Mike Faille sent me the final cover last night and I wanted to share that with everyone today! I’ve also had Folsom Prison stuck in my head since I saw the image, sooooo… queue theme music!
I should note what served as my inspiration for the cover:)
Orcs! A High-Octane Adventure! A third level adventure for Hubris: A Visceral World of Adventure! The layout has been done by none other than the amazing and talented Jez Gordon. Hubris uses Dungeon Crawl Classics as its ruleset.
Orcs does not use a map and instead took inspiration from Zzarchov’s Scenic Dunnsmouth (published by Lamentations of the Flame Princess) and uses a deck of playing cards to generate the map. Many of the rooms have random events that occur after the group enters it, keeping the players on their toes because the unexpected could always happen 🙂
The adventure also features a new class for Hubris and DCC: The Gunslinger! The last two sample spreads have all the class information, for those who are interested.
Here is a snippet from the intro of the book:
Orc! A High Octane Adventure! is inspired by Mad Max: Fury Road and Snowpiercer movies and the Gears of War video games. The adventure is designed for four to six 3rd-level characters set in the Hubris: A World of Visceral Adventure campaign setting but can be used with other DCC settings (or OSR campaigns) as well with some tweaking of the locations and names. The adventure is fast paced, with deadly combat encounters with orcs and their alchemically altered abominations.
There is no set map. Instead the Judge will draw a set number of playing cards and consult the card description contained in the adventure to determine the order of cars and events (and create their map).
The Black Queen rests upon her throne of bones in her fortress on the Floating Island of Terror. As she satiates herself on the nightmares of her subjects, her desire for power grows. As the Hubris becomes increasingly reliant on her marvelous technology, her ability to weave herself deeper into a kingdom’s local politics, extending her network of spies, assassins, manipulating pawns, and demanding higher prices for her goods.
Over time a railway between the kingdoms of Hubris and the Kelisk in the Land of Perpetual Stone and Mire has been constructed, allowing for goods to quickly reach their destinations and people to travel between kingdoms easily and with less danger (usually). This adventure begins with the train traveling from Fairweather (Hubris, pg 102) in the Great Plains of Unbidden Sorrow to Kelisk (Hubris, pg 120) in the Land of Perpetual Stone and Mire. The promise of efficiency and safety which is constantly touted as a sure thing due to this technological wonder is quickly shattered when a large orc raiding band attacks the train, turning the leisurely ride into a savage blood bath. This is not an adventure where the party can hunker down, create a defensive position, and wait it out. Attempting to do that will surely result in their capture or death. There is no rest. There is no reprieve. There is only the surety of battle, the onslaught of the enemy, and the taste of blood.
Winning the Adventure
Are there really any winners in Hubris…? Well, that’s for each Judge to decide! However, the goal of completing this adventure is to get to the front of the train, take over the engine car and defeat the Big Bad Monster.
Other Bits and Bauble
At the end of the adventure there is a small section to generate random events throughout the adventure, a table to generate events should the group decide to clamber onto the roof of the cars, and suggestions on what to do should the group abandon the train (and the adventure) and attempt to escape on foot.
There is a list of special new bullets for wheellock weaponry that can be created by an Alchemist through Alchemical Tinkering (Hubris, pg 15) and finally a new class for DCC and Hubris: The Gunslinger!
And Now the Spreads!
Note: I shared these spreads back at the beginning of September but figured this was a good time to reshare them:). Hope you enjoy!