- Fletch lost the strength check and instead Liam tossed his ass in there.  Crashing into minerals disturbed the little creatures that were hiding in there, minding their own business… They did not take kindly to the disruption and all clambered onto Fletch.

Mineral Muncher FTW

Mineral Muncher FTW

This fight was actually very brutal.  The creatures have an insanely high AC (18) for a level 1 fight.  Second they do a 30′ cone blast with a +3 to attack (pretty high)…  These little guys were bad ass, and with a name like Mineral Muncher, who can blame em!?  In the first round of combat ALL the red shirts were dead, the players were ALL badly injured.  Fletch was killed by a wiff by John and then was shot in the chest by Omar (wheeee).   The second round Liam went down.  The group decided to retreat so Omar could throw a bomb.  John grabbed Liam’s unconcious, possibly dead body, and they hoofed it out of there.  Omar said a quick, “Fuck you Fletch, this is all your fault” before tossing the bomb on him, killing all the poor little mineral munchers.  Oddly enough after being hit by the creatures, scythed by John, and shot and blown up by Omar Fletch managed to survive his Luck roll to see if he was alive after all that.  I did take away a permanent 1 from 2 different stats rather than just 1 since he was so badly mangled… 

The group decided to go back up to level 3 to the altar room and make camp for the night.  The night passed by pretty well except that a wandering people of the pit person came up the altar and was scared off by John- alerting all the other ones in the 4th level of trouble.  The People of the Pit surged forward a few hours later and were promptly killed by the group (which eased their burden when they went back down).

The Final Battle- Ouch

The final battle was ouch time…  Fighting the big bad blue-robed priest, 3 crimson-robed priests, 1 yellow-robed and 2 tentacles really took it’s toll on the group.  John was grappled by a tentacle and thrown down into the abyss.  Omar was killed (oh so sad) and then failed his Luck roll (I feel bad for him because he rolled like crap the whole fight).  The NPC cleric Cybil (a worshiper of Yelsa) was brought down as well.  Liam sacrificed his last (and valuable) healing potion to her and revived her.  I did a roll to see if anything would happen- and as it so happened, something did.  His sacrifice got the attention of the goddess herself.  He heard her sultry voice in his head, “You may make a good acolyte yet…”

When the blue-robed was finally dropped all hell broke loose.  The 2 remaining crimson’s disintegrated and the tentacles began thrashing around everywhere (however even during the chaos the players managed to loot Omar’s body).  Liam also managed to grabbed the wicked looking dagger off of the dead blue-robe.

Liam has yet to figure out what this does...

Liam has yet to figure out what this does…


As the area was being destroyed by the tentacles tantrum, time stopped.  A throne of barbed chains formed in front of them and sitting upon it was Yelsa.  Hooks were in her flesh, tugging and pulling (total Hellraiser inspiration here).  She offered them rescue should they undertake a dangerous mission.  Some insidious being was killing whores in Fairweather and using their innards for a dark purpose.  Find them and kill them.  All quickly agreed.

She then tore them apart with her chains and they woke up in the burnt out remains of the Exiled Noble (the headquarters for the Hammer and Sword Resistance group).  As the players were getting their barrings the door burst open and a bunch of the city guard appeared, “Murderers!  The magistrate said you would be here!”

And that is where we left off.

Up and Coming

This module was a bunch of fun, I just wish it didn’t take 5 session to do.  Oh well.  I’m looking forward to not running a module for a bit and letting the players stretch out and explore Hubris (and use all the nifty stuff I’ve created for the book).  I’m curious to see how the destruction of the tentacle monster will affect the southern region of the Great Plains of Unbidden Sorrow since it was not only an earth elemental, but was infused with chaos.

Anyways- to be continued on the 30th!

The Avarian- A Hubris Race for DCC

When I first began writing the Hubris campaign setting using the DCC rules, the first things I posted for people to read was my races and classes (all can be viewed on the links page).  One of the races was the Kenku.  I’ve dug many aspects of the Kenku (or Tengu- Pathfinder) since I started playin 3.x when it first came out.  When I envisioned the Hubris Kenku, I saw tricksters, schemers, etc- much like the Skeksis of the Dark Crystal (amazing movie, btw).  When I originally designed the Kenku I gave them a limited pick of DCC Thief class skills and a very limited scope in illusion magic.  However thanks to feedback from a few comments and the amazing Harley Stroh (his blog) and Chuck Thorin (his blog) for their invaluable feedback.   Especially since Chuck playtested one for me and died horribly.  Also thanks to Chuck for coming up with the Magpie idea!

I changed the name of the Kenku to Avarian because of copyright reasons.  And it doesn’t hurt to separate oneself from Dungeons and Dragons by one degree.

Well here you be:

The Avarian

Here it is as a PDF: The Avarian



You are an Avarian; an enigmatic and elusive humanoid that closely resembles a crow or raven, ranging 4’5” to 5’5” in height.  Your culture is bizarre to outsiders, as your race tends to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others.  Many of the other races tend to distrust you since they are consummate tricksters.  Some avarians have a natural ability to cast illusion spells, while others have a bizarre ability to cause others to become unlucky, and they delve into crime and use their various skills as spies, thieves, or assassins.

Hit Points: An avarian gains 1d6 HP per level.


Weapon Training: An avarian is trained in the use of blackjack, bolas*, crossbow, dagger, dart, hand crossbow*, shortbow, short sword, and sickle*.  Avarian tend to wear light or no armor as it impedes their ability to cast spells and fly.


Alignment: The avarian race is split with a strange duality.  Those that seek to preserve the traditions of their culture and bring the reputation of the avarian race to a better light are lawful, while those who seek constant gain, trinkets, or are shisters tend to be chaotic.  It is extremely rare to find an avarian who is neutral.


Flight: The arms of an avarian are also his wings.  An avarian can flight at a rate of 30ft per round. While flying an avarian cannot attack or cast spells.  An avarian cannot fly if they are wearing any armor other than padded, or having an abundance of items and weapons, or large weapons.  Use common sense- ultimately it is the Judge’s call.

Low-Light Vision: An avarian can see in near dark conditions normally up to 30’.

Magpie- Avarians collect things that others find useless or mundane; it’s a compulsion.  An avarian can make a Luck roll to see if they have some “useful” mundane item hiding in their pockets.  The item could be a hairpin, a few coins, a shiny button, an ancient skeleton key, etc.  The idea should be fun and clever to the situation.  The Judge has final arbitration.

Transformation: Once a day an avarian is able to transform into a human form (this human form shows all scars, corruption, and deformities that the avarian has obtained through their rough and tumble journey).  This transformation is truly horrible to witness as bones jut out and pus, strange clear liquids and blood spew forth from the body.  Any target that witnesses this transformation must make a DC 12 Fort save or become nauseated, suffering -2 to all rolls for 1d6 rounds.  The transformation lasts as long as the avarian desires, and takes 1 turn to transform or revert back to normal.


Paths of the Avarian: Choose one at Level 1.

Path of the Trickster:

Illusionist- Avarians have the ability to manipulate arcane magic and cast a limited number of spells that deal with illusions or compulsions (see available list below).  An avarian uses the normal rules for casting arcane spells (including spellburn), and can suffer any and all of the negative effects associated with dabbling in magic.  When an avarian gains the ability to cast another spell they roll randomly from their available spell list (see Table X-X for spells known and max spell level.  Spells available to Avarian below).

Path of the Scoundrel:

Kenku 2

Roguish- An avarian selects six Thief skills at first level and levels them up as a thief of same alignment.

Luck: Avarian’s are able to use their luck in ways normal mortals cannot.  They are able to use Luck in the following ways:

  • An avarian can burn their luck as per normal and gain a modifier on their rolls equal to the amount burned.
  • An avarian can burn a point of luck to make another target unlucky.  The target must be within 30’ of the avarian and gets a Will save (DC 10 + avarian’s level) if successful the target cannot be affected by this again for 24 hours.  If the Will save fails the target has been jinxed and must roll their next 1d3 attack, save, or skill checks twice and take the lower of the two.  If they critically fail their Will save, they permanently lose 1 Luck as well as suffer the effects stated above.

An avarian recovers Luck quicker than the other races.  With a full night of rest an avarian recovers 1d3 Luck points back.  They cannot go above their maximum score.

Mocking Bird- An avarian is able to sound like any creature that they have heard in the past (Judge has final say).  Sneaky avarians use this ability to lure a mark into a dark alley, or to distract a guard.  The avarian makes an ability check (d20+ Luck modifier + level), which serves as the DC for the Will save the target(s) hearing the noise must roll to know that the sound is not genuine.

Table X-X Avarian

Level Attack Crit Die/Table Action Die Known Spells Max Spell Level Ref Fort Will
1 +0 1d10/II 1d20 2 1 +1 +0 +1
2 +1 1d12/II 1d20 3 1 +1 +0 +1
3 +2 1d14/II 1d20 4 1 +1 +1 +2
4 +2 1d16/II 1d20 5 2 +2 +1 +2
5 +3 1d20/II 1d20 6 2 +2 +1 +3
6 +4 1d24/II 1d20+1d14 7 2 +3 +2 +3
7 +4 1d30/II 1d20+1d16 8 2 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 9 3 +3 +2 +5
9 +5 1d30+4/II 1d20+1d20 10 3 +3 +3 +5
10 +6 1d30+6/II 1d20+1d20 11 4 +4 +3 +6

Table X-X Avarian Titles


Title by Alignment

  Lawful Chaotic
1 Hatchling Vagabond
2 Recorder Entertainer
3 Sage Magpie
4 Historian Gypsy
5 Raven Clutch Shister
A corrupted Avarian spellcaster

A corrupted Avarian spellcaster

Illusion type Spells

Level 1-

1)    Cantrip (DCC, pg 130)

2)    Charm Person (DCC, pg 131)

3)    Color Spray (DCC, pg 134)

4)    Darkness* (DCC, pg 258)

5)    Magic Shield (DCC, pg 146)

6)    Ropework (DCC, pg 153)

7)    Sleep (DCC, pg 155)

8)    Ventriloquism (DCC, pg 158)

Level 2-

1)    Arcane Affinity (Illusionist only) (DCC, pg 162)

2)    ESP (DCC, pg 166)

3)    Invisibility (DCC, pg 172)

4)    Invisible Companion (DCC, pg 173)

5)    Knock (DCC, pg 175)

6)    Lotus Stare* (DCC, pg 276)

7)    Magic  Mouth (DCC, pg 180)

8)    Mirror Image (DCC, pg 182)

9)    Phantasm (DCC, pg 187)

10) Scare (DCC, pg 191)

Level 3-

1)    Consult Spirit (DCC, pg 204)

2)    Dispel Magic (DCC, pg 208)

Level 4-

1)    Polymorph (DCC, pg 243)

2)    Wizard Sense (DCC, pg 245)

* Even though this is a cleric spell, this innate ability to cast magic means that the avarian does not suffer any modifiers for casting this spell.

Hubris Recap, Group 1, Session 7- Further Into the People and Sprinkle of Demonic Corruption and Death…

We continue our harrowing adventure of death, disease, and horror in the DCC module- People of the Pit.


Fletch- Human Shadowdancer

Lisa- Human Thief

Liam- Carrion-eating Mutant

Chuck- Half Demon

Nate- Murder Machine

WARNING: This will have some spoilers for the People of the Pit Module, but I will TRY to keep them to a minimum.

Last session we had to leave off in the middle of a fight with six grey, three crimson, and one yellow robed and a giant tentacle in a fight of daring-do.

As with the mysteries of Hubris a fog filled the room and suddenly Nate’s, Lisa’s, and Chuck’s characters were there and Omar and Stephen had vanished… Spooky.

When we started up this session the tentacle got to hit first before I had everyone reroll initiative for the new session.  The tentacle got a natural 20 and bitch-slapped one of the redshirst into a squished pile of goo.

This fight got pretty brutal.  In the first round I rolled 6 natural 20s.  Many of the minions and slaves were killed and the player characters were badly injured (mostly Nate, Fletch, and Chuck).

After the fight was over the the group decided to head to the northern area and found four peasants wearing grey smocks collecting shluffed off suckers from a massive tentacle that was rubbing itself against the rockwall, causing the nasties to fall off.  Watching over them were two grey robed cultists.


Fletch sneaked up and attempted to gut the grey robed cultists (who were facing away from the group), but only managed to get one.  The rest of the group ran into the room to catch up and help, while one of the peasants fled out of the room to the east.  The fight was over quickly and then a horrible noise rang through the caverns as something terrible began moving their way from where the one peasant had fled.

Fletch sent his two red-shirts to see what was coming and they saw this:

Gimme a kiss

Gimme a kiss

Both of Fletch’s minions failed their Will saves (one critically failed and permanently lost 1 Personality and was reduced to a gibbering idiot for 1 hour).  Fletch cast darkness on the area, to little effect.

The fight was a bit long due to the creatures thick skin and DR, but they managed to down the bitch.  Lisa was excited when the thing disintegrated into a pile of mud and rock and quickly grabbed a bunch for her minions sling.  With all the baddies dealt with, and seeing that there was nothing left worth taking, they turned around and head into the area of the cultist maze that they hadn’t gone before…


The group enters an area that has clearly been delved out and comes across a door.  Lisa checks it for traps and opens it to find a sleeping area filled with sleeping mats.  He rolls three of them up and ties them to his gibbering idiot red shirt, who he has been guiding with a leash.  The corridor went splits into a “T”.  After a quick talk Lisa went left and Fletch right…  What could go wrong with splitting the party, right?

Lisa came across a small locked closet (that was trapped), but she rolled a crit success on her Luck roll, so for her the door was unlocked, untrapped, and OPEN.  Inside it there was a ton of supplies, fabric,  and a scroll case.  She popped the lock on it easily and pulled out the old parchment.  It was warm to the touch and glowing words appeared on it:

“Though the Mewling Babe had no life of his own when he was born into this world, his gift to bestow it on others is given.  This will aid in reviving a friend and then be no more.”

Aside: This was a funny part because Fletch, Liam, Nate, and Chuck all about wet themselves with excitement.  It’s a humorous moment when four grown men are shouting at the computer screen “I know what that is!  I know what that is!”

Lisa brought the supplies back to the group, keeping the scroll and some of the other stuff for herself.

Meanwhile Fletch found another sleeping area and pouted (jokingly), “I choose the wrong path…”

Lisa went back down her path and found a workshop, stealing a hammer and running into a grey robed cultist and killing him and his tentacle innards easily.

What lies within the cultists is pretty nasty.

What lies within the cultists is pretty nasty.

Fletch meanwhile found a door at the end of his corridor and heard an unsettling chanting from it.  The rest of the group got impatient and went to help him.  They burst into the room thinking that they will easily kill whatever is in here… and utterly fail.  No one died, but Chuck was seriously injured as was Nate.  They rolled horrible and the three grey robed cultists kept hitting them…  More hilarious was Chuck had two of the tentacle monster hitting him in the face constantly.  Like tribbles on steroids.

Fletch put it best…  stating that the fight reminded him of the moment in Ghostbusters when they sneaked up on Librarian.

At the end of the fight Chuck decided to use his demonic powers to heal himself, rolling  1 and thus losing part of his humanity to his demon side.  I had him roll on the demonic corruption table for the Hubris class.  He now has a spiked tail which he can attack with at a d16 for 1d4 damage and he has an unsettling presence.  Normal people will shy away from him while Lawful religious will attack him outright.  Good for him.

This is where we left off for the week.  To be continued this Sunday!

Hubris Recap, Group 1, Sessions 5 and 6- Life and Mostly Death and the People of the Pit

After canceling a session and also running a playtest for a Hubris module I am writing with Group 1, we are back on track and continue where our last adventure left off with starting the PEOPLE OF THE PIT module.

WARNING: This will have some spoilers for the People of the Pit Module, but I will TRY to keep them to a minimum.

Session 5


John- Ekrask

Fletch- Human Cleric of Drallic the Flayer

Liam- Carrion Eating Mutant

Cybill (NPC)- Cleric of Yelsa, Goddess of Sex and Violence

This session started off with several players announcing that they’d be unable to attend- oh well that stinks- so as one does in Hubris, Cybill magically appeared and the players then demanded that several of the town folks come with them to be bullet catchers…  er..  I mean provide support.

What lurks within the shadows...?

What lurks within the shadows…?

The group made their way to the pit and  I described the area where the village girls had been sacrificed for centuries.  After looking around the players decided to venture down the staircase and into the very pit itself, with both of Fletch’s red shirts taking the lead.  After about 50 steps, several grey cloaked figures emerged from a crag.  All had featureless-rubbery faces with small tentacles wiggling from their flesh.  One ran forward and began to attack Fletch’s minion while the other four began to issue a eerie moan-like chant.


Fletch’s red shirt killed the cultist in one hit, and I sensed a sigh of relief from my players…  a “Oh this is gonna be EASY!!” type elation..  UNTIL I described the cultists stomach bulge and a disgusting tentacle horror burst from it and fly at the red shirt.  It slapped him in the face and killed the poor lil mook in one hit.

Fletch decided to step in front of his mook and bring these abominations down in the name of Drallic the Flayer!!  But he failed (horribly) on his Reflex save and slipped on the stairs and fell into the mists of the pit and to his death.  Thus bringing the leveled character death toll to two thus far (in both groups).

Come on!!  Gimme a kiss!!

Come on!! Gimme a kiss!!

Fletch’s remaining minion (a grave digger) managed to kill another cultist AND both tentacle horrors before the whole group fled back up to higher ground so they could fan out and work together.

The fight was quick after that.  Both sides rolled poorly after that (mostly my enemies), and after the fight was over I decided to call the night because there was no way with only 2 level ones and a bunch of minions they were going to be able to proceed.

I told Fletch he could make his grave digger into a level 1 character.   He decided to go with a Shadowdancer.

Session 6


John- Ekrask

Fletch- Human Shadowdancer

Liam- Carrion Eating Mutant

Cybill (NPC)- Cleric of Yelsa, Goddess of Sex and Violence

Omar- Human Alchemist

Stephen- Murder Machine

This session started back at the pit, each player having 2 red shirts from the village and Liam also controlling Cybill.  The group proceeded back down the stairs into the pit more carefully this time, but still fell prey to sneaking grey robed cultists and traps.  Omar lost both of his minions- one died when the Omar’s alchemist attempted to burn the creature off his compatriot with a torch, setting both of them ablaze.

The second triggered a trap in a crawlspace and got a small sickle to the forehead.

John’s Ekrask was dropped to zero HP by a similar trap, but his minion quickly dug through John’s stuff, found a healing potion and shoved it down his throat in the same round.

The group explored quite a bit more and Omar became fixated on a small room where water dripped from the floor to the ceiling.  He shot his wheellock pistol at the water on the roof, deafening himself for 7 hours due to it being such a small room.  He then decided that the room must die and was about to commit suicide by causing all of his bombs to explode.  Stephen’s minion arrived in the nick of time and stopped him.

Now there is a way in this module to skip quite a bit of the dungeon.  My players found it and ventured down into the depths, bypassing a large portion of section 1.

In section two the group found 4 slaves working a mill which was grinding up grey chunks of what looked like dehydrated flesh.  Mmmmmm..

Fletch cloaked himself in shadows and moved into the next room, discovering a training area full of baddies.  6 gray robbed uglies, 3 yellow ones, and an impressive looking crimson robbed mutha.  Fletch sneaked back to the group and they formed a battle plan.  The room with the slaves forms a choke point where the cultists would have to come through.

Once combat got started Stephen threw a glue grenade, stopping all 6 grey robes in their tracks.  Omar threw a bomb, killing all six of them..  Now they just had to deal with the six tentacle horrors.

Liam, who has a whopping 6 HP at level 2 (Stephen takes the cake with 4 at level 1- who is SUPPOSED to be a meat shield), attempted to free the slaves that were attached to the mill, in order to bolster their numbers.

They yellow robbed cultists started chanting and a massive tentacle shot through the catacombs, smashing part of the mill and killing one of the four slaves.


We had to leave off their for the night because it was getting late.  The group did really well and are ready to kick some ass (or get their ass kicked) next session!!!

Hubris Recap- Group 2, Session 5- A Strange Turn of Events… and Fun at a Bathhouse


Gene- Human Warrior

Chuck- Half Demon

Jason- Half Demon

Nate- Murder Machine

Omar- Alchemist

Cybil- NPC- Human Cleric of Yelsa, Goddess of Sex and Violence

Consequences of Actions

Last session the group finished up the Portal Under the Stars module that is included in the awesome DCC rulebook.  I reminded them that there is now a large red star in the sky that wasn’t there prior to descending into the sewers…  Though they really don’t know what that means at this point.

The group started off the session with selling off some stuff and then looking for a place to clean all the blood and shit off of them.  They were in the Angels District of Fairweather (I used my City District Generator to get a quick feel for the area).

Here is the Angels District:

The Thieves Guild is believed to be actively recruiting after losing many of its novice members after an unsuccessful venture.

A circus is in the district!  Come see the freaks!  Games!  And exotic animals!

All the doors in the district are upside down.  It is believed to ward off evil spirits, as it confuses them.

That was more than enough for me to go on and give it more flavor.  The group found a Madame Velar’s Bathhouse of Pleasure.  They were greeted by the batty old kenku matron.  Nate and Chuck went the safe route and just wanted a bath.  Omar wanted a human, and Jason wanted something more exotic… a mutant.  Gene waited outside in case of trouble.

Jason got a mutant with coral for skin and lank green hair.  He lost 3 HP, but his skin was wonderfully exfoliated, so he rolled all Personality rolls one step higher on the die ladder for 3 hours.

I will rub and scrub you clean

I will rub and scrub you clean

Omar failed his Luck roll and so the hands he felt caressing him belonged to a fat hairy man.  Omar asked what the hell he was doing and after a quick conversation, Omar grabbed his wheellock pistol and strode naked to the lobby and asked Velra what was going on.  They came to an agreement and Omar strode back to his bath to find all his gear was gone (it’s his fault…  he left it).  At this point Omar’s internet went out and he was unable to get it working (due to a 10 block outage).

The rest of the group had items of a curious nature to sell and found a curious shop simply called the “Emporium” by the circus.  Inside was an ancient looking man.  The inside of the store was massive compared to the simple and small exterior.

Highlights of the Emporium

Nate asked for a strange instrument.  He was given a bizarre flute with weird metallic valves.  The old man told him that there was no price, but that if Nate found something of interest, the old man would be there to collect.  He was also given a poker chip and said that if he ever wanted to come back to the Emporium, simply flip that into the air.

Chuck had a medallion and map that he found in the Portal Under the Stars looked at.  The old man confirmed that the Bogwood Swamp (as the picture on the map had shown) was where to go.

Gene bought a bracelet with wooden beads carved into little skulls.  The old man said it was magical, and added most ominously that all magic has a price… Gene took it anyways and then promptly found a cleric of the God of the Terrible Whisper to examine it and tell him what it did.  The cleric stated it would take at least a week to research the tomes in their ancient library.  Gene let them make a sketch of the bracelet and then said fuck it and put it on.  His Agility was increased to 18 (was a 14).

Into Adventure

As the group was leaving the library a town crier announced that the village of Glasturbury was having trouble with Malfactorium in the area.  That their scouts were coming farther and farther into the plains from the Mountains That Crawl.  Fairweather was sending a small attachment of troops, but that any brave and able-bodied soul was welcome to join.

The hideous beetle warriors, the Malfactorium

The hideous beetle warriors, the Malfactorium

The crier also commented that several Plague Doctors of the Scarlet Veil had gone missing in a district that was becoming overrun with the Metalphage plague.

The group said fuck both of those and wanted to find a caravan that was heading to the Bogwood Swamp.  After 3 days they attached themselves to the caravan that was heading to Glasturbury and then would have to venture on their own through the Mountains That Crawl to the Bogwood Swamp.  The group stocked up, got some hirelings, and set off.

I rolled an encounter for the first day.  They met 4 guards that were wandering the plains from Vengeance Keep.  When the guard started their patrol one month ago there were 15 men.  The 4 were headed to Fairweather to rest up and resupply.

Jason K asked what had been going on in the area.

The following was relayed:

Eisenbar Paladins have been seen in the Great Plains.  This is most disconcerting since that means it could be an invasion force.

A small farming community to the south is shrouded in a grey fog and is in need of help (Group 1, Session 4).

Glasturbury is in need of help against the Malfactorium.

Bodies have been found mutilated and flattend, believed to be the work of stone giants that have been pushed out of the mountains by the Malfactorium.

A keep that belongs to a woman of decadence is one day to the east from where the group was.  Most people don’t remember this keep being there.

The group talked it over and decided to investigate the keep before heading to the Bogwood Swamp.  They asked the soldiers if they would like to travel with the group.  And now they added three more red shirts to their number.

The group made camp and were set upon by 4 Vile Gut Clan Goblins.  Nate’s hireling was killed by two crossbow bolts to the chest and one of the soldiers was killed by a log trap in the forest that smashed him (think Predator).  All but one goblin was killed.  The one that escaped shouted something about, “bringing more…”

We left off here, with one day to travel to the keep.


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