Monthly Archives: April 2014

Free to Steal-Upcoming Hubris Session Map- Using a One Page Dungeon Format

First off- to my players- DON’T READ!  Ok- now that has been said…

In my Hubris campaign the players were recently saved by Yelsa, Goddess of Sex and Violence and were told that they must find out who is killing whores in Fairweather, their purpose, and stop them.

The characters are going to find out that a wizard has found a page of the Book of Vile Darkness  (although it’s not a real page- a darker force has sent out copies of certain pages that corrupt the reader, driving them mad) and it shows how to tear open the Void and bring forth horrors.

This adventure does reference aspects of my campaign, like the Mewling Babe, magic items, spells (like Summon), etc.  Feel free to replace stuff.


I found the map at Maps of Mastery and just used Publisher to add the numbers and key it up.


Enjoy and feel free to leave feedback on how it worked for you!

Hubris Session Map

The Four Goblin Clans of Hubris and My First Piece of Commissioned Art!!

Finally I have moved onto the next phase of heading towards the publication of Hubris… ART!!  I am very excited to be working with the awesome and talented David Lewis Johnson (here’s one of his websites– he is currently developing another one).  David will be doing most of the artwork for Hubris, as I want to keep the aesthetic similar, although I will have a few other pieces by various artists.


When I developed the goblins, as with orcs– I wanted to keep them familiar, but add my own take on them.  The goblins were influenced by horror movies and things like the Goblins in the Castle book and Labyrinth.

These goblins are sacrificing an Avarian for a delicious meal.


In my current Hubris game, my  players have encountered the Fire Breath Clan and Vile Gut Clan goblins… but seem to afraid to go to the Land of Perpetual Stone and Mire for some odd reason…

The Four Goblin Clans of Hubris

The Four Goblin Clans of Hubris

The Four Goblin Clans of Hubris


Vile, conniving, dastardly, disgusting and cowardly are a few of the words people use to describe the four goblin clans.  These despicable creatures are as varied in their temperament, appearance, and tactics as any race in Hubris.  The clans show little loyalty to their own brethren and even less to the other factions, preferring trickery, backstabbing, and outright conflict over any sane form of reasoning.  Each clans name comes from their strange physical appearance and the bizarre or horrific ability they are able to perform.


Fire Breath Clan Goblin: Init +2; Atk -1 claws melee (1d3), -1 as weapon; AC 10 + armor; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Fire breath (+2); SV Fort -2, Ref +2, Will -2; AL C.


Fire Breath Clan goblins stand roughly 3’ in height with fire red or grass green skin.  Their large oval-shaped heads are made even more ludicrous by their large bat-like ears, which flap and slap their face as they run.  Their eyes are blood red and their mouths are filled with sharp needle-like teeth.  Fire Breath Clan goblins prefer jokes, pranks, and backstabbing to outright conflict.  Their chaotic nature makes it difficult to understand the clan’s creed or even their alliances, as they have been known to befriend or aid other humanoid races.


Fire Breath Clan goblins name comes from their ability to belch a ball of fire at a target within 10’.  A target that is successfully hit by the ball of fire takes 1d6 damage and has a 1 in 6 chance to catch on fire, taking an additional 1d6 damage per round until the fire is out.  Fire Breath Clan goblin’s can use this ability once turn.


In combat Fire Breath Clan goblins are as likely to point at their fallen comrades and giggle as they are to lament and weep.  Sometimes they forget what they are doing entirely or even breaking into song.  Only against their sworn enemy, the Vile Gut Clan, are they focused and show resolve.


Fire Breath Goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.


Vile Gut Clan Goblin: Init +1; Atk -1 claws melee (1d3), weapon, -1 as weapon; AC 10 + armor; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Vomit (+2); SV Fort -2, Ref +1, Will -1; AL C.


Vile Gut Clan goblins are disgusting creatures that revel in filth and decay, standing 4’ tall, but are hunched over.  Their skin ranges from light green to brown.  Their beady eyes are jaundiced and filled with goop and filth, but are sharp and always searching for their next meal or victim.  Vile Gut Clan Goblins build their structures much like a bee or wasp, using their toxic spit to paste together a hive.  Often times their structures are built on the back of gigantic crabs or other creatures that they have subdued.


Vile Gut Clan goblins are able to vomit a glop of a highly acidic substance onto their victims, which immediately begins to dissolve their flesh, allowing the goblins to suck up the sludge with their proboscis tongue.  The acidic goop deals 2d4 damage and 1 point of damage per round until washed off with water for 4 rounds.   A Vile Gut Clan goblin can vomit their acidic goop once per day.


Vile Gut Clan goblins love to set ambushes or attack in the dead of night; they enjoy inflicting as much pain on others as possible.  These loathsome goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.



Icy Flesh Clan Goblin: Init +2; Atk +2 claws melee (1d3 plus frostbite), +1 as weapon; AC 14; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Frozen Flesh, Frost Burn; SV Fort +1, Ref +1, Will -2; AL L.


Icy Flesh Clan goblins are found in the Frozen Wastes at the north of Hubris.  These goblins stand 3’ tall with pale to deep blue skin which is covered in icy protrusions.  Their cruel pale blue eyes glint with malevolent intent and their claws and teeth are made up of jagged icicles


An Icy Flesh Clan goblin’s skin is tough and frozen, allowing them to ignore 1 point of damage (physical or magical), however fire does an additional 1d4 points of damage.  Their icy claws and teeth are able cause the flesh of a creature to become necrotic.  Targets struck with the goblin’s teeth or claws must make a DC 14 Fortitude save or take an additional 1d3 damage.  After one week the wound will turn white and then black within two weeks and never heal (although lost HP can be regained).


Shriveled Eye Clan Goblin: Init +2; Atk +1 claws melee (1d4), +1 as weapon; AC 10 + armor; HD 1d8+1; MV 20’; Act 1d20; SP infravision 60’, Mummified Gaze; SV Fort +1, Ref +1, Will -1; AL C.


Of all the goblin clans none are as feared as the Shriveled Eye Clan, which roams the wastes of the Land of Perpetual Stone and Mire.  These hunched over grey-skinned creatures stand roughly 3’-4’ tall with overlarge dirty, chipped claws, yellowed teeth, and hairy pot-bellies.  Many throughout Hubris believe that these vile creatures were originally from another goblin clan and got too close to the Bleeding Mountain that Pierced the Sky and became corrupted by the tainted blood that flows down its peak.


While vile and disgusting in appearance, it is the Shriveled Eye Clan’s mummified eyes which twitch and glare from their large eye sockets that give them their name.  Those who are struck by the gaze of a Shriveled Eye Clan goblin must make a successful DC 16 Fort save or suffer 2d3 Stamina damage and feel their bodies start to become mummified.  Targets that are reach 0 Stamina die and are reduced to a lifeless mummified husk.  Nothing, not even resurrection, can bring back someone who has died such a horrible death.  Shriveled Eye Clan goblins can see in any darkness (even magical) up to 60’.

I’m Declaring May as DIY Month!!!

Display it with pride

Display it with pride

DIY RPGage is awesome!  I love seeing the stuff that people come up with (regardless of system or genre), although I will admit I am more partial to the OSR stuff!

So for the month of May let’s celebrate DIY RPGage!  Create a table or chart, do a quick drawing, an adventure or just re-share something you’ve done that is awesome and you’re proud of that is true to the DIY mantra!  All in the name of sharing with the community at large.

Just send me a link to your post(s) at ihaveangerissues AT G M A I L DAWT com and at the end of May I will post all of them in a single nicely wrapped link collection.

If you don’t have a blog just email me your submission and I will post it on wrathofzombie!




Also it doesn’t get more DIY than Santicore!

Here is Santicore 2013!  Part 1, Part 2, Part 3


The Klind, Worshipers of Set, Empire of the Blighted Sands- Enemies of Hubris

The Klind are a race that I’ve had in my head since I started writing Hubris.  I wanted to take a page out of Dune with their awesome bio-suits, as well as take what I love about the Yuan-Ti race of D&D and make it Hubris.

I have already done a post of inspirational pictures of the Klind (some are reused in this post).  The Klind are worshipers of the depraved serpentine god, Set.


The Klind


Sex Prophet: Init +0; Atk +0 as weapon, claws +0 melee (1d3 damage plus Luck Drain), AC 12; HD 2d4+1; MV 30’; Act 1d20; SP Luck Drain, Lust, Portend; SV Fort +1, Ref +2, Will +2; AL L.

Sex Prophet

Oracle, goddesses of the flesh, temptress are all names given to these beautiful and dangerous beings.  All Sex Prophets are female and are held in high esteem, being blessed with rare abilities by Set himself.  Sex Prophets are the only of the Klind that do not don the culture’s bizarre bio-organic armored suits.  In combat a target struck by a Sex Prophet’s claws must make a Luck check, failure results in1d3 Luck being lanced away from them (these can be regained at a rate of 1 per day).  Once per day a Sex Prophet can release a wave of maddening passion and lust in a 60’ radius. All in the affected area must succeed a DC 18 Will Save or collapse and writhe on the ground in a fit of passion and carnal pleasure until their next successful save.  Those that critically fail are driven mad and lose 1d3 Personality permanently and writhe on the ground for 1 hour.  The Sex Prophet feeds on the lust of her victims, allowing her to see prophecies of the future and replenishing her strength.  For every target that fails she regains 1d4 HP.  If the Sex Prophet is fully healed all additional 1d4 rolls are converted into 1 point of temporary HP.  Sex Prophets constantly see glimpses of the future and possible outcomes.  When a target lands a successful attack against a Sex Prophet they must also make a Luck roll- failure means that the Sex Prophet had foreseen the attack and was able to dodge out of harm’s way.  Critical successes always hit, the Sex Prophet cannot foresee everything…

Desert Striker: Init +3; Atk +3 Scimitar melee (1d8+2), +3 short bow ranged (1d6), AC 15; HD 2d10+2; MV 30’; Act 1d20; SP Bio-organic Armor Type III; SV Fort +2, Ref +2, Will +1; AL L.

Desert Striker

Desert Strikers are the foot soldiers and trackers of the Klind Empire.  They are dedicated to the teachings of Set and to their High Priest.  Desert Strikers prefer to set up ambushes and strike targets unaware, often flanking their foes and pelting them with arrows (there is a 15% that a Desert Strikers has 1d4 arrows laced with Asp venom (DCC, pg 446).  Desert Strikers all wear Bio-Organic Armor Type III (see description below).

For every 20 Desert Strikers treat the leader as a level 2 warrior.

Klind Flesh Weaver: Init +1; Atk as weapon +2 melee, Serpent Staff +3 melee (1d6 and poison- DC 12 Fort Save or paralyzed for 1d4 rounds), AC 13; HD 2d6+1; MV 30’; Act 1d20; SP Flesh Weaving, Bio-Organic Armor Type I; SV Fort +0, Ref +1, Will +3; AL L.

Flesh Weaver

The Klind Flesh Weavers are responsible for forming and growing the strange bio-organic armor that most of the Klind wear.  Aside from their armor looking slightly more ornate than most other Klind, it is their serpent staff that shows their station.  While not as skilled in combat as a Desert Striker or the elite Venomous Red Scales, a Flesh Weaver is able to hold their own.  While growing the bio-organic armor takes extreme concentration and patience, the Flesh Weaver is able to use their abilities in combat.  If a Flesh Weaver concentrates on a target for 3 rounds, that target must succeed a DC 14 Fort Save or have some part of their flesh warped.  Roll 1d14 for effect: 1) Legs are fused together; 2) Eye lids are sealed; 3) Lips disappear; 4) Arms fuse together; 5) Arm fuses to abdomen; 6) Leg atrophies; 7) Arm atrophies; 8) Skin takes on melted appearance; 9) Skin melts away on arm, exposing muscles; 10) Lips are fused together; 11) Face becomes stretched; 12) Fingers become fused together; 13) Toes become fused together; 14) Skin melts away on face, exposing muscles.

Grand Weavers are treated as level 4 alchemists and are extremely rare and held in high esteem among the Klind.  The Fort DC for their flesh weaving is increased to 20.

Klind Priest: Init +1; Atk bite +1 melee (1d3+1), as weapon +1 melee/ranged, AC 14; HD 2d6+1; MV 30’; Act 1d20; SP Invoke the Name (roll +5), Bio-Organic Armor Type II; SV Fort +1, Ref +0, Will +3; AL L.

Klind Priest

Klind Priests bring forth the message of Set unto the masses.  They cast dark rituals and offer sacrifices to their deviant god.  Through the dark pact with Set, priests take on a serpentine appearance.  Their eyes become that of a snake, their nostrils mere slits, and their mouths thin and stretched with small fangs.  Priests are able to Invoke the Name of Set as a cleric would, receiving +5 to their roll.

For every 10 priests there is 1 cleric that resides over the den.  For every 50 members of the den there is a level 3 cleric.

Venomous Red Scales: Init +4; Atk as weapon +4 melee/ranged, Red Scimitar +5 melee (2d4+3), AC 16; HD 3d12; MV 30’; Act 2d20 plus bite 1d16; SP Poisonous bite, Bio-Organic Venomous Red Scale Armor; SV Fort +3, Ref +3, Will +3; AL L.

Venomous Red Scale

These elite Klind warriors are a terrifying sight with their armor of red reptilian-like scales and covered in small barbs and hooks; their helmet resembles the head of a red asp of the Slithering Peaks.  Very few see what is beneath the helmet, and even fewer have lived to describe.

To become a member of the Venomous Red Scales the initiate must travel to the Slithering Peaks and survive a bite from a Red Asp and then and take part in the Ritual of the Serpent, transforming them into a half man-half snake hybrid.

A Venomous Red Scale is able to deliver a bite attack that deals 1d6 damage.  Those struck by the bite must succeed a DC 18 Fort save or die.  If the target succeeds they suffer 2d6 Stamina damage and develop a high fever until healed naturally.

A troop of 20 Venomous Red Scales is led by the Serpent Head, a level 5 warrior.


Bio Organic Armor Info


Bio-Organic Armor Type I- Ignores 1 point of all damage, regenerates 1 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 30’, can breathe in a sandstorm up to 1 hour.  AC +3, Check Penalty -0, Fumble die d8.

Bio-Organic Armor Type II- Ignores 2 points of all damage, regenerates 3 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 60’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage).  AC +4, Check Penalty -1, Fumble die d8.

Bio-Organic Armor Type III- Ignores 3 points of all damage, regenerates 4 HP per turn, target does not need to consume more than 1 cup of water every 12 hours, grants low-light and infravision 90’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage).  AC +5, Check Penalty -3, Fumble die d8.

Bio Organic Venomous Red Scale Armor– Covered in barbs that do d4 damage to any target in a struggle with wearer.  Ignores 3 points of all damage, regenerates 4 HP ever three rounds, target does not need to consume more than 1 cup of water every 24 hours, grants low-light and infravision 90’, can breathe in a sandstorm indefinitely, can grow claws (1d6 damage). AC +6, Check Penalty -4, Fumble die d12.

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