Monthly Archives: March 2013

My Punk Rock DIY RPG Logo

I’m very into the whole DIY RPG sub-culture (if you want to call it that).  I dig the community and the ideas, philosophies, and disscusions that are swirled around like a big primordial vat of awesome, and then made cohesive and shared with anyone who wants it.

I’m also huge into punk rock, grunge, and heavy metal.  In my opinion the DIY movement (in general) is firmly entrenched in that punk rock (American Hardcore) type philosophy.

So I wanted to do a logo for it.  My awesome girlfriend stepped up to the plate and did this for me yesterday.

So here it is.  Feel free to take it and display if you want.

Display it with pride

Display it with pride

The Strange, Mystical, and Magical DCCified Ioun Stones!

Yesterday someone suggested that a DCC fan get off their ass and create a DCCified version of the Ioun stones…  and I figured it’d be a fun thing to do (whether they are good or not is an entirely different matter.

Also Claytonian JP shared this AWESOME epic list of Ioun Stones (mostly from 1e D&D).   Seriously…  600 of these bad boys in here!

I converted 16 of them from the d20 SRD, but the rest are stuff I created and also took some inspiration for the epic list mentioned above.

Here’s a PDF version: Ioun Stones for DCC

Ioun Stones
 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. (This description taken from d20 SRD).

Ioun stones have AC 20, 10 hit points, and are treated as a hard metal.  They are not subject to saves, and are always considered to have succeeded.

The Ioun Stones Fabled and Amazing Ioun Stones

  Color Shape Effect
1 Clear Spindle The user can survive without any food or water for up to 1d4 months.  However each week without food and water causes 1 point to be removed from Strength, Agility, and Stamina (to minimum of 3).  Once the caster has taken food and water regularly for one week they regain 1 point in each per day.
2 Dusty Rose Prism When the user activates this stone they gain an additional 1d4 to their AC.
3 Deep Red Sphere When making Agility based checks (and reflex saves) the user increases their action die by one level on the die ladder.
4 Incandescent blue Sphere When making Personality based checks (and Willpower saves) the user increases their action die by one level on the die ladder.
5 Pale Blue Rhomboid When making Strength based checks the user increases their action die by one level on the die ladder.
6 Pink Rhomboid When making Stamina based checks (and Fortitude saves) the user increases their action die by one level on the die ladder.
7 Pink and green Sphere When making Luck based checks the user increases their action die by one level on the die ladder.  The users also gains 1 free luck point per day.  These points do not accumulate if unused.
8 Scarlet and Blue Sphere When making Intelligence based checks the user increases their action die by one level on the die ladder.
9 Dark Blue Rhomboid When this stone is out the user cannot be subject to back attacks or surprise rolls.
10 Vibrant purple Prism This stone can store spells up three spell levels (IE- three level one spells, or one level one and one level two, or one level three).  The spell must be cast into the stone and resolved per the normal DCC casting rules (including failure, corruption, etc).
11 Pearly Iridescent Spindle The user is covered in a slimly film 2” thick that allows them to survive without air for 48 hours.  However the users personality die is reduced by one level on the die ladder when making any sort of interaction with people.
12 Pale lavender Ellipsoid This stone will absorb 2d4 spells of up to 3rd level.  Once this number has been absorbed the stone turns to a worthless lump of coal.
13 Pearly White Spindle This stone allows the user to tap into unholy regeneration and gain 3HD of Hit points back.  Each time the target does this there is a 5% chance of gaining corruption.  This percentage continues to grow until a corruption is gained, then resets to zero.If a corruption is gained roll 1d8: 1-5= Minor; 6-7= Major; 8= Greater.Lawful clerics who use this stone automatically a disapproval of 5 until they make the appropriate sacrifices.
14 Pale green Prism This stone increases the action die level on all rolls by one on the die ladder.
15 Orange Prism This stone increases your action die by one when casting spells.
16 Lavender and green Ellipsoid This stone will absorb 2d8 spells of up to 5th level.  Once this number has been absorbed the stone turns to a worthless lump of coal.
17 Irradiated Green Cube Once per day the user can release 2d4 poisonous snakes from their prison.  These snakes are not under the users control and will not attack them, but will attack anyone else.  These snakes remain for 1d6 turns before evaporating in a puff of noxious-smelling smoke.
18 Black Pyramid When the user accesses this stone they are able to draw upon unholy energies and use it to increase their abilities.Each target in a 25’radius must make a Fort save (DC 15) or suffer 2d4 damage.  Each target that fails gives the user a +1 bonus to their next attack, skill check, save, or spell ability.  Lawful clerics who use this stone automatically a disapproval of 5 until they make the appropriate sacrifices.
19 Yellow Hexagon This stone makes the user immune to 2d4 level drain effects.  Once this protection has been used up the stone shrivels up into a chunk of mummified flesh and is useless.
20 Yellow and Purple Icosagon This stone can store spells up five spell levels (IE- five level one spells, or one level two and one level three, one level five, etc.).  The spell must be cast into the stone and resolved per the normal DCC casting rules (including failure, corruption, etc).
21 Molten Lava Octagon This stone fills the user with fury and wrath.  The user gains an additional attack per round, with their action die one step lower on the die ladder.
22 White Sphere This sphere bestows the ability to use Lay on Hands as a Cleric 1d4+1 times per week.
23 Violet Pyramid This gives the user one Thief skill (this goes off the user’s level and alignment).  Roll 1d14 (reroll 14) and consult the Thieves skill table(s) on page 38.
24 Orange and Blue Cube One per day this stone can be activated to make the user immune damage.  The type of damage is rolled upon gaining this Ioun stone.  This effect is active for 2d6 rounds.Type of Damage1)      Fire

2)      Physical

3)      Ice

4)      Electricity

5)      Necrotic

6)      Poison

7)      Disease

8)      Curse

25 Lavender Hexagon When this stone is active it grants the user an additional 2d4 HP.  This is lost before normal HP.
26 Marble Trapezoid This allows the user to perform mighty deeds as a Warrior at a d3 (if warrior uses this Ioun stone up deed die to next level).
27 Silver Icosagon This stone affects the user’s skin, effectively hardening or softening it.  When the stone is activated roll randomly for effect.  The user cannot wear any type of armor.  You do not suffer negative effects to Agility based skills or spell casting.1)      Squishy: -2 to AC2)      Leathery Flesh: +2 to AC

3)      Hardened Flesh: +3 AC

4)      Skin of Steel: +4 AC

5)      Skin of Stone: +5 AC

6)      Tissue paper: -4 AC

28 Cyan Sphere Once per day the user is able to transform into an animal (up to large in size) if they succeed a Willpower check (DC 12).  The user specifies the animal at the time of the check.  If they critically fail they suffer 1d4 temporary personality drain.
29 Chartreuse Hexagon This stone causes a large amount of bile and acid to be created in the user’s stomach.  1d4 times per day the user can make an attack and vomit (5’ range) on a target, dealing 1d8 damage.
30 Jade Pyramid Once per day the user can transform into a gaseous form.  Their speed is reduced to 15’, but they suffer do not suffer damage, even magical, except for strong winds.  If caught in a really strong wind the user must make a Fort save (DC 15) or take 2d6 damage per round.
31 Black and Blue Prism Once per week this stone can tear open the fabric of reality and allow the user to cast Planar Step.  The user must roll per DCC rules for resolution.
32 Azure Spindle This stone knows 1 spell that can be cast once per day.  First roll 1d6: Even- Wizard spell; Odd- Cleric.  Then roll 1d5 for level, and then roll on page 127-128 for spell.
33 Shimmering Gold Cube Once per month the user can shake this Ioun stone and 1d00 gold, 1d30 silver, and 1d20 copper will fall from it.
34 Black and White Sphere Holding this stone allows the user to see in complete darkness (even magical), however any light source deals damage of 1-3d6.  Judgment call on the brightness of the source.
35 Turquoise Ellipsoid Once per day the user can smear 1d4 HP worth of blood on the Ioun stone and summon a like amount of weapons.  This can be any weapon the user designates.  If it is a missile weapon roll 1d8 for the amount of ammunition that comes with it.  These weapons last for 2d4 hours.
36 Black and Red Cube Once per week this horrible Ioun stone allows the user to cause harm to a target anywhere in the world.  The user must concentrate on the target for 3 rounds and have actually met them.  The target must make a Willpower save (DC 15) to resist harming themselves by cutting, biting, and scratching.  The target takes 3d6+3 points of damage.  If the target critically succeeds on their save the user is compelled to harm themselves in the same manner (no save).
37 Bile Green Teardrop Minions!  Once per week the user summons 2d4 level zero mutated homunculus versions of themselves to aid, fight, and die.  These minions remain for 2d4 days or until destroyed.  To harness this power the user must sacrifice 1d8 HP.
38 White and Green Rhomboid Once per day the user is able to conjure an illusion of targets worst nightmare.  The target must make a Willpower save (DC 15).  Success means the target is frightened and flees for 1d4+1 rounds.  Failure means the target is terrified, drops whatever they are holding, and flees for 2d6 turns.  Rolling a 1 results in instant death.
39 Lime Green and Violet Teardrop This stone can be used to absorb any amount damage, spell or magical.  This can be used as a free action.  This stone has 1d3 charges before collapsing in on itself and disappearing.
40 Pink and Grey Icosagon Upon obtaining this stone the user designates whether to increase Crit die by one type or increase crit table by one type.  This is in effect as long as the stone is active.

Dungeon Crawl Classics Occupations for Hubris

This is the rough draft of the occupations (as well as including those from the DCC book) that are in my Hubris setting (for other posts on my DCCification of Hubris, click here).

Hubris Occupations

Roll 1d6- if the die lands on an odd number roll on the Occupation table found in the Dungeon Crawl Classics book (pg 22-23).  If the die indicates a race (Dwarf, Elf, or Halfling) then ignore the race and simply use the class.  If the die lands on an even number roll on the table above.


Roll Occupation Trained Weapon Trade Goods
1 Actor Staff Two masks
2 Apothecary Test Subject Large ladle (as club) Vial of liquid*
3 Asylum guard Blackjack Rope, 5ft
4 Atilliator Crossbow Target dummy
5 Bailiff Short sword Book of law
6 Baker Rolling pin (as club) Half a dozen cookies
7 Boatman Oar (as club) Nautical compass
8 Bottler Broken bottle (as dagger) Large sack
9 Bowyer Short bow Thick string, 5ft
10 Brain worm trainer Dart Brain worm larva
11 Brewer Club Bottle of beer or mead
12 Butler Staff Bottle of Wine
13 Caravan driver Crossbow Carriage driver whip
14 Carpenter Handaxe Wooden stool
15 Cartographer Drafting compass (as dagger) Map of random town
59 Chimney Sweep Child Broom (as club) Rope 100ft
16 Clockmaker File as dagger Pouch of gears and sprockets
17 Conspiracy theorist Knife (as dagger) Aluminum (tinfoil) hat
18 Constable Short sword Leather armor
19 Cook Cleaver (as short sword) Blood-stained apron.
20 Corpse gatherer Shovel (as club) Cart
21 Crystal farmer Hammer (as club) Bag of crystals worth 1d100 sp
22 Dancer Staff Fancy dancing shoes
23 Deputy Short sword Padded armor
24 Dog breeder and trainer Paddle (as club) Attack dog and whistle
25 Ekrask escaped slave Chains (as flail) Head of slaver
26 Ekrask pit fighter Polearm Shield
27 Ekrask swamp farmer Pitchfork (as spear) Stilts
28 Ekrask tracker Short sword Hawk
29 Ekrask wildling Tree branch (as club) Five animal skulls
30 Ekrask witch doctor Staff Bag of herbs
31 Entrail reader Curved blade (as dagger) Ornate silver bowl (worth 10sp)
32 Eunuch servant Club Nice servant clothes
33 Executioner Battleaxe Executioner’s hood
34 Ex-Slaver Short sword 5 gp and 30 sp
35-38 Farmer* Scythe Pig**
39 Fisherman Cutting knife (as dagger) Fishing pole, block and tackle.
40 Food taster Thick iron mug (as club) Bottle of anti-toxin
41 Gardener Pruning Shears (as dagger) Bundle of flowers and herbs
42 Gladiator Warhammer Shield
43 Half Demon advisor Dagger Book of local lore
44 Half Demon alchemist Staff Flask of acid (1d6 dmg)
45 Half Demon assassin Dagger Poison- ooze toxic, pg 450
46 Half Demon exile Staff Three torches
47 Half Demon hunter Longbow Hide armor
48 Half Demon scholar Staff Book on politics
49 Herald Staff Speaking Trumpet
58 Insect Breeder‡ Dagger Jar of insects
50 Kenku gypsy Hand crossbow Crystal ball
51 Kenku pack rat Club Bag of junk worth 5 cp
52 Kenku record keeper Quill (as dart) Journal of deeds
53 Kenku seed farmer Dibble (as dagger) Bag of seeds
54 Kenku spy Short sword Spyglass
55 Kenku worm harvester Shovel (as club) Tongs
62 Lamplighter Crossbow Lantern on 10ft pole
63 Magistrate Gavel (as club) Writ/stay of execution
64 Messenger Crossbow Pony
65-68 Miner*** Pickaxe (as club) Helmet with candle
69 Monk Staff Candle and incense
70 Muckracker Club Journal and quill
71 Mutant bounty hunter Bow Mancatcher
72 Mutant corruptor Crossbow Vial of tainted blood
73 Mutant cutthroat Saber (as short sword) Bag with 20 sp
74 Mutant gladiator Two-handed sword Net
75 Mutant sailor Wheellock pistol Bottle of grog
76 Mutant smuggler Longbow Illicit drug
60 Mystic Ceremonial blade (as dagger) The bones
77 Night watchman Spear Lantern
78 Nosey Neighbor Rake (as club) Rooster
79 Page Dagger Steel polish and rag
80 Painter Dart Paint brush and paint
56 Peat Farmer Pitchfork (as spear) Net
81 Physician Scalpel (as dagger) Leeches
82 Plague Doctor Blowgun Plague mask and potpourri
83 Poet Sling Book of soppy poems
84 Porter Bedpan (as club) Broom and urine stained rag
85 Potter Turning Tool (as sickle) Clay jug
86 Prostitute Dagger Bag with 1 gp, 20 sp
87 Racketeer Blackjack 5 gp, 40 sp, 150 cp
88 Raving Lunatic Board with nail in it (as club) Mason jar full of fingernails
89 Scat scooper Shovel (as club) Sodden bag of scat
90 Sculptor Chisel (as dagger) Wooden mallet
91 Sheriff Crossbow Leather armor
92 Slaver Crossbow Net
57 Snake Handler Tongs (as club) Snake
93 Spy Short sword Drinking glass
94 Street performer Dagger Five Juggling balls
95 Street rat Rusty knife (as dagger) Loaf of stale bread
96 Taxidermist Bone saw (as handaxe) Stuffed Racoon
61 Teacher Heavy book (as club) Five apples
97 Town drunk Steel jug of liquor (as club) Necklace don’t remember owning
98 Undertaker Scissors (as dagger) Embalming fluid and herbs
99 Vicar of deity Staff Holy water, 1 pint of holy water and holy symbol
100 Wheellock gunsmith Wheellock pistol Pouch with clamp and gears

† If a missile weapon, roll 1d6 for number of ammunition.

* Roll 1d8 for type of farmer: (1) hemp; (2) rye; (3) flax; (4) lentils; (5) barley; (6) peas; (7) oats; (8) cabbage.


** If there is more than one farmer in group, roll randomly (1d6) for animal with each duplicate profession: (1) ox; (2) turkey; (3) yak; (4) llama; (5) chicken; (6) herd dog.


*** Roll 1d# to see what you are mining: (1) iron; (2) steel; (3) coal; (4) gold; (5) sapphire; (6) crystal.

Roll 1d# to see breed of insect: (1) flies; (2) beetles; (3) ants; (4) spiders; (5) centipedes; (6) ticks; (7) bees; (8) leeches.

Hubris Campaign Setting- Optional Class Damage Rules for Dungeon Crawl Classics

Awhile back I did a post explaining why I enjoy damage by class rather than a plethora of different weapons, all with their own damage outputs.

Other than just the elegance of pure simplicity, I enjoy this option because it eliminates a portion of meta-gaming.  In my experience players will sacrifice using a weapon they think “looks cool and bad ass” in lieu of one that does more damage (which makes sense).  You WANT to use something that is going to do more damage to a target and drop them quicker.

By basing damage on class rather than individual weapons you allow the player to add another edge of cool to their character, which can enhance their enjoyment.  It is a simple pleasure, but it’s a pleasure non-the-less.

In the post I linked above my goal was to keep my hack as simple as possible (being roughly 21 pages, 10 of which are spell descriptions, for a full working version of D&D), so the damage per class was just one die type.  As I continue to DCCify my Hubris Setting (for all other posts on a DCCified Hubris, click here) I have more room to embellish a bit more.

I decided to take a page out of Akratic Wizardry’s awesome class based damage house rules, and divide damage into three categories: Light, Medium, and Heavy.  I separated damage per class (and race), included new weapons that are found in my Hubris setting, and also gave optional rules on weapon proficiencies.

Hope you enjoy.  Always feel free to leave constructive feedback.

New Weapons of Hubris 

 (using standard DCC rules)

Sickle– 1d6

Scythe*– 1d10

Spiked Chain* 1d8

Maul*- 1d10

Hand crossbow– 1d4/1d10 (a rogue can use this up close and in surprise.  If successful back attack use second damage).  Range- 30/60/90

Wheellock Pistol– 1d8 (takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 50/100/150

Wheellock Rifle*- 1d10 (two handed- use 1d16 for initiative.  Takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 70/140/210


Class Damage


Light– Blackjack†***, blowgun†, club, dagger†, dart, garrote†, hand crossbow, sickle, sling, staff (one-handed)

Medium– Crossbow, flail, handaxe, javelin, longbow, longsword, mace, shortbow, staff (two-handed), warhammer, wheellock pistol

Heavy*– Battleaxe, lance#, maul, polearm, scythe, spear#, spiked chain ⱡ, two-handed sword, wheellock rifle

Weapon Damage By Class

Class Light Weapon Medium Weapon Heavy Weapon
Cleric 1d4 1d6 1d8
Thief 1d4 1d6 1d6
Warrior 1d6 1d8 1d10
Wizard^ 1d3 1d4 1d6
Dwarf 1d6 1d8 1d10
Ekrask~ 1d6 1d8 1d10
Elf 1d4 1d6 1d8
Half Demon~ 1d3 1d4 1d6
Halfling 1d4 1d6 1d6
Kenku~ 1d4 1d6 1d6
Mutant~ 1d4 1d6 1d8


Blowgun- 20/40/60

Crossbow- 80/160/240

Dagger- 10/20/30**

Dart- 20/40/60**

Handaxe- 10/20/30**

Hand Crossbow- 30/60/90

Javelin- 30/60/90**

Longbow- 70/140/210

Shortbow- 20/100/150

Sickle- 10/20/30**

Sling- 40/80/160**

Wheellock Pistol- 50/100/150

Wheellock Rifle- 70/140/210

* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.

** Strength modifier applies to damage with this weapon at close range only.

*** Damage dealt is always subdual damage.

These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the damage value listed here.  All other classes and all other thief attacks use the first value.  Blackjack: 2d6; Blowgun 1d5; Dagger: 1d10; Garrote: 3d4.

# These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.

This weapon can be used with two-weapon fighting rules in the Dungeon Crawl Classics rule book, pg 94.


^ All level zero characters use the Wizard damage table. 


~ These are races/classes found in the Hubris Campaign setting.  Some of these creatures have abilities or natural attacks that do damage.  Use the damage die indicated in the character descriptions.


Weapon Proficiencies Option 1– All classes are proficient with weapons stated either in the Hubris Campaign setting book, or in the Dungeon Crawl Classics core book.  Each class does damage as described above with that type of weapon that they are proficient in.  If a class uses a weapon that they are not proficient in then they do damage as per class, but their action die is reduced one step.

Weapon Proficiencies Option 2– Ignore all weapon proficiencies by class and allow the player to choose what they want their character to use.  If this option is used, anytime a cleric uses a weapon of their deity they receive +1 to attack (or ignore bonus to attack.  If the cleric uses a weapon other than those of their deity they suffer a level of disapproval).

The Strange and Terrible Gods of Hubris and New Weapons of Hubris

I’m having fun DCCifying my Hubris setting over from my OSR hack.  DCC just seems to strike many of the right cords for me, game and philosophy wise.

Earlier I converted the races in my setting to race as class (Kenku, Ekrask (Lizardfolk), Mutant, and Half Demon).  Now I figured I’d better get my gods converted to a more DCCable fashion (especially since our first DCC game is next Sunday and the Cleric needs to choose his god).

One things I wanted to do was keep the information on the gods short and sweat and not go on for paragraphs (or fucking pages!) about how the god does this and that and gets angry when people eat truffles in front of them…  blah blah blah.

I’m debating on whether or not I’ll put a small “the priests wear X and Y.” And maybe a SMALL single sentence or two about the god.  MAYBE.  Not sure yet.  I think everyone gets a good idea of who/want the god is and represents by their realm and alignment.

Gods of Hubris

God of the Terrible Whisper

Realm: God of Knowledge, Secrets, and Madness

Holy Symbol: Book of ancient lore

Weapons: Club, dagger, handaxe, javelin, mace, staff, and sickle**

Alignment: Neutral

Unholy Creatures*: The illiterate, fire elementals, and creatures that drain intelligence



Realm: Goddes of Sex and Violence

Holy Symbol: Metal Headdress that pierces the skin

Weapons: Crossbow, dagger, flail, garrote, bow (any), longsword, short sword, and spear

Alignment: Chaotic

Unholy Creatures*: The celibate, androgynous, and pacifists



Realm: God of Sacrifice, Shadow, and the Poor

Holy Symbol: Vial of cleric’s own blood

Weapons: Blackjack, blowgun, dart, dagger, garrote, handaxe, hand crossbow**, short sword, and sling

Alignment: Chaotic

Unholy Creatures*: Creatures of light, hedonists, the selfish, nobility


The Corpulent One

Realm: God of Excess, Want, and Obsession

Holy Symbol: Necklace of giant maggot with baby head

Weapons: Battleaxe, club, crossbow, longbow, longsword, polearm, spear, and staff

Alignment: Chaotic

Unholy Creatures*: Peasants, animals, those who practice abstinence



Realm: God of Trickery, Deceit, and Profit

Holy Symbol: Iron Skull with two gold coins for eyes

Weapons: Blowgun, dagger, darts, handaxe, mace, polearm, short sword, and wheellock weapons**

Alignment: Chaotic

Unholy Creatures*: People in love and those who tell the truth



Realm: God of Battle, Strength, Pride, and Survival

Holy Symbol: The cleric’s weapon

Weapons: Any melee weapon with a metal head or edge.

Alignment: Lawful

Unholy Creatures*: The weak, pacifists, and ?



Realm: Serpentine God of the Klind- God of poison, Schemes, and Forbidden Knowledge

Holy Symbol: Necklace or bracelet of snake made of jade and silver.

Weapons: Battleaxe, blowgun, crossbow, flail, longsword, polearm, shortsword, and wheellock weapons**

Alignment: Lawful

Unholy Creatures*: Warm-blooded nonbelievers and slaves.

The Heathen Below

Realm: God of Death, Decay, and Betrayal

Holy Symbol: Vial of corrupted blood from a murdered victim

Weapons: Crossbow, dagger, garrote, bow (any), longsword, polearm, scythe**, spear, and warhammer

Alignment: Chaotic

Unholy Creatures*: The pure, children, and scholars


Drallic the Flayer

Realm: God of Pain, Intolerance, Strength, and Righteousness

Holy Symbol: Armband made of the tanned skin of an impure human (or mutant) with obsidian gem.

Weapons: Battleaxe, flail, longbow, longsword, polearm, two-handed sword, warhammer

Alignment: Lawful

Unholy Creatures*: Mutants, the elderly, and the weak



Realm: Goddess of Nature, Weather, and Change

Holy Symbol: Leather pouch with animal teeth, bones, and hair, seeds, and soil

Weapons: Battleaxe, club, handaxe, bow (any), scythe**, short sword, sling, and staff

Alignment: Neutral

Unholy Creatures*: Corrupted elementals and animals, aberrations, and undead


The Great Slumbering Monolith

Realm: God of Dreams, Prophecy, and Time

Holy Symbol: An hourglass

Weapons: Crossbow, hand crossbow**, longsword, shortsword, polearm, two-handed sword, and wheellock weapons**

Alignment: Neutral

Unholy Creatures*: Sleepless creatures and sightless creatures, and undead


The Little One (Child God)

Realm: God of healing, life, and love

Holy Symbol: Necklace of open hand

Weapons: Club, crossbow, dagger, dart, short bow, short sword, sling, and staff

Alignment: Lawful

Unholy Creatures*: Abusers, those who commit adultery, the infected, and corrupted wizards


*= These creatures are in addition to what is considered unholy by alignment in the Dungeon Crawl Classics Core book (pg 32).

**= New weapons found in Hubris setting.

New Weapons of Hubris

 Sickle– 1d6

Scythe*– 1d10

Hand crossbow– 1d4/1d10 (a rogue can use this up close and in surprise.  If successful back attack use second damage).  Range- 30/60/90

Wheellock Pistol– 1d6 (takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 50/100/150

Wheellock Rifle*– 1d8 (two handed- use 1d16 for initiative.  Takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 70/140/210

*=Two handed weapons use 1d16 for initiative.