Monthly Archives: March 2014

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

Vralkar

Vralkar

The Corpulent One

The Corpulent One

Bailey

Bailey

Digradia

Digradia

God of the Terrible Whisper pic

God of the Terrible Whisper

Yelsa, Goddess of Sex and Violence

Yelsa, Goddess of Sex and Violence

Set

Set

 


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

Players

Fletch– Human Shadowdancer

Lisa– Human Thief

Liam– Carrion-eating Mutant

Stephen– Murder Machine

Nate– Murder 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.

Altar

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

Players

Fletch– Human Shadowdancer

Liam– Carrion-eating Mutant

John- Ekrask

OmarAlchemist

Nate– Murder 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

Kenku

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

Level

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.