Category Archives: Dungeon Crawl Classics

Hubris Review Round Up!

Occupations

Entrails Reader and Conspiracy Theorist Occupations by David Lewis Johnson

For older review click here, here, and here.

Aside: If you’re interested in DIY RPG Productions apparel, you can find that here!

Hubris has been out for a couple months now, both PDF and POD and a few more reviews have come out in that time.  If you’re still on the fence about nabbing Hubris, these may answer some of your questions about the setting.  Here are a few questions answered here.

Edit: I’m a total jerk and forgot to include Christopher Helton’s great review of Hubris!  I am a bad person.

Murder Machine 1

Murder Machine Action shot by Jeremy Duncan

Erik Tenkar has done a piece on the book.  Here’s a snippet, “I’ve reviewed part of this book and it is simply amazing. Solid 5 star reviews on RPGNow”.

Sophia Brandt did a great review of the book not too long ago.

Noism did a mini review of the book over at Monsters and Manuals.

Canyons of the Howling Red Rock

Canyons of the Howling Red Rock with a Red Colossus by Angie Groves

And finally two new reviews have popped up on Drivethru/RPG Now.

One be a Derek H

In addition to all the previous reviews there is one high point for Hubris- it may have the best section on gods found within all Dungeon Crawl Classics supplements. Other sources provide plenty of wizard patrons and few have paid any attention to clerics and their gods. Hubris not only provides some new examples of the divine, it adds a new spell-like mechanic for calling directly upon them for a miracle. Another high point is the few pages devoted to wizard spell books and how they reflect their master and their master’s patron, if any.

This setting skeleton is just about perfect for a DIY Judge who wants ideas and generators rather than concrete examples. It isn’t a six star product, but it does deserve a five.

And here is another review by an anonymous reviewer:

I suck at writing reviews. I keep trying to start and other than saying “This book is amazing” I struggle to put the words together to express my opinions. Usually because I don’t think I’m critical enough of a product. There’s no way, for example, that a book can be this good…no offense intended to Mike Evans, but nothing is perfect, there are always areas to improve…especially when you’re talking about a monster tome the size of Hubris, and also a company’s first product release? Come on. I’m sure there was tons that could have been done better with Santa is Dead, but I have the luxury of that product not getting scrutinized year round and being viewed through the lens of a christmas farce (although it’s truly anything but, thanks to the amazing talents of Evey Lockhart and team).

But there is nothing bad I can say about Hubris, other than maybe I want more out of it, but I’ve no time to play it. That’s not Mike’s fault though, that’s my own…so even that isn’t a problem with the product in any way, shape, or form.

This is a hefty book that you need to physically have at the table. Not because you need to flip back and forth and reference it constantly, but because you’ll want to. You’ll want to turn to a random page and pull out a detail and use it. You’ll want to throw your players into the middle of this world and set them loose upon a place that yearns to destroy them…no, to change them, to warp them until they are as twisted and infected by the cruelty that permeates this massive landscape.

There are terrible things here, wonderful in their awfulness, and this place begs to be explored in its entirety. Which may be an impossible task; but you’ll find yourself coming back to it again and again, as I have, looking for inspiration.

I just wish I had something critical to say. Maybe when I’ve finally run it, and finished it, and can say “There wasn’t enough in this book”, but I honestly doubt that will happen.

Which is a shame, because if the bar is set this high by Mike Evans, what hope do I have of putting out something better?

Impheadfinal

Even the demon imps that kill your character and eat eyeballs have a good time in Hubris!  Art by Wayne Snyder


Cthulhu- Invoke the Name Mechanics for Hubris and DCC

The other day I did a blog post about Illithids and how I would run them in my Hubris campaign (or DCC in general).

I wanted to create Invoke the Name rules (found in Hubris: A Visceral World of Adventure).  The basic jist is once per day a cleric can speak the name of their god, channeling immense power with just that one word.  The cleric rolls 1d20+Personality Modifier+level and consults the table.

cthulhu

Behold the Great Cthulhu

 

Here’s the PDF version: cthulhu-invoke-the-name

cthulhu-invoke-the-name-page-1

 

invoke-the-name-1

A person loses their mind from the terrible corrupting power of Cthulhu

cthulhu-invoke-the-name-page-2

 

idol

The holy symbol for a Cleric of Cthulhu


Thoughts on Illithids for Dungeon Crawl Classics and Hubris

 

Cody Mazza asked if I would post a Discussion of the Day over on G+ about Mindflayers (he also did a blog post about them).  There are many good comments about how people handle them, but it got me thinking about what I would do if I inserted Illithids into my Hubris (or a Dungeon Crawl Classics) game.

Illithids

mind-flayer

I think of Illithids as beings from the native plane that worshiped Chaos (were they elves that fell too far down the well in their magical experimentation, were they humans that dabbled with powers no human should meddle with or are they a long-forgotten race now obliterated from history?).  In their pursuit and devotion of Chaos, they broke through the barrier and touched it.  These beings tapped into this unlimited power (perhaps even leaving the native plane for thousands of years) and harnessed it, learning dark and nefarious secrets of the cosmos.  This grand knowledge and power came with a terrible price, however.  By feasting on Chaos, their bodies were altered, becoming vile, twisted, and evil.

Thus the Illithid was born.

Illithids are Chaos junkies.  They feast on it.  Without it they are nothing, reduced to a weakened pathetic creature.  Going too long without feasting on Chaos will permanently reduce an Illithid into a Husk.

Through their exploration of Chaos, the Illithids touched the consciousness of the great Cthulhu and were cowed, becoming devoted servants of this great being.

Illithids feast on humanoid brains because they lack a sense of self.  They have hideous intelligence, but without the sense of self, they become apathetic and listless.  When an Illithid consumes the brains of a target, their personality reemerges and they become motivated and devious.  An Illithid also gains all knowledge and memories of their victim while full from their “feast”.  An Illithid usually consumes one humanoid brain every two weeks, but can go up to a month before they begin to succumb to the ravages of starvation.

Illithids are corruptors.  Everything they touch becomes slimy, covered in stringy bits of ectoplasm and sticky mucous.  Spend too long in the company of an Illithid and this corrupting influence will begin to manifest physically and mentally on an individual.  Slaves of Illithids often lose their minds within a few short weeks and eventually become loyal thralls to their masters.

ood

An Illithis Slave: once a human, now a monster

They have no fashion, instead wearing cobbled together clothing they find in ancient armories or taken from their victims.  Somehow this cobbled together aesthetic gives the illusion of fashion to the Illithids eneimes.

Illithid’s are covetous and easily jealous of the belongings and achievements of others.  This is reflected in their society.  Illithids constantly scheme, backstab, and attempt to thwart one another in an attempt to gain power, notoriety, and knowledge.  There is only one way to climb the ladder in Illithid society: murder.

Illithids are cunning and rarely attack head on, instead using trickery, illusions, slaves, or beasts in their stead.  However, should an Illithid attack, they are not to be underestimated.  They are powerful spell casters and have the ability to blast a target with psychic energy, stunning and disorientating them.

Illithid

mind-flayer2

Decide whether the Illithid is an Arcane or Divine caster.

Divine casters are worshippers of Cthulhu and use clerical spells and add a Cthulhu-style bend to them them.

Consider the rank you want for the Illithid and consult the tables below.

Illithid Statistics by Rank

Rank

HD AC Initiative Attack Modifier Action Die Fort Reflex Will Claws Damage Target DCs for Special Attacks
1 1-2 9-13 +1 +1 to +3 1d20 +1 +2 +4 1d3 8-12
2 3-5 10-14 +3 +3 to +6 1d20 +2 +4 +6 1d4 12-14
3 5-7 13-16 +5 +5 to +10 1d24 +4 +6 +9 1d6 14-18
4 7-10 15-20 +7 +8 to +15 2d20 +5 +7 +9 1d8 18-20
5 10-20 17-22 +10 +12 to +18 2d24 +7 +9 +13 2d6

22-24

 

 

Illithid Rank

Abilities

1 Low-light vision 30’, Mindblast and spellcasting (+2 check)
2 Low-light vision 50’, Mindblast and spellcasting (+5 check)
3 Low-light vision 60’, darkvision 30’, Mindblast and spellcasting (+7 check), Unsettling Aura– Enemies with 1 HD or fewer flee (no save), enemies of 2-3 HD must succeed a Will save or are rattled.  Make all attack rolls one step lower on the die ladder while in the presence of the Illithid.  Targets of 4+ HD are immune to this effect.
4 Low-light vision 80’, darkvision 50’, Mindblast and spellcasting (+12 check), Unsettling Aura– Enemies with 2 HD or fewer flee (no save), enemies of 3-4 HD must succeed a Will save or are rattled.  Make all attack rolls one step lower on the die ladder while in the presence of the Illithid.  Targets of 5+ HD are immune to this effect.
5 Low-light vision 120’, darkvision 60’, Mindblast and spellcasting (+18 check), Unsettling Aura– Enemies with 4 HD or fewer flee (no save), enemies of 5+ HD must succeed a Will save or are rattled.  Make all attack rolls one step lower on the die ladder while in the presence of the Illithid.

 

 

Illithid Caster

Rank Arcane Spell Level Arcane Spells Known Cleric Spell Level Divine Spells Known
1 2 3 1 4
2 3 6 2 7
3 4 9 3 10
4 5 12 4 12
5 5 16 5 14

 

 

Illithid Rank Immunities
1 Half damage from non-magical weapons
2 Immune to non-magical weapons or natural attacks from creatures of 2 HD or less.
3 Immune to non-magical weapons or natural attacks from creatures of 3HD or less.
4 Immune to weapons of +2 enchantment or natural attacks from creatures 4 HD or less.
5 Immune to weapons of +3 enchantment or natural attacks from creatures 5 HD or less.

 

 

Illithid Mindblast
Check Result Effect
1 Mindblown.  Roll 1d8: Headache- 1-5) stunned for 1d5 rounds; 6) Hemorrhage- suffer 2d6 damage; 7) Migraine- fall unconscious for 1d8 hours; 8) Scanner- Brain explodes.  Killed instantly.
2-11 Mind-numb.  Can’t use ability again for 1 hour.
12-13 The Illithid blasts a target within 30’ with psychic energy for 3d6 damage.  Target can make a Will save for half damage.  Can’t cast Mindblast again for 2d5 rounds.
14-15 The Illithid blasts a target within 60’ with psychic energy for 3d6 damage and stunned for 1d4 rounds.  Target can make a Will save for half damage and resist being stunned.  Can’t cast Mindblast again for 2d4 rounds.
16-17 The Illithid blasts a target within 90’ with psychic energy for 5d6 damage and stunned for 1d4 rounds.  Target can make a Will save for half damage and resist being stunned.  Can’t cast Mindblast again for 1d8 rounds.
18-19 The Illithid blasts a target within 120’ with psychic energy for 5d6 damage and stunned for 2d3 rounds or blast two targets within 5’ of one another for 3d6 damage and stunning them for 1d4 rounds.  Target(s) can make a Will save for half damage and resist being stunned.  Can’t cast Mindblast again for 1d6 rounds.
20-21 The Illithid blasts a target within 120’ with psychic energy for 6d6 damage and stunned for 2d5 rounds or blast two targets within 10’ of one another for 4d6 damage and stunning them for 2d3 rounds.  Target(s) can make a Will save for half damage and resist being stunned.  Can’t cast Mindblast again for 1d5 rounds.
22+ The Illithid blasts a target within 120’ with psychic energy for 7d6 damage and stunned for 3d3 rounds or blast three targets within 15’ of one another for 4d6 damage and stunning them for 2d3 rounds.  Target(s) can make a Will save for half damage and resist being stunned.  Can’t cast Mindblast again for 1d3 rounds.

 


The Peppermint Knight- Adventure Time Class/Race DCCified

Awhile back I created The Dog class for Adventure time using DCC rules.  I wanted to do another one, so here it is:

 

The Peppermint Knight

 peppermint-knight

Peppermint Knights are the stalwart defenders of the Candy Kingdom!  Raised from birth, knowing their destiny and their duty, these talented fighters bravely face their foes, never shirking from their duty.

While most Peppermint Knights never leave the walls of the Candy Kingdom, save to escort Princess Bubblegum to a royal meeting, there are those who answer the call of ADVENTURE and travel the lands, taking the fight to evil’s doorstep rather than waiting for it to arrive in the kingdom.

Hit Points: Peppermint Knights are the defenders of the land.  They are stout warriors and gain 1d8 HP per level.

Weapon Training: Peppermint Knights are trained to use a wide array of weapons at birth.  They can use the following weapons: battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Peppermint Knights wear whatever armor they can afford

Alignment: Peppermint Knights are loyal to the Candy Kingdom and to Princess Bubblegum.  They are Lawful in alignment.

Eat Me: Peppermint Knights are delicious and nutritious.  Many hideous creatures capture these brave warriors simply to devour them!  Once per day a Peppermint Knight can break off a 1d3 junks of their round body (don’t worry they grow back instantly).  These junks can be eaten by the Peppermint Knight or others.  Aside from curing bad breath, roll 1d10 to see what effect also happens: 1) heals target for 2d4 HP; 2) allows target to see in the dark for 1d3 hours; 3) gives that target +2 to Will saves against mind-altering effects; 4) hardens the targets flesh for 1 hour, giving them a damage reduction of 1; 5) makes the target’s breath super cool and minty- they can make a breath attack for 1d6 cold damage to a target.  Once used the effect is gone; 6) makes target’s breath minty fresh and they gain major self-confidence.  Receive +2 to Charisma rolls for 1d3 hours; 7) it’s like having a warm cup of peppermint tea.  You only need to sleep for 4 hours to become fully rested; 8) turns the consumers flesh pink; 9) turns the consumer’s flesh blue; 10) the consumer’s body becomes cold to the touch.  The target ignores 2 points of fire damage for 1d3 hours.

Regenerate: A Peppermint Knight’s body heals from damage very quickly.  Each night while actively adventuring, a Peppermint Knight regains 1d4 HP.  While receiving bed rest they regain 2d3 HP.

Unexpected Foe: Most creatures do not believe Peppermint Knights are a true danger, and that is to their detriment.  Peppermint Knights start with a higher base attack bonus than usual, because they are feisty buggers!  The critical threat range for a Peppermint Knight is 19-20 starting at 1st level.  This increases to 18-20 at 5th level and finally reaches 17-20 at 9th level.

peppermint-knight-2

Compassionate: A Peppermint Knight is not one for worldly items and wealth.  They may not own more than they can carry.  A Peppermint Knight also gives their money to those in need freely, but that doesn’t mean they will give all their wealth and not be able to find for themselves.

 

Peppermint Knight Advancement Table
Level Attack Threat Range Action Die Ref Fort Will
1 +2 19-20 1d20 +1 +1 +0
2 +3 19-20 1d20 +1 +1 +0
3 +3 19-20 1d20 +1 +2 +1
4 +4 19-20 1d20 +2 +2 +1
5 +5 18-20 1d20+1d14 +2 +3 +1
6 +6 18-20 1d20+1d16 +2 +4 +2
7 +7 18-20 1d20+1d20 +3 +4 +2
8 +8 18-20 1d20+1d20 +3 +5 +2
9 +9 17-20 1d20+1d20 +3 +5 +3
10 +10 17-20 1d20+1d20+1d14 +4 +6 +3

Hubris Has Gone Silver, a Great Review By Jeff Rients, and T-Shirts COMING SOON!

This has been a grand weekend!  I got to go cross country skiing for the first time in two years (I couldn’t go last season due to wrist surgery- insert your choice of “spanking it” jokes here)!  I also saw that Hubris: A World of Visceral Adventure went silver on Drivethru RPG and even BETTER Jeff Rients posted an awesome review of Hubris on his blog!  I have long respected Jeff’s work on his blog and his standing in the OSR community, so having him enjoy my book is very humbling and exciting!

Here are a few clips of the review:

Hubris: A World of Visceral Adventure is a 350 page campaign setting from Mike Evans.  When I first opened the PDF file I hesitated for a moment, because I’ve reached a point in my life where a two or three hundred page infodump does not meet my needs as a referee.  Fortunately, Mike understands this problem and offers a solution to it.  But I’ll get to that in a bit.

and:

My favorite parts of the book require no real changes whatsoever, while much of the rest can be adapted with just a little tinkering.

and:

As I paged through Hubris I got a very specific vibe from it.  That vibe is playing D&D inside the World of Heavy Metal Album Covers.  Eddie from Iron Maiden would fit into the world of Hubris, as would lycanthropic Ozzy barking at the moon.  Korgoth of Barbaria would probably do well for himself in this setting.

and:

One way Hubris communicates how this world differs from others is by offering a bunch of new options for PCs.  I highly approve this method because new stuff enters play organically, rather than being pooped out in boxed text the DM has to read aloud.

and finally:

The real meat of this book is chapter 3, called “Territories of Hubris”.  In about a hundred pages ten regions of the world are detailed.  The format here makes all the difference.  Instead of an encyclopedia entry, we get the following format for each locale:
  • A few short paragraphs giving the basics of the region.
  • A d100 “Lay of the Land” chart providing thumbnail sketches of locations in the region.
  • A d100 encounter chart for the region
  • One or more brief write-ups for special locations, with rumors/adventure hooks
  • Some extra thing unique to the region, like rules for eating the mushrooms of the Bogwood Swamp

The trick here is that, taken together, this stuff is suggestive rather than comprehensive in nature.  Pick a region (or roll d10), throw percentile dice a couple of times, and select an adventure hook.  The result isn’t a complete adventure but it is sufficient to launch sketching out an evening’s gameplay.  You can’t move across this world strategically and explore every nook and cranny, as one could with a numbered hex map style campaign book, but you can easily achieve the effect of the Ace paperback version of Conan the Barbarian, where individual adventures are loosely connected.  I’m quite taken with this approach.  It makes me rethink what the heck I’m doing with my own campaign setting.

Again, I want to extend a huge thanks to everyone who has reached out prior to and after the Hubris release to express their interest and appreciation of the book!  It’s been a very awesome and kick ass experience!

I am nearly done with the first draft of the a Hubris adventure.  I plan on this being a level 3 adventure, however I’ll need to playtest it to see if the numbers are right.  I’ll most likely run some G+ Hangout games after I fine tune the mechanics with my home groups.

Lastly

I am expecting the proofs of the softcover version of Hubris to arrive at my house any day now!  If they look good and I’m Jake with them, they’ll be up for sale on Drivethru/RPGNow very soon.  The Hardcover formatting took some tweaking and I have submitted it to Drivethru for approval.  Once that happens, I’ll request my proofs!

I will soon have DIY rpg shirts for sale in the near future!  For those who want to support DIY RPG Productions, but don’t want a huge middle finger on your chest, I have created a “PC” friendly logo!  The shirts will be coming soon.

masterskullshirt

Art by David Lewis Johnson


Set a Course for Adventure in Hubris- Session 1

On Tuesday I kicked off my Hubris campaign with my players in Rochester, NY.  I was really excited to start this campaign since A) I just released the book; and B) I haven’t run Hubris in two years since I playtested  the mechanics as I was writing out the book.

When I was pondering where to kick off this campaign, I decided I wanted to start it in a territory that none of my original groups went to (they both spent most of their time in the Great Plains of Unbidden Sorrow or Frozen Wastes), so I decided on the Canyons of the Howling Red Rock.

Players

Angie- Human Druid- level 1

Nate- Avarian Trickster- level 1

Tyler- Mutant (squishy, oddly-shaped body, flamingo legs, and ant colony in his veins that he can release once per day as an attack)- level 1

Sammi- Human Blood Witch- level 1

Kevin- Human Thief- level 1

Chad- Murder Machine- level 1

Jamie- Human Cleric  (follower of Set)- level 1

Not Present This Session

Emma- Half Demon- level 1

Aside: All art pictured is from the Hubris campaign setting

Something Smells Fishy…

labeled-map

The World of Hubris (art by Angie G)

The session started with the group on a ship, having left the Port of Ustler, off the southern shore of the Northern continent, and sailing across the crimson waters of the Sea That Runs Red towards the Canyons of the Howling Red Rock.

The ship was heading towards Undra, The Great Spire (info on Undra below).  The group answered a help wanted ad from a wealthy merchant named Serif to escort him and his goods from Fairweather to the Grand Bazaar.  The lure of seeing Undra the Great Spire and the Grand Bazaar, leaving the cold, bitter weather of the northern continent, or even possibly traveling to the Unsettled Expanse and seeking fabulous riches was too good a pull to resist.

The group was on the deck of the ship listening to the captain, ‘Ol Tom, prattle on about his adventuring days, “used to be a fine warrior, that I was!  That is until one day, I got my leg chewed off by an inbred mutie!  After that I decided the sea was safer.  But my woes didn’t end there!  Two years on the sea and I lost my left hand to a giant lobster monster!  Swallowed it in one gulp!  It was then that I realized the gods just hated me, so said fuck it!” He said tapping his peg leg with his hook and taking a few puffs out of his pipe.

The ship halted abruptly in the crimson waters, rocking violently and sending people and goods falling to the floor.  Serif lamented loudly as many of his goods crashed on the deck and broke open.

The group looked around at the source of the disturbance when five huge squid tentacles, roughly 15’ tall, burst from the water and started crashing onto the deck of the ship.  Riding on these slimy appendages were over a dozen Deep Ones.  These disgusting fish creatures lunged off the tentacles and began attacking passengers and sailors.  Some netting their victims and jumping overboard and others biting the heads off of their prey.

The tentacles whipped around, smashing into the ship and sent bits of wood and metal flying into the air.

Three Deep Ones lunged at the characters to take them prisoner.  Serif shrieked, “protect me!”  The PCs rushed in to defend their employer and make some “fish-kababs”!

Aside: As players rolled initiative I told them that for this session ONLY their characters would not die if they fell to zero HP.  They would suffer the adverse effects of being “killed”, but their character would continue on.  I did this for a few reasons: 1) this was the first time we’ve played together since early June and I didn’t want the first session in six months to be a deathfest for them; 2) none of these players have have tried DCC or Hubris (which is a high octane meat grinder), so I wanted to ease them into this style of game; and 3) as casual gamers, I wanted them to get their feet wet and enjoy the session without that threat of “oh shit- well there went THAT character.”  However, next session- it’s a free for all.  No holds barred.

Combat Ensues- and People Die and a Ship Goes Down

Combat in this was, as expected, brutal.  Angie was, funnily enough, the most effective fighter of the group (which actually I was excited about as when I designed the Hubris druid- I pictured them as the Wendol from 13th Warrior (just not as evil).  Angie gutted a Deep One and battled a tentacle, dropping the Deep One before she was killed by a tentacle.

Sammi and Jamie flew into combat, swinging their scythes at tentacles and Deep Ones alike, sadly not hitting much, and Sammi was killed by a tentacle and Jamie was knocked for half his hit points from an attack.

mutant2

The Mutant Class Engaged in Battle (art by Jeremy Duncan)

While the group fought off the three Deep Ones and five tentacles, the squid’s other three tentacles were attacking the boat, dealing 3d6 damage per round.  The goal was simple: if the crew attacked and killed three tentacles before the ship was reduced to zero HP, the ship would be saved and the squid would flee.  If not, well…  then they’d get a bit wet AND bloody.  The ship had 30 HP and a Damage Reduction of 2.

 

The group killed the three Deep Ones and managed to down two of the five tentacles, but the ship was reduced to zero HP.  The PCs had to made Reflex saves to avoid getting battered around by the collapsing ship as they plunged into the frigid crimson waters.

Jamie spotted a life boat and the group made their way there, with Tyler swimming out to collect Angie’s and Sammi’s unconscious bodies.

All Ashore That’s Washed Ashore

canyons-of-the-howling-red-rock-new-1

A Red Colossus Stomps Across the Canyons of the Howling Red Rock (art by Angie G)

The group washed ashore on a pebbly beach of the Canyons of the Howling Red Rock.  After gaining their barrings, Angie was able to figure out that the group was roughly two days East passed Undra.

The group rested for several days, regaining strength and needed HP before setting out towards the Great Spire.

Aside: For each day of travel I rolled a d6 and on a 5-6 there would be some sort of encounter.  For both days I rolled a 6.  I then rolled a d4, even would be an Encounter; odd would be Lay of the Land.  

For the first day I rolled a Lay of the Land- a burnt out fort now occupied by Beastmen.  The second day an Encounter (more on this next post).

After resting for a few days the group set out towards Undra, with Nate scouting ahead in the sky.  In the distance Nate noticed smoke coming from a craggy canyon.  Nate flew to the top of the canyon and looked down.  He saw a ruined fort of burned wood, and saw figures moving, but could not make them out.  He flew back to the group and relayed the info and they decided to investigate.

Tyler, an ex-sideshow freak, wanted to use his megaphone and have Angie turn into a bear and dance.  However, the rest of the group decided that it would be more prudent to not die and send Kevin in to do some scouting.

Kevin found the brunt fort to be housed by savage hyena beastmen.  The creatures scented him before he got really close and the fort doors opened and several beastmen spilled out, giving chase.

Kevin reemerged from the canyon screaming to run as 25 beastmen followed behind him.  We ended the session with the group fleeing the beastmen, eventually giving them the slip after two hours of evasive maneuvers.

Info on Undra

The metropolis of Undra has been a work in progress for millennia, with artisans constantly delving out and shaping the monstrous 2,000’ high boulder in which the city was created. Most citizens of Undra do not know the history of when their great city was founded, nor do any of those who live throughout Hubris. That information is carefully guarded in the secret Halls of the Imprisoned Queen, which lies in the depths of the earth, below the very foundries and base of the city.

The warm weather of Undra is more hospitable and welcoming than the other areas of Hubris, allowing people to wear light flowing robes or togas, rather than bulky clothing for warmth.

The Grand Bazaar makes up roughly one quarter of Undra, almost reaching the top echelon of the spire. The bazaar sells almost anything one can imagine from around the world, and some things, merchants have even claimed, from worlds beyond.

The top level of Undra is home to the nobles, the Offices of the High Merchant who oversees the Grand Bazaar, the Royal Guard of the Setting Sun, and the Palace of the Searing Sun, where Queen Valandria rules her court. The people of Undra consider her a goddess of the sun as she is always first and last to be touched by its warmth on Hubris.

The poor live on the lower levels, mostly in Junk Town. These vagrants, lowlifes, and ne’er-do-wells sell illegal and discarded objects that they find in the refuse heaps that gather in their areas.

Undra has been at war with the Four Gorgons and their beastmen armies for 5 years.

 

 

 

 

 


So What IS Hubris…?

hubris-cover

 

Hubris has been out for a few weeks now as a PDF release and a few people have messaged me about what the book is about, what’s in it, etc.  So I figured now would be a great time to answer a few of those questions

Aside: For those who have nabbed Hubris, thanks!  I would love to hear your thoughts and reactions to the book!

Will Hubris be out on POD?

Yes it will.  I am awaiting my proofs of the softcover versions of the book.  They should arrive in the mail in the next week or so.  Alex is finishing the last bits of formatting for the hardcover version and then I’ll get proofs for that as well.

Those that purchase the PDF now will receive a discount on the POD as if they purchased the bundle version.

What is Hubris about?

Hubris a weird fantasy setting that uses the Dungeon Crawl Classics rules.  The book takes a rules-neutral approach to many aspects in the game (particularly the meat of the book which is the territories and the GM tables and charts).

The setting is grim, dark, gonzo, and often-times silly.  I wrote the book to be hacked apart and used as a GM wants.  The goal in mind was not to create a concrete setting full of tons of lore (that to me is often unimportant and not usable), but give the GM tools to make each Hubris unique and crazy.  Or hell- just need a strange desert territory, a deadly jungle, or a blighted land?  Well these are all ready made and easy to use from the get go!

What’s in Hubris?

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Inside Hubris you’ll find the following:

*A brand new list of d100 Hubris occupations for level zero characters

*Four new classes- the Alchemist, the Blood Witch, the Druid, and the Shadowdancer.

*Five new races (as classes per DCC)- The Avarian (anthropomorphic bird person), the Ekrask (anthropomorphic lizard person), the Half Demon, the Murder Machine (a human that has been  magically fused with a set of armor), and the Mutant (a being with several tables for cosmetic, power, and calamitous mutations).

*Three new spells- Furnishings of the Mad Wizard, Necrotic Mass, and Summon From the Void.

*Four Patrons (each with Invoke Patron and three spells):

           The Charred Maiden– Spells- Lullaby, Souls of the Consumed, and Demonic Embrace

           The Floating Island of Terror– Spells- Consume Nightmare, The Terrible Sanctuary, and The Corruption

           The Spider Goddess– Spells- Summon Spider, Warrior of the Goddess, and Idol of the Spider

           The Twisted One– Spells- Warts, Madness, and Shape Flesh

10 Territories (each with a d100 encounter and d100 lay of the land generator- You can see a sample of the layout of one from an old blog post here): The Blighted Sands, Bogwood Swamp, Canyons of the Howling Red Rock, Frozen Wastes, Great Plains of Unbidden Sorrow, Land of Perpetual Stone and Mire, Mountains That Crawl, Sea That Runs Red, Unsettled Expanse, and Weeping Forest of Forgotten Memories

*12 Strange and Terrible Deities (each with a new DCC mechanic for Clerics- Invoke the Name- calling upon the power of their god by speaking Its name).

          Bailey– God of Trickery and Deceit

          Corpulent One– God of Excess and Want

          Digradia– Goddess of Shadows and Assassins

          Drallic– Flayer of the Flesh and Deity of Eisenbar

          God of the Terrible Whisper– God of knowledge and secrets

          Great Slumbering Monolith– God of sleep and dreams

          The Heathen Below– God of death, decay, and corruption

          Set– the Serpentine god of the Klind- revels in depravity, degradation, and sexual deviance

          The Stillborn Unwanted Child– Deity of kindness and healing

          Vralkar– God to Ingvar and battle and bravery

          Yelsa-Goddess of Sex and Violence

          The Great Behemoth, Zxyldon– Monster god of the sea, lakes, and rivers

*2 adventures- a level zero funnel, It Came… FROM OUTER SPACE!!! and a level 1 adventure In Her Realm.

*51 new monsters of Hubris including several tables to generate random and unique Orcs, Metalphage, Fey, and Fallen Angels.  And a table of objects to loot of their corpses and a table of Contamination From Demonic Contamination.

*28 New Magical Items

*14 Tables and Charts for a GM to use on the fly- generate towns and villages, inns and taverns, planes of existence, plants and herbs, and much more!

*Not to mention a bunch of great art by talented mofos: Alex Mayo, David Lewis Johnson, Jeremy Duncan, Angie G., Wayne Snyder, Jason Sholtis, and Doug Kovacs!

Is there expected to be further releases for Hubris?

Yes- I am nearly finished with the first draft of a 3rd level Hubris adventure and have notes for a Hubris supplement (all of which will follow my mantra of keeping fluff light and usable at the table and fun and random).  I’m also working on the possibility of a comic book!

Other People’s Thoughts

Here are reviews I’ve posted previously:

Hubris is quite possibly the best D&D book ever. It is just so inspiring, but most importantly it’s usable, it’s hackable, it’s fast, it’s fun. It’s exactly the kind of stuff I want when I sit down to do a session prep and I don’t have a lot of time. Basically it’s what all D&D books should be and now that I have it I can’t imagine not using it.

Randal A.:

This is by far the best value out of any DCC product that I have ever bought. The setting is great, and very dark. There are TONS of charts in here that can be used to populate the settings or even just drop into your own campaign. The bestiary even includes a ton of charts so you can make all your monsters uniquie. Very highly recomended book. I’ve never reviewed anything on DriveThru before because I’ve never found anything this good.

Buy it, you won’t regret it!

(As soon as POD comes out I’ll be buying that too!)

Anders Hedenbjörk Lager Shared:

Just downloaded my Kickstarter PDF of HUBRIS. Dang. This might be the one that pushes me into DCC-land. My players have been mightily resilient when I have suggested some DCC, but this might do it. Otherwise, the material will sneak its way into my Blood & Treasure or Castles & Crusades game. Well done, man with the mighty finger! +Mike Evans

 shared:

Even if you don’t play Dungeon Crawl Classics, this is a fun setting book by +Mike Evans. Dozens of random tables to use or just give you inspiration. Not just boring text about gods and wars and people from 3000 years ago – actual stuff a GM may want to put into their game.