Monthly Archives: July 2013

Hubris Campaign- Session One- Portal Under the Stars

Yesterday I kickstarted a new Hubris campaign (we will alternate between Hubris and my Savage Worlds Shadowrun game– rules here).  I knew only two of my players would be able to make it, so I really didn’t want to go all grandiose in planning (in case we had to cancel outright), so I figured I’d run something quick, easy, and fun.  I choose the Portal Under the Stars level zero funnel adventure in the back of DCC.

I used the awesome and handy Purple Sorcerer level zero generator to create 2 sets of 4 level zero characters.  I printed them out and then used my own occupation list for Hubris to give them that Hubris feel.  In the end one player had a poet, miner, pea farmer, and a tick breeder.  The other player had a slaver, ex-slaver, smuggler, and a teacher (who incidentally had more HP than any other level zero character).

I am going to attempt to keep this as spoiler free as possible- however it won’t be fully spoiler free, so if you want to play this AWESOME module, then read no further!!!

I’m going to break this down room by room (without giving too much away) and what was interesting here.

Portal Under the Stars

1-1 The front door- The front door is trapped, player decides to open it without checking for any traps.  There’s a flash, smell of burnt clothing, but he is ok (he made is save).  They decide to proceed with more caution.

1-2 In this room we had fun with the spear trap and lost 2 characters (the one who kicked the door open) and almost another.  They used the teachers big book as a shield (her starting item) and managed to make it through the room.

1-3 This room…  Oh this room.  The brunt of the adventure was spent in this room.  I apologize, but I will be spoiling this room a bit, so read on if you don’t want it ruined.

This room has a pretty devious trap.  A giant statue throws fire up the ass of anyone who attempts to leave the room.  There are four exits (N, E, W, S).  My players just did not pick up on the cues/hints that the fireballs were only happening when one attempted to leave the room.

Three characters and a pig died in this room while they attempted to figure it out. Eventually they did and we were able to move on.

This really was an ingenious room and when I was reading the adventure had an inkling that this would be a deadly room for any adventure group.

1-4 My players completely skipped this room.  It’s a good thing too.  I know it would have been a TPK with only three people left.

1-5 This was a fun room full of rattling bones.  My players became paranoid and threw all the bones out into room 1-3, which was fortuitous because they unwittingly affected the situation in room 1-8.

1-6- I completely forgot about the monster here, but oh well..  my players had suffered enough in here.  They saw the pool with the glittering rubies, licked their lips greedily, but pressed on to room 1-7.

1-7 Not much in this room, but I had added to eyeball sized marbles that were warm to the touch and doing a orange/red lava lamp type thing.  The players pocketed them and went back to room 1-6.  Standing at the edge of the pool one of my players threw one into the water.  These rubies did 2d6 damage in a 30ft radius.  Sadly the throwing player was in the radius and was turned into toast, but it did crack the floor and send the water cascading into the depths below.

Liam had no characters left and Stephen had two, so I had Stephen give one of his chars to Liam.

1-8- The final battle here was not the TPK it should/could have been. Thanks to the completely lucky happenstances that occurred in rooms 1-5 and 1-7 my players were only facing the big bad and one general.  Lucky them.

They saw that there was a large pool of water and that all of these clay statues were melting/crumbling in it and when they saw these two enemies coming at them they jumped in the water themselves.  Stephen started throwing as much water as he could on the enemies to get them wet and hopefully damage them, while used his crossbow (with only 6 bolts) to bring them down.

Eventually Stephen’s last character was struck down by the big bad, but not before he dealt with the remaining general.  The next round Liam dropped the BBG and Liam moved to the last room.

1-9 In this room there was all the items listed in the DCC book.  I also added a silver knife, a book covered in spider webs and small spiders crawling across it that is the Patron Bond Spell for the Spider Goddess, and a scepter of the Void.

There was a journal kept by the BBG that this item could rip open the fabric of reality and call forth others from far distant realms.

I created this device for my players to engage in Flailsnail activity on G+.  I wanted to put the power in their hands and tell me when they want to have a whacky/zany time mixing it up with different races/classes from all over the multi-verse.

After Liam looted the room he found a portal that transported him back outside the dungeon and that is where we ended it.

Next time we play Liam will be level one (looks like Cleric) and Stephen will have four fresh level zero red shirts.

Iron Kingdoms Gun Mage DCCified

I thought it would be fun to hack the gun mage and make them suitable for Dungeon Crawl Classics.  I changed some of their abilities to be more in line with the DCC philosophy.

Hope you enjoy!

The Gun Mage

Gun Mage 1

You hear the chaotic symphony of magic ringing in your ears.  You understand the elegance in the chaos, and revel in it.  Where wizards spend their time delving into ancient forgotten tomes attempting to unravel the mysteries of the cosmos, you are in the thick of battle, enjoying the life and death struggle, and are exhilarated in victory.

Your limited understanding of magic grows as you experiment in battle as does your skill with your wheellock weapons.  You know that it’s only a matter of time before you are killed in some horrific manner, but until that time you are going to enjoy the action, the thrill, and the chaos that only fighting and magic can bring.

Hit Points: A gun mage gains 1d6 HP per level.

Weapon Training: Gun mages are trained in the following weapons: club, crossbow, dagger, dart, handaxe, short sword, staff, and wheellock pistol and rifle.  A gun mage rarely uses armor as it impedes his ability to cast spells.

Alignment: Gun mages crave adventure, daring-do, and to be in the thick of the fight.  Gun mages tend to be chaotic and prone to flights of fancy.  Every so often there are more reserved gun mages that tend to be neutral.  Rarely are gun mages lawful.

Magelock Weapon– The gun mage bonds with either a wheellock pistol or rifle.  This weapon is now considered magical weapon for overcoming damage reduction and receives +1 to attack.  The bonding process takes 24 hours and rare special ingredients equaling 200 GP.  A gun mage can only be bonded to one wheellcok at a time.  If the weapon is ever lost or destroyed a gun mage cannot perform the bonding ritual again for 1 month.  Once a pistol or rifle has become enchanted into a Magelock weapon, the gun mage can deliver spells through gun, even with the touch descriptor.  The gun mage must make a successful attack on the target, resolve damage as normal and then roll the spell check and resolve per normal DCC casting rules.

Enchanted Runes- Glowing runes are etched into the pistol by the gun mage.  These runes act as a special form of fuel for the gun mage.  There are three types of runes: Body (red in color), Mind (blue in color), and Shield (green in color).

Body runes heal the gun mage for 1d6+1 HP and costs 50 GP to etch on to their gun.  Mind runes act as 1 point that the gun mage can spellburn to fuel their spells and costs 100 GP to etch into their gun.  Shield runes grant a +1d4 AC bonus for CL+1 rounds and cost 50 Gp to etch into their gun.

Once a rune is consumed its light fades and then disappears from the guns barrel.  A gun mage can etch a number of runes equal to one half their CL (minimum 1 at level 1).

Luck: A gun mage’s Luck modifier applies to corruption rolls and mercurial magic (see page 111 in DCC).

Spells: A gun mage is able to cast spells as per the normal Wizard rules in DCC.  A gun mage is also able to deliver spells by shooting the wheellock weapon at the target (even those with the touch descriptor).  See Maglock weapon above.

Spellburn: A gunmage can spellburn to cast their spells as per the standard DCC rules.

Caster Level: The caster level of a gun mage is equal to his level.

Languages: A gun mage begins play able to speak common.

Gun Mage



Crit Die/Table

Action Dice

Known Spells

Max Spell Level




1 +1 1d8/I 1d20 2 1 +1 +0 +1
2 +2 1d8/I 1d20 3 1 +1 +0 +1
3 +2 1d10/I 1d20 4 2 +2 +1 +1
4 +3 1d10/I 1d20 5 2 +2 +1 +2
5 +3 1d12/I 1d20+1d14 6 3 +3 +1 +2
6 +4 1d12/I 1d20+1d16 7 3 +4 +2 +2
7 +4 1d12/II 1d20+1d16 8 4 +4 +2 +3
8 +5 1d12/II 1d20+1d20 9 4 +5 +2 +3
9 +5 1d16/II 1d20+1d20 10 5 +5 +3 +3
10 +6 1d16/II 1d20+1d20+1d14 12 5 +6 +3 +4

Gun Mage 2

Hubris- The Spider Goddess- A DCC Patron

Spider Goddess 1

Here is the pdf for the patron (this includes Invoking Patron, Patron Taint, Spellburn, and three spells).  It would be much to messy to post it all on the blog as a plain text/html format.

The Spider Goddess

The Spider Goddess is not spoken of in loud carrying voices, but in whispered hushed tones for fear of incurring her wrath, or that of the many religions and organizations that seek to blot out her beautiful presence.  The Spider Goddess favors those who are cunning, conniving, and strike from the shadows.

It is said that her beauty is exquisite and to look upon her creates a desperate sense of yearning and desire.  Many men and women have willing bedded with the Spider Goddess knowing full well they go to their deaths.

The Spider Goddess revels in corrupting others into her fold, or at least getting other patrons and deities to abandon their followers.  She loves darkness, blood, terror, and excess.  Those that attempt to thwart her do so at their own peril, for her vengeance is swift, brutal, and often everlasting.

The Hubris Campaign Setting Links Page

I figured it’d be good to create a page with all the links to the various stuff that’ll be going into my Hubris campaign setting (or won’t and I’m using).  This  setting uses the awesome Dungeon Crawl Classics rules.



Charts and Tables



Occupation List

Nations, Territories, and Places of Interest

Optional Rules

Magic Items


Classes/Races Not Being Published in Hubris (but I’m allowing players to use anyways)

Various Session Recaps

Hubris- The Twisted One- A DCC Patron

Here is the pdf for the patron (this includes Invoking Patron, Patron Taint, Spellburn, and three spells).  It would be much to messy to post it all on the blog as a plain text/html format.

The Twisted One Patron

The Twisted One

Three hundred years ago The Twisted One rose out of Twisted Angel wake and offered the secrets of the Way of the Flesh to King Maldran of Fairweather.  With the promise of power and through debauchery, decadence, and incest the Twisted One has corrupted the royal bloodline of Fairweather and tainted the nobility.

The Twisted One demands tribute from his followers and that they practice the Way of the Flesh, sleeping with kin, engaging in other ludicrous acts of sexual depravity, and lead a completely hedonistic lifestyle.

The current king, Ithis the Bulge, is extremely deformed and prone to terrible, violent mood swings.  Ithis is hailed as the God-King, as many believe he is the Twisted One made flesh.

Ithis the Bulge

Ithis the Bulge

The Muscle Wizard DCCified

I have to give major props to Ian Johnson for his awesome and fun creation, the Muscle Wizard class.  I really dig it.

I restumbled on it the other day and thought it would be fun to DCCify this bitch, so I contacted Ian and got his blessing.

I’ve had to change things here and there (as well as add my own stuff- sorry Ian) to keep it in line with DCC.  So my writing is intermingled with Ian’s (scope the link posted above to see what is Ian’s VS mine if that’s important).

The Muscle Wizard

Puny person!!  I squish!!

Puny person!! I squish!!

You are a goliath of a human being.  You’re aware that most people think of your embarrassing puny, nerd peers when they think of wizard.  However you know better.  You’ve trained hard, forgoing sleep, entertainment, and study to show the world that wizard’s can be as physically fit and impressive as the mightiest warrior.

Your girth makes it difficult for you to get through a door properly, and you’re so muscular you can no longer wrap your arms around yourself, but you don’t care; self hugs are for insecure sissies.  Your ham-sized fists of fury allow you to get your point across.

With dumb-bells in your backpack and energy bar rations, you’re ready to fight whatever comes across your field of vision, and woe-betide those who get in front of your mirror!

Hit Points: A muscle wizard gains 1d6 hit points at each level.


Weapon Training: A muscle wizard is trained in the use of use of the dagger, longbow, longsword, shortbow, short sword, and staff.  However they prefer to settle things with their fist.  A muscle wizard will not use armor unless they have to. They become self conscious that they are not showing off their muscles and suffer -5 to their casting rolls (plus any additional modifiers associated with wearing armor).


Alignment: Muscle wizards tend to be crazy, self-absorbed, and extremely gung-ho!  They tend to gravitate towards the chaotic alignment.

Languages: Muscle Wizards are able to communicate with other of their ilk in a secret language of grunts, yells, and roars.  Scholars have yet to gain an understanding of this bizarre language.  A muscle wizard also begins play speaking common.


Spells: A muscle wizard uses the same spell list as their wimpy and more nerdy kin, the wizard.  Muscle Wizards must maintain spell books, but it’s unsure why because Muscle Wizards never bother to read their spell books, and instead regain spells by pumping weights and doing calisthenics. They do this instead of sleeping, which, while it does not have any mechanical effect, means that most Muscle Wizards are unpredictable and weird.

Muscle Wizards use the same spell descriptions as a wizard, but the maximum range for any spell is 10 feet. This does not reduce the scope of the effect, simply the proximity required to cast.

Luck: A muscle wizard gets to add his luck modifier to corruption and mercurial magic.

Fists: A muscle wizard’s fists are dangerous and deadly weapons, doing 1d6 points of damage.

Arcane Might: Muscle Wizards gain additional hit points based on the highest level of spell they are able to cast, multiplied by 2 (IE- a muscle wizard able to cast second level spells would receive +4 HP.  When they gain the ability to cast third level spells that bonus would increase to +6).

Swole-o-Mancy: Muscle Wizards fighting with their fists are treated as if they have a 16 Agility to determine attack rolls for two-weapon (or two-fisted fighting in this case) they also gain a bonus on to-hit and damage rolls equal to the level of the highest level spell they are currently able to cast. They also gain this bonus on any roll related to strength or movement, such as kicking in doors, leaping across pits, wrestling, and climbing.  This bonus will change as muscle wizards lose the ability to cast spells due to a spell roll failure.

CQC Specialist: Muscle Wizards can cast offensive spells in close quarters by channeling its effect through their fists. If a Muscle Wizard successfully strikes an enemy with an unarmed attack, they can immediately cast one of their spells on that target, without requiring material components, chanting or wiggling of fingers, provoking a saving throw if necessary. If the spell is an area of effect spell such as fireball, the focal point of the spell is the target of the punch, and while the effects may wash over the Muscle Wizard, he may be comically covered in soot but is otherwise immune to his own spells.

Muscle Flexation: Once a day a muscle wizard can spend 10 minutes flexing his mighty muscles, either staring at himself in the mirror or in a very public place.  He regains 1d4 physical attribute points that have been previously expended for spellburn.  These points do not allow a muscle wizrard to go above his natural attribute number.

Muscle Wizard



Crit Die/Table

Action Dice

Known Spells

Max Spell Level




1 +0 1d8/I 1d20 2 1 +1 +1 +0
2 +1 1d8/II 1d20 3 1 +1 +1 +0
3 +1 1d10/II 1d20 4 2 +2 +1 +1
4 +2 1d10/II 1d20 5 2 +2 +2 +1
5 +2 1d12/II 1d20+1d14 6 3 +3 +2 +1
6 +3 1d12/III 1d20+1d16 7 3 +3 +3 +2
7 +3 1d14/III 1d20+1d16 8 4 +4 +3 +2
8 +4 1d14/III 1d20+1d20 9 4 +4 +4 +2
9 +4 1d16/III 1d20+1d20 10 5 +5 +4 +3
10 +5 1d16/III 1d20+1d20+1d14 12 5 +4 +6 +3

Muscle Wizard Titles

1 Physical Trainer
2 Meat Head
3 Beef Cake
4 Muscle-bound Grotesque
5 God Among Men

The Planes of Hubris- Weird Dice Generator for the Planes



Planes are cool and I enjoy putting extra-dimensional encounters/travel into my games.  I wanted to create a quick die generator for Dungeon Crawl Classics that will be used in my Hubris game.


This gives me a few interesting tidbits that I can flush out myself, rather than having to read a bunch of stuff that my players may or may not interact with/give a shit about.


All you do is drop the following dice: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30.

Then consult the table below.  Once you’ve generated a plane scratch them off and write new stuff in its stead.


d3- You Emerge From the Portal

  1. Sopping wet, covered in ectoplasm
  2. Completely normal, but all your clothes and possessions are at your feet.
  3. Dry, sunburned, dehydrated, and exhausted.


d4- Seasons (or equivalent)

  1. Summer
  2. Winter
  3. Fall
  4. Spring


d5- The Local Denizens are… 

  1. Giant humanoids
  2. Sentient oozes
  3. Reptilian in nature
  4. Have demonic heritage
  5. Creepy living dolls


d6- Time Functions

  1. Slower- one minute there is an hour on home plane
  2. Faster- one hour there is one minute on home plane
  3. Normal as on home plane
  4. Does not function in a perceivable manner to outsiders
  5. Slower- one hour there is one year on the home plane
  6. Faster- one year there is one hour on the home plane


d7- Interesting Thing

  1. People use conch shells filled with blood to talk across great distances
  2. Sentient airships are used for travel
  3. Anthropomorphic cat-people are used as slaves
  4. Food never rots
  5. Certain people are able to utilize strange powers with their mind
  6. Creatures tan in the moon, not the sun
  7. The younger are revered and the elders become servants and slaves


d8- Problems…

  1. A cylindrical planetoid is being drawn nearer and nearer
  2. The sun and moon collide.  The entire plane is now in a permanent solar eclipse like state
  3. Insects have become infused with magic and have become super intelligent and are ravenously hungry
  4. Sky pirates have begun laying siege to important ports of the realm
  5. Extreme cold is causing whole areas/villages to freeze
  6. Vengeful spirits of a long forgotten battle have risen and believe that the war still continues
  7. Enraged living spell stalks easy targets
  8. Two opposing factions are on the brink of full war


d10- Religion is…

  1. A thing of the past…
  2. Rigidly controlled and monitored
  3. Free thinking, openly discussed and welcomed
  4. Does not exist (clerics cannot cast spells while here)
  5. Not tolerated.  Those that practice are jailed or executed
  6. The cause of current open civil war between three prominent religions
  7. Practiced privately in own home, not something to share
  8. The theocratic god-king allows worship in himself only
  9. A twisted mirrored image of the home plane
  10. What saved the plane from the last cataclysm


d12- More Problems…

  1. Violent storms rage across the landscape
  2. The memories of the people are being consumed by a dark phantasm.
  3. The enemy of the current leader of the Plane (roll d14 again) is declaring war
  4. Magic is not function as should, causing chaos
  5. Strange cult is vying for power against established religion(s)
  6. All the elementals of the plane have turned to stone
  7. A giant vortex is gobbling up everything in its path and slowly expanding
  8. All humanoid children in the world suddenly grow old and die
  9. Ancient evil awakens
  10. Two planes collide and merge
  11. Strange and horrible creatures invade from another plane
  12. Drought, famine, plague, chaos, death, riots, you name it…


d14- Leader of the Plane (or just local area)

  1. An old war hero
  2. A prophet that heralds a grim future
  3. A boy-king attempting to live up to parents legacy
  4. An outsider to the realm that conquered
  5. The ghost of a murdered demi-god
  6. An extremely intelligent talking idol
  7. Religious leader of prominent religion
  8. The Council of Six Nightmares
  9. Conglomerate of prominent/powerful citizens
  10. Reanimated corpse of a hardened criminal
  11. A sorcerer claiming to be from another world
  12. A gigantic dragon
  13. A glowing 20ft orb
  14. An old man with too many stories


d16- You Appear in the Plane Here…

  1. Cramped in a broom closet
  2. In a placid lake full of carnivorous fish
  3. Burst up from a grave
  4. Crawl out under the bed of a child
  5. In the cage of a hungry humanoid
  6. In the hut of a witch
  7. Explode out of the back of a giant
  8. In the depths of an outhouse
  9. In a locked room in a dungeon
  10. In a violent whirlwind
  11. Spit out of a whirlpool spinning counterclockwise
  12. Dribble out the nose of a creature with a cold, then reform as solid
  13. As a faded memory of someone then made real
  14. On the back of a giant flying bird
  15. On the edge of a volcano
  16. An electrical storm that ravages a small town


d20- How to Travel to Plane

  1. Through the mouth of a gigantic fish
  2. On the breath of a dying man
  3. Drinking the tears of a weeping heartbroken princess
  4. Through the closet in a child’s bedroom
  5. Walking backwards through a maze
  6. Having sex in a cemetery
  7. Dancing too fast to a slow song
  8. Climbing to the peak of a frost-capped mountain
  9. Singing a song long forgotten to man
  10. In a locked room in a dungeon
  11. By seeking forgiveness from someone you’ve wronged
  12. By breathing in the first laugh of a newborn baby
  13. By potting a plant in the desert
  14. Sailing on a still sea with no wind
  15. Swimming in a pool filled with alchemical substances
  16. Staring into the sun for 1d3 days straight
  17. Taking a door of hinges and rotating it to open the other way
  18. Being shrunk and going into a teapot
  19. By striking a deal with an extra-dimensional being
  20. By breaking a promise to a king


d24- Random Strange Effect on You When Entering the Plane

  1. All copper is turned to gold
  2. All glassware and vials are turned to sand
  3. Sex is changed (will return to normal upon leaving realm)
  4. Become spirit (will return to normal upon leaving realm)
  5. Gravity lighter (jump higher)
  6. Gravity heavier (no jumping, move slower)
  7. Magic is amplified (+5 to rolls for 2d4 days)
  8. Magic is muted (-5 to rolls for 2d4 days)
  9. Magic ceases to work (for 2d4 days)
  10. Make Fort save (DC 12) or gain 1 minor corruption or mutation
  11. Your foreign body collides with an object of realm that causes explosion (2d6 damage 15ft radius)
  12. All liquids are turned to ice (potions receive a save)
  13. Any animal companion transforms into anthropomorphic version
  14. Age 2d6 years
  15. Reverse age 2d6 years
  16. All wounds are healed.
  17. All corruptions, mutations, injuries, diseases, curses gained AFTER character creation are healed and removed (whether beneficial or detrimental)
  18. Gain ability to speak random language
  19. Gain glimpse into future (allowed to reroll one failed check while in the plane)
  20. Become ravenously hungry as though haven’t eaten in 2d10 days
  21. Body becomes luminescent
  22. Skin changes color (choose one from rainbow)
  23. All hair falls out for 1d3 years
  24. Roll twice


d30- Type of Plane

  1. Chaos
  2. Law
  3. Light
  4. Darkness
  5. Lies
  6. Fire
  7. Water
  8. Life
  9. Death
  10. Alternate reality
  11. Pleasure
  12. Torture
  13. Water
  14. Dreams and Nightmares
  15. Earth
  16. Nature spirits
  17. Astral
  18. Ethereal
  19. Sorrow
  20. Outer Realm
  21. Prismatic Saturation
  22. Insanity and Madness
  23. Temptation
  24. Knowledge
  25. Realm of the Gods
  26. Time
  27. The Imprisoned
  28. Beastmen
  29. Failure
  30. The Dragons