Category Archives: Old School Role-playing

The Gunslinger Class for Hubris (and DCC)

This class will be released with the Orcs! A High Octane Adventure (3rd level module) for Hubris.

The Gunslinger

Art is from Darkest Dungeon- Not for Hubris.

Fighters are brutes that hack away at their enemies with swords, axes, and maces.  Thieves prefer small blades and like to strike from the shadows.  Neither fully appreciate the sleek feel and cold efficiency of firearms, but you do.  The heft and weight, the acidic smell of the lit powder, the feel of the kick as a bullet flies from the barrel and lodges itself into the head of your target, blowing out the back of their skull.

No mark is safe from your sights.  They can attempt to run, but they’ll feel the stinging pain of your shot, and the horrible realization of death will greet them as they bleed out, slumped against a wall, the light fades from their eyes.

Your ability to make impossible shots and take out targets with ease makes you highly sought after.  Whether you swear loyalty to a king or army, or pay heed to no one and make your own way killing for coin or just simply the joy of it, your path is what you make it.  And no one will tell you otherwise.


Hit Points: A gunslinger gains 1d8 hit points each level.


Weapon Training: A gunslinger is trained in the following weapons: bolas*, club, crossbow*, dagger, handaxe, short sword, wheellock pistol, and wheellock rifle.  Gunslingers can wear any armor up to chain without suffering accuracy to their shots.  Bulkier armor interferes with their ability to hold and fire a wheellock weapon properly and they suffer the armor’s check penalty to their attacks.


Alignment: Gunslingers tend to be a cocky lot, assured in their use and mastery of wheellock weaponry.  Gunslingers that are loyal to a cause, military organization, or lord tend to be lawful, while those who sell themselves as guns for hire, glory-seekers, or assassins tend to be chaotic.  Very few gunslingers gravitate towards a neutral alignment.


Quick Loader: The gunslinger can reload a wheellock weapon in two rounds instead of the normal three.


Point Blank Shot: A gunslinger can shoot targets with a wheellock pistol without suffering negative modifiers (DCC, pg XX).


Rifle-butt Attack: A gunslinger receives a free attack at a d16 against any creature that comes into melee range if they have a wheellock rifle in their hands.


Sharpshooter: When a gunslinger spends a full round aiming and doing nothing else, their attack is more devastating. If their attack is successful, it deals an additional 1d10 damage.  The threat range for a critical success is increased from 20 to 19-20 when sharpshooting.


Trick Shot: Gunslingers train tirelessly with wheellock weaponry.  They can perform tricky shots that function similarly to a warriors Mighty Deeds ability (DCC, pg 42) ONLY when using wheellock weaponry.  Prior to a shot, a gunslinger can declare a Trick Shot.  The gunslinger’s Trick Shot die determines whether this was successful.  If the Trick Shot Die is a 3 or higher, and the attack lands, the Trick Shot is successful.  If the Trick Shot Die is a 2 or less, or the overall attack fails, the Trick Shot fails as well.  Similar to a Warrior’s Mighty Deeds, the Trick Shot die does factor into a gunslinger’s attack modifier and damage.


Examples of Trick Shots include feats such as:


  • Calling a shot to blast away an object held in an opponent’s hand.
  • Using a shot to snuff out the light of a candle.
  • Shooting a bullet and having it ricochet off a wall and hit a target around the corner.
  • Sliding down a staircase banister and shooting at a target.
  • When fighting enemies that are single-file, shooting a wheellock weapon and having the bullet pass through all of them, dealing damage.

Skeletal Gunrunners from  Hubris- art by David Lewis Johnson


Level Attack Trick Shot Die Crit Die/Table* Action Die Ref Fort Will
1 +1 +d3 1d10/II 1d20 +1 +1 +0
2 +2 +d4 1d12/II 1d20 +1 +1 +0
3 +3 +d4 1d14/II 1d20 +2 +1 +1
4 +4 +d5 1d16/II 1d20 +2 +2 +1
5 +5 +d6 1d20/II 1d20 +3 +2 +1
6 +6 +d6 1d24/II 1d20+1d14 +4 +2 +2
7 +7 +d8 1d30/II 1d20+1d16 +4 +3 +2
8 +8 +d10 1d30+2/II 1d20+1d20 +5 +3 +2
9 +9 +d10+1 1d30+4/II 1d20+1d20 +5 +3 +3
10 +10 +d10+2 1d30+6/II 1d20+1d20 +6 +4 +3
*The critical success tables can be found in DCC, pg 82-83.



Gunslinger Titles
Level Title
1 Marksman
2 Sharpshooter
3 Sniper
4 Deadeye
5 Master Blaster



Weapon Damage By Class
Class Light Weapon Medium Weapon Heavy Weapon
Gunslinger 1d4 1d6 1d8
This is an optional rule found in Hubris, pg XX.


Gunslinger Starting Equipment

Adventurer gear:

  • Backpack
  • Bedroll
  • Torches x2
  • Rations x5
  • Waterskin
  • Flint and Steel
  • 1 healing potion (1d6+1 HP)
  • Hemp rope (50ft)
  • Adventurer’s Clothing


Gunslingers also start with the following- Studded leather armor, 1 dagger or short sword, a wheellock pistol or rifle (20 shots), and a Black Power with pouch and fuse (Hubris, pg XX).


Starting Gold

As stated in DCC (pg 70) all level 0 characters start with 5d12 copper pieces and the weapon and trade good of their profession.


Class Level 1 Level 2 Level 3
Gunslinger 3d10 3d10 +(1d6x100) 3d10 +(3d6x100)

Death is the New Pink: Going Medieval On Yo’ Ass Session Five- Goin’ Doodad Huntin’!

We continue our playtesting of the new Death is the New Pink project I’m working on, Going Medieval on Yo’ Ass.


Liam– Human- Mort (Morty for short)- Lives for combat- good at killing things dead and keeps on slicing.


John– Human- Cheshire- Stealthy.  Good at being cautious and grounded.  

Chad– Half-orc- BJ Orc (friends call him Bjorc)- Fights with a big two-handed axe.  

Omar- Human- Cleaveland- Needlessly shouts aggressively and states the obvious.

Coley- Elf- Makes snotty comments about others’ failings.  Has a fabulous pet hawk.  Good with a bow and acrobatic.  

Fletch- Human- Mad Mulligan.  Greatest swordsman who ever lived.  

The Session Begins

Now that we’ve had a few sessions (with both my Rochester group and my online group), I didn’t start them right at the entrance of the Forever Dungeon.  Instead I presented them with several options to pursue.

  1. Another romp in the Forever Dungeon.
  2. Track down the Doodad (The Tree Hand of Glamglug Glamall) that they were told was in the Whispering Tunnels beneath Flotsam (last session).
  3. Take on a job offered by the halfling gangster, Mr. Laughy Taffy.
  4. Go looking for trouble in Flotsam or out in the Yet-to-be-Wasted World (rolled randomly by me).
  5. Investigate one of the rumors they heard last session (up to them to remember the rumors that spew forth from my face hole).

The group talked for a few minutes while I went and made myself a booze in a glass and decided that they would track down the Tree Hand of Glamglug Glamall (the Doodad they were told about last session).

HOW: I didn’t know if/when the group would go after the Tree Hand of Glamglug Glamall and I didn’t want to waste too much time prepping something that may never happen.  Soooooo…  Instadungeon time!  I rolled twelve d8s onto a piece of paper and marked the location and the number (pic below).  Then I used a table to generate things for the Forever Dungeon to see what was in those rooms.  The d8 from my favorite set of dice would be where the Doodad would be found.  Then I rolled a d4 for the number of different entrances/exits into the Whispering Tunnels there were in this “section” and got a four.  I then rolled four d4 and moved them each to the nearest location to determine the entrances/exits.

When the session start I had Coley roll 1d4 to see which of the four entrances/exits they started at.

Key for what’s in a room (roll 1d8): 1) Curse; 2) Doodad; 3)n Doors; 4) Event; 5) Hazard; 6) Item; 7) Nefario; 8) NPC.


The group walked through the streets of Flotsam and came a cross a rickety tent with a old haggard woman kneeling by an decent-sized stone idol of a creature with the head of a squid, the torso of a werewolf, long, bumpy tongues for arms, and no legs, seemingly amputated, but with tendrils of veins and nerve endings issuing from the folds, and its body covered in blinking eyes (I used my Deity Generator).

The group recognized it as a shrine to the Primordial God, Mythe Totep.  The old woman shook a bowl at them, “give some gold bits to the temple of Mythe Totep?”  John and Liam immediately said, “I will.”  Fletch ignored her.  Coley shouted, “I’m blessed enough! (fucking elves)”, and Omar put half a ration in the bowl, feeling that was good enough.

Liam and John were given a blessing from Mythe Totep.  The next Luck roll they made would be with Advantage.  Nothing happened to Coley and Fletch.  Omar felt pain in his palms and looked down to see two biting mouths on them (bite attack at a 1d6).

Into the Dungeon

The group started by entering the room in the NE corner (Start 2).  I rolled the hazard for this room was the Hallway of “Eye” Suck.  The walls were lined with faces with circular mouths.  The group couldn’t make out what was on the walls, but they saw dried blood, bits of meat, and other things.

This room was fun (and a good intro to DitNP for Coley).  She decided to have her hawk fly through the hallway to the other side to see if there was any danger… well…. there was.  From the hallway itself.  There was a sucking noise and both of the hawk’s eyes were popped out and sucked into one of the faces.  The hawk squeaked once and flew right into the wall, broke its neck, and died.

The group debated on what to do next.  Chad said, “just shut your eyes and walk across,” but no one listened.  Coley asked if she could find a secret passage.  I thought that was a good suggestion, so I had her make a Luck roll.  She did, it favored her- so there was a secret passage.  I then rolled a secret Luck roll to see if it was inhabited by something nasty.  The Luck roll once again favored Coley, so while the passage way was thick with spider webs, no Nefario there was.



HOW: The Hallway of “Eye” Suck

This trap is usually set up in a narrow hallway, which is lined with hundreds (or thousands) of small holes.  Many of these will have eyeballs stuck in them, perhaps there is a brain splattered against the wall.  When targets enter the hallway, they experience discomfort as the air is pulled through all these holes.  Each target must make a BAD save for each eye to avoid having them pulled out and stuck in a hole (this results in 1d6 damage per eye).  If the target takes critical damage, their brain is pulled out through their eye socket and splatters against the wall like a thrown plate of wet dog food.  Closing one’s eyes (and stumbling around blindly) will negate this.

The group proceeded south and came across a mutant with skin like soggy corn flakes, a tentacle for his left leg, and a melted face that looked like Sloth from Goonies.  The group pressed the mutant for information.  He said that to the south was his quarters and southern from that was a room with white and black checkered flooring and in the center of the room is a small coffee table with a single slice of delicious beautiful chocolate cake on it (inspired by Zak’s post).  The chocolate cake, of course brought up references of Trump and his description of his meeting with the Chinese president (go to 0:48 for that).  The mutant also spoke of a room off to the east with several dead bodies in it.  He won’t go there for fear of something lurking in there.

The group decided to go scope out the dead bodies first.  The room was covered in offal, blood, and garbage.  Oh and three dead bodies.  John, Fletch, and Liam each looted a body (allowing me to use my loot table again- this is for the Forever Dungeon, but works for anything, really).

The first to look through the goop rolled 3d6 and got multiples.  I rolled 1d10 and got a random encounter.  I decided to roll up eye monsters (makes sense from the Hallway of the “Eye” Suck, right?)


Kinda cute…

These things dropped from the ceiling and started blinking conjunctivitis discharge on the Medieval Meat Bags, which burned and dealt damage.  A few of the players got pretty banged up (Coley mostly), but no one was knocked unconscious.  The group found several items, including extremely sharp caltrops, some drugs, pop grenade on a stick, and Fletch found a Doodad, Goo Armor.

HOW: Goo Armor: You look like your encased in an ever-runny loogie.  It disgusts people and makes them feel queasy.  You suffer Disadvantage to all MOXY rolls that deal with schmoosing, intimidating, etc. while wearing it.  While wearing Goo Armor, you are able to melt into a puddle of mucous and slither on the ground at 10’ per round.  You can fit under most doors.  Treat the armor as medium (pg XX).  You can command the armor to be absorbed into your skin (and thus not being active), but you gag as it happens as it is an extremely gross sensation and you feel like you have constant post-nasal drip.  When you summon the armor, it spews forth from your nose as water from a faucet.  It takes 1 minute for the armor to encase your body.

There was a slight hitch for this armor…  it was broken.  So when Fletch transforms into a goo, he is stuck that way until he succeeds a Luck roll (heh).

The group then headed to the cake room and Liam quickly wrapped the cake in a cloth and stuffed it in his backpack… I can’t wait for him to really check it out.

The group then traveled south west and came across a filthy halfling covered in rags with a nasty scar on his face.  He introduced himself as Burgundy Blitz (I don’t know where I pulled that name from, but there it is).  He asked for help with killing a giant insect that was causing him trouble.  In return he would give the group treasure.  The group was wary at first, worrying about giant spiders or centipedes, but when told it was a giant beetle the group got cocky with a “I got this” attitude.

They didn’t expect to fight a beetle the size of a Volkswagon bus.


John got sprayed in the face with a hallucinogenic compound from the beetle and thought that his companions were actually beetle creatures, but didn’t attack them.  Instead throwing a Molotov Cocktail at it.

Chad was hit hard by the creature and knocked unconscious, but didn’t die.  Fletch pulled out his box-o-mallet and squeezed the handle, sending the boxing mallet flying at the creature, dealing 4 damage, 2 of which was critical damage.  I rolled the beetle’s BAD save and critically failed.  The box-o-mallet looked as if it wasn’t going to reach the beetle’s head, but just at the last minute the beetle moved and the boxing glove barely touched its head.  It shivered and a ripple effect moved from the head of the creature to the back and then it’s thorax exploded and goo spewed everywhere.



The group made their way back to Burgundy Blitz and got a golden monkey idol as reward (worth 400 GB).  With that the group left for the room where the Tree Hnad of Glamglug Glamall was believed to be.

Fletch almost died after triggering some Fire Eating Moss, but found the staff.  The group exited the Whispering Tunnels and decided to carouse after that.

HOW: The Tree Hand of Glamglug Glamall: The staff of the great living tree Glamglug Glamall is known for its expert craftsmanship, beautifully etched runes, oh and its ability to summon a massive hand out of the ground that grabs people (sometimes it can get a little pervy).  When the staff is stabbed into the soil, the user can summon forth a 10’ high wooden hand with jagged bark fingernails and shoots of branches at random spots.  A target must make a DSS save (with Disadvantage) to avoid becoming ensnared by the hand.  The hand remains until the staff is pulled from the ground or the sun sets.  The user can command the hand to crush a target for 1d6 damage per round.    The ensnared target can make a new DSS save each round to break free.  This can be used once per day, however a Medieval Meat Bag can attempt to force the staff to work additional times by passing a MOXY save.

Carousing Highlights

Chad- Got a magical tattoo that allows him to cast a Mystic spell once before fading.

Live Fast Die Young: You can touch a target and cause them to speed up, moving as if just outside the normal spacetime.  They gain Advantage to dodging attacks and gain an extra movement and attack action.  The target must make a Luck roll- if it favors them, nothing bad happens.  If it doesn’t, the touched target ages 1d10 years.  Lasts 1d4 rounds.

John– got a really stupid tattoo.  Liam got to choose it and picked this as a whole back tattoo:


Liam- Drank a mystery potion and had his Dodging Some Shit increased by 1 for the next session.

Fletch- Dominated in a halfling mud wrestling competition (not being a halfling himself made it all the funnier) and critically succeeded on his roll on how well he did…  Good times.

The Graveyard


Dwarf With No Name (Kevin)– “Here lies the Dwarf With No Name, he done got dissolved by a puddle of goo- so pathetic, so lame.”

Tooth (Fletch)– “Not much you could say about Tooth,

Except faces he liked to smash,

And was disintegrated; gone in a poof,

Ain’t nothing left by ash.”

Scotch (Omar)– “No one seemed to care when Scotch died,

No one cared for his life.

No one cried,

Not even his wife.”


Inspirational Images for Hubris: Downpour

I am continuing my delve into getting in the “mood” to write my next Hubris book, Hubris: Downpour.  Thus far I’ve released the Lupine (Race as Class) and the Blood Acolyte class.

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, Marilyn Manson music videos (mostly from Antichrist Superstar), and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

Here is some art, pics, gifs, and music videos that I’m using for inspiration.

demonface final

This is a piece for Hubris: Downpour by David Lewis Johnson


The Blood Acolyte Class for Hubris (and DCC)

Now that I’ve finished the first draft of my new Death is the New Pink project, Going Medieval on Yo’ Ass!, it’s time to jump back into other projects, including GMoYA: The Forever Dungeon and some good ol’ Hubris writing!

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

I started writing notes about a year ago, but not much beyond that has been done.  Previously I posted the first race as class, the Lupine.  Now it’s time to look at the class, Blood Acolyte.

Blood Acolyte

Blood Acolyte 2

 Art is not for Hubris- artist found here.

For years you trained for countless hours in the practices of Blood Combat, the mystic arts of using the blood of your foes to fuel your rage and destroy them.  These arts have been taught to mortals by the God-king himself and you sacrificed your freedom to serve the Him, acting as emissary of His will, brutal enforcer of His punishments, and as a deadly weapon in His army.

You understand the irony of using a creature’s own blood to subjugate and slaughter them, but you have been taught to not let this cloud your judgement, for showing any pride can weaken one’s position, allowing a foe to gain an upper hand.

And now, whether you heed the call of the God-king, serving loyally as He commands, or you are an exile, banished from His glory and cast aside, you use your abilities to survive in the sodden, fog-choked lands of Downpour.

Hit Points: A blood acolyte gains 1d8 HP per level.

Weapon Training: A blood acolyte is trained in the following weapons: blowgun, bolas*, club, dagger, dart, garrote, polearm, shortbow, sickle*, spear, spiked chain*, and staff.  Blood acolytes tend to wear no armor or nothing heavier than studded leather as it impacts their abilities.

*Weapons in the Hubris campaign setting (see equipment- Hubris, pg 54).

Alignment: While the use of Blood Combat is a violent and invasive act, blood acolytes must keep calm and focused, keeping their fury in check until the moment of violence arises.  This practice makes most blood acolytes Neutral.  However, there are extremists in the order with elevated devotion to the God-king and they could be considered Lawful or Chaotic.

Combatant: Blood acolytes have been trained to use their fists as deadly weapons.  A blood acolyte’s fists deal 1d6 damage.

Blood Combat

Blood Acolyte

Art is not for Hubris- artist found here.

A blood acolyte uses the blood from their foes to power special abilities, called Blood Combat.  When a blood acolyte uses a melee weapon, they generate a number of Blood Points equal to half the damage done (only that listed on the dice, no modifiers).  If the blood acolyte is using their fists, they generate Blood Points equal to the full amount of damage done (only that listed on the dice, no modifiers).  A blood acolyte uses Blood Points to power their Blood Combat abilities.  Blood Points reset to zero after a night’s rest.

Blood Combat abilities are divided into four categories: Tier I through Tier IV.  Each tier’s is stronger than the previous and costs more in Blood Points.  To use an ability the blood acolyte must succeed a test (DCs are marked with each tier).  The blood acolyte rolls 1d20 + blood acolyte level + Stamina modifier and attempts to beat the DC.  If the blood acolyte critically fails, they cannot use Blood Combat for 24 hours, lose all blood points, and suffer the effects of Hemorrhage (pg XX) appropriate to their level.

Accumulated Blood Points are consumed when the ability is successfully cast.


Blood Combat Abilities

Tier I Abilities (10 Blood Points)- DC 12

Cat-like Reflexes: Your reflexes become heightened.  You roll all Initiative and Ref saves one step higher on the die ladder for a number of turns equal to your level.
Fists of Fury: Your attacks are swifter.  You gain an additional attack at 1d20 for a number of turns equal to your level.
Healing: You use the energy of the blood to heal yourself for 2d6 HP.
Hyper Movement: Your movement is swift.  You increase your movement speed by 10’ for a number of hours equal to your level.

Tier II Abilities (15 Blood Points)- DC 14

Agile: Your body becomes lithe.  You gain Sneak Silently, Hide in Shadows, Climb Sheer Surfaces as a Thief (DCC, pg 38) of equal level for a number of hours equal to your level.
Focused Mind: Your mind becomes calm.  You roll all saves against mind-altering effects one step higher on the die ladder for a number of turns equal to level.
Healing Touch: You use the energy of the blood to heal an ally for 2d6 HP.
Hemorrhage: Your attacks hurt, rupturing internal organs.  The next target hit by you must succeed a Fort save (DC equal to 10 + Blood Acolyte level) or suffer an additional 1d6 damage per round for 1d6 rounds.  At 6th level increase damage to 2d4 and duration to 2d4.
Iron Fists: Your weapon (or fists) become encased in blood energy, increasing damage one step on the die ladder.  Lasts for a number of turns equal to Blood Acolyte’s level.
Stun: You channel blood energy into your weapon (or fist).  The next target that is hit by you must succeed a Fort save (DC equal to 10 + Blood Acolyte level) or become stunned and unable to act or truly defend self (lose AC bonus).  Lasts until the affected target makes another successful save + 1 round.
Thickened Skin: You absorb the blood energy into your flesh, causing it to harden.  If you are wearing no armor, gain +8 AC.  If you are wearing armor that grants an AC bonus of +4 to +1, gain +4 AC.  Anything with an AC of 5 or higher gains no benefit from this ability.  This effect lasts a number of hours equal to your level.

Tier III Abilities (20 Blood Points)- DC 16

Block Energy: You channel blood energy into a target that is capable of wizard spells, effectively blocking their ability to do so*.  The target must succeed a Will save (DC equal to 10 + Blood Acolyte level) or be unable to cast wizard-type spells for one day.  *A Judge is more than within their right to say a creature is too powerful or magical to be affected by this ability. 
Confuse: You use the energies from blood to encompasses weapon (or fist).  The weapon is considered magic for the purposes of dealing with monsters who can only be harmed by magical weapon.  The next target hit by you must succeed a Will save (DC equal to 10 + Blood Acolyte level) or become confused.  Each round, on the affected targets action roll 1d5: 1) do nothing; 2) act as normal; 3) attack ally; 4) stumble and fall prone (lose next action to stand up); 5) flee from Blood Acolyte at standard movement.  Lasts a number of round equal to your level.
Feast: You consume the blood energy and are immediately satiated as if having had food, water, and 8 hours rest (although your blood points reset as if you have rested).  You do not gain an HP associated with resting (DCC, pg 94), but do not suffer adverse effects of fatigue.  You can only do this once per day.
Greater Healing: You use the energy of the blood to heal yourself for 4d6 HP.

Tier IV Abilities (25 Blood Points)- DC 18

Greater Healing Touch: You use the energy of the blood to heal an ally for 4d6 HP.
Purity: You use the blood energy to cure any disease, poison, or mutation (only mutations gained within the last hour).  You can only use this ability once per day on self.  If you use this ability on another target, cannot use this ability for one week.
Toxic Wave: You release a purpleish-black cloud of miasma in a 5’ radius around you.  All targets in the cloud must make a Fort save (DC 10 + blood acolyte level) or become sickened, making all rolls one step lower on the die ladder and suffer 1d6 damage per round in the area.  On the second round, the cloud extends to a 10’ radius.  On the third round, the cloud extends to a 15’ radius.  It dissipates on the fourth round.  Targets are sickened until after they are out of the miasma and one round after.  Targets that succeed on the Fort save cannot be affected by this again for 24 hours.
Vicious Attack: Blood Acolyte Levels 1-6: Increase your critical threat range to 19-20 and roll current Crit Die on Table IV.  Blood Acolyte Levels 7-10: Increase critical threat range to 18-20 and roll current Crit die on Table V.  This effect lasts a number of rounds equal to your level.

Self-Mutilation: A blood acolyte can cut on themselves, draining their own Stamina to power their abilities.  Each point of Stamina sacrificed equals double that in Blood Points + 1d6.  Lost Stamina recovers at a rate of 1 per day.

Luck: A blood acolyte’s Luck modifier factors into their roll when rolling their save for Blood Combat.

Languages: At 1st level a blood acolyte automatically speaks common.


Blood Acolyte 3

Art not for Hubris- I found it here.


Table X-XX: Blood Acolyte

Level Crit Die/Table* Action Die Ref Fort Will
1 1d10/III 1d20 +1 +1 +0
2 1d12/III 1d20 +1 +1 +0
3 1d14/III 1d20 +2 +1 +1
4 1d16/IV 1d20 +2 +2 +1
5 1d20/IV 1d20+1d14 +3 +2 +1
6 1d24/IV 1d20+1d16 +3 +3 +2
7 1d30/IV 1d20+1d16 +4 +3 +2
8 1d30/IV 1d20+1d20 +4 +4 +2
9 2d20/IV 1d20+1d20 +5 +4 +3
10 2d20/IV 1d20+1d20+1d14 +5 +5 +3

* The critical success tables can be found in DCC, pg 82-83.

Table 1-14: Blood Acolyte Titles
Level Title by Alignment
1 Servant
2 Disciple
3 Breaker
4 Rupturer
5 Devastator

Death is the New Pink: Going Medieval On Yo’ Ass Session Four- Curing the Infection of Mi Mi Mi Moo Moo Moo’s Left Udder

A new group of Medieval Meat Bags took a dive into the Forever Dungeon as we continue our playtesting it and the rules for Death is the New Pink: Going Medieval on Yo’ Ass.



All my Forever Dungeon stuff is in a handy dandy box.  I decided to put the cover for GMoYA on it and tape the title on- Punk Rock-style.


Katie– Human- Uses a morning star and a shield.  Born to fight.

Jamie– Human– Not a bad scrapper.  Has a Doodad (The Foil Hat), and likes stabbin’ things.  Has an attack dog named Spikums.

Nate– Human- More of a lover than a fighter.  Has the ability to cast four Mystic spells.  Has tapeworm symbiotes in system that heals damage.

Into the Dungeon

As this group of players had never played DitNP or the Forever Dungeon, I decided to just start them right at the door and diving right in.  Jamie’s attack dog, Spikums, sniffed at the door, but didn’t seem to smell anything suspicious… so Jamie kicked it open aaaannnnnddd….

The Room With Rodents of Unusual Size


Immediately had a Rodent of Unusual Size jump in his face and take a bite.  “Spikums, you’re useless!” Jamie cried as he was reduced to zero HP, but did not fall unconscious.  The group made quick work of the one rat.  Nate attempted to cast Poison Heart on the freshly removed heart of the rodent, but failed…  pouting, he fed the heart to Spikums.

HOW: Poison Heart (Mystic Spell): You remove the heart from a dead body and work necrotic magics into it.  The heart becomes rotten, vile, and really ichy!  You can throw this nasty piece of corpse meat at another target, who must succeed a BAD save or suffer 1d20 Bad damage.  The heart explodes upon impact and releases poison cloud in 10’ radius for 2d6 damage to all (no save).

The group headed east.

The Home of Mi Mi Mi Moo Moo Moo

The group walks in to the room and sees a cow chewing grass on a hillock.  They were immediately wary of the beast and started to approach cautiously.

Aside: Nate looked at me and laughed.  “There’s a cow…. a cow in the dungeon.  eating grass…?  Where’d the hillock even come from?”

“Oh… Hello.” said the cow.

“uuuuuummmmm…. the cow is talking.” Said Katie.

Aside: Nate said, “And the cow talks…?!”

Nate saw the bovine’s udders and went to get some milk.  The cow moved his udder out of the way, “excuse me!  These are mine, thank you very much.  You could AT LEAST introduce yourself before you start attempting to touch me.”

The group introduced themselves and the cow replied, “Hello.  I am Mi Mi Mi Moo Moo Moo- a magical cow.  I am in need of your services!  I have a terrible infection in my left udder and I need help finding a rare plant that grows within the dungeon called Allofus Gropus.  It will heal my infection!  If you agree to find some, I’ll give you some magical milk.

Kate and Jamie agreed to the quest and each got a pint of magical milk (heals 1d12 HP and 1d6 BAD).  Nate did not want to be bound to help the bovine, so he passed.

After resting for a few minutes the group continued to head east.

How: Last session I had fun introducing Mi Mi Mi Moo Moo Moo that I decided to introduce him to my Rochester group.  I also wanted him to have a quest/plot hook to dish out and rolled “Rare plant Allofus Gropus.”  Last session I had mentioned that the cow had an infection in his left udder and thought this would tie in rather nicely.

The Treasure Room

The group came across a beautiful looking treasure chest.  Nate moved closer to examine it and saw that a black ichor was seeping up from inside down onto the latch and lock.  He could also hear a scratching noise coming from within.

As he was paying attention to this a small otter with bejeweled eyes and gems along its spine and covered in a pink acidic goo emerged from underneath the treasure chest.  Nate attempted to cast Watch It Die, but failed.  Katie ran up and attempted to calm the creature and rolled a critical success on her MOXY save, instantly taming the creature and gaining a small pet.  She named the otter Cuddles.

The group decided to ignore the treasure chest and move on, continuing east.

How: Watch it Die (Mystic Spell): You channel your hatred and wrath into a creature.  Creatures with 1 HD (or less) are instantly killed (no save).  Creatures with 2 HD are allowed a BAD save to avoid dying.  If the creature dies, make a Luck roll- if it favors you, the dead creature transforms into a Mashed Meat Monster and serves you until slain (can only have one Mashed Meat Monster under your control at a time.

Stats: BAD 10+1d6, DSS 2d6, MOXY 1d6, HP 2d6, Pseudopods x2 1d6, Can climb walls, DRIVEN TO BE A CREEPY, GROSS AND SLIMEY MESS.

When a Medieval Meat Bag is doing something like picking a lock, disarming a trap, ect. I do not make them make a roll if they are taking their time.  They automatically do it.  However, because they are taking their time there is a chance of a random encounter.  If the group decides to kick down a door and make a bunch of noise, then there is definitely something that is going to happen.  If they are hurriedly attempting to disarm a trap, unlock a door, etc. I make them roll the appropriate save to avoid damage, etc.

While Nate was looking at the treasure chest, I rolled a 1d6 and got a 2- meaning there as a random encounter.  I opened my book to Nefarios and rolled a 1d20 three times and got “Bejeweled, Acidic, and Otter.”  Boom.  There’s my monster.  I rolled 1d10 and got a 1, so it’s a 1 Hit Die creature.  Then I rolled a 1d8 and got a 2, so it has 10 in all of its stats.  Done.

The Baby Rattle Room

The room was dark and nothing could be heard.  Jamie lit a torch.  While Jamie and Katie were too focused on the torch to notice anything, Nate saw two creepy looking children (don’t they all look this way…?) standing at the far end of the room.

Evil Kids

Nate gasped and blinked in shock and the kids had vanished.  On a pedestal in the room was a blue baby rattle that was the size of a sledge hammer.

Nate: “I get in front of the two of them before they can go into the room and quickly close the door.”  

As Nate closes the door they all hear, “We’re gonna get you… we’re gonna get you.”

The group said fuck it and headed north.

Doodad Room

Jamie opened the door and found a large blow gun on a dais.  He quickly grabbed it and found the Doodad, The Giant Spitball Blowgun.

How: I am not making people “identify” Doodads found in the Forever Dungeon.  Especially as Doodads only have a 15% chance of being real when the Medieval Meat Bags exit.  Let them have fun with it now, that’s what I say.

Giant Spitball Blowgun: Pack a wad of chewed paper into this blowgun and puff your cheeks and blow, motherfucker!  The soggy wet spitball that shoots forth grows in size and smacks a target in their head, completely enveloping their stupid face. They are unable to see or breathe and stumble about. They must succeed a BAD save (with Disadvantage) to remove the gummy spitball from their face. The target can survive a number of rounds equal to their BAD score. After that duration they suffocate. What a sad, pathetic way to die.

The Deadite Room

The group opened the door and found the floor covered in blood, four dead bodies strewn about, and one man on his knees, his back to them, apparently weeping.  “Help me…  Please help me.”

The group stood in the doorway, “What happened in here.”

The figure said, “We found a treasure chest…  And we went to open it.”

“I KNEW that chest was bad news.” Nate said quickly.

The figure shuddered, “And they died.  They died.  They died!  THEY DIED!!”

The figure turned around revealing a horrible visage and milky white eyes

deadite ash

Nate closed the door again worked before right?!) and the Deadite slammed against the door, “We’re gonna get you!  We’re gonna get you!” it screamed.

The group decided that Jamie would stand at the other end of the room and use his new spitball blowgun on the fucker and that Nate would stand against the wall and open the door.

Nate did so, but I allowed the Deadite a Dodging Some Shit (DSS) roll with Disadvantage to see if it would catch Nate’s wrist.  It succeeded.  Nate felt the creature clasp its hand on his wrist and pull him towards the door.  The Deadite’s head poked around the door frame, “Come inside with me darling… it’s so dark in here.”

Jamie shot a massive spitball at the creature (with Disadvantage for firing into melee), but still hit the Deadite in the face.  The creature fell back into the room.

Katie rushed in and saw its back to her and seemed to be struggling with the spitball on its face.  The spitball landed on the ground with a sloppy slap (like soggy urine-soaked paper towel) and the Deadite turned to face her, “Just kidding…” it said with a smile.

The rest of the fight was quick, but several injuries occurred.  Eventually Katie dashed the Deadite’s brains out all over the wall with her morning star.

The group took a moment to bandage their injuries, drink some magic milk, and then headed west.

Jamie looted the bodies and also found another Doodad, The Blanket of Saddness

HOW: Blanket of Sadness: Cover some poor fool like they were a bird in a cage with this blanket.  They must succeed on a MOXY save or just sit on the ground and start balling like a baby.  They receive a new save every 10 minutes.  If any blood gets on the blanket, it ceases to function until thoroughly cleaned (costing roughly 50 GB).

The Grove Room

The group found themselves in a room much larger than any they had been in.  Large trees, thick vegetation, and fireflies flitted around.  Walking around the room was a gorgeous elk-like creature covered in vegetation.


They attempted to communicate with the creature, thinking it would be able to speak like Mi Mi Mi Moo Moo Moo, but it didn’t seem to want to, and got indignant at the mention of the magical cow.

The group eventually found a plant that they thought was Allofus Gropus and left back to see Mi Mi Mi Moo Moo Moo.

The Rest of the Session

The group found out that the plants were not, in fact, Allofus Gropus, but instead were Dingelberries (which does have healing properties).  The group went back to the Grove Room and found the right plant.  On the way back they heard the scritching from the treasure chest in the Treasure Room and decided to pour holy water on the ichor, which hissed, smoked, and dissolved.

Nate opened the chest and found 300 Gold Bits (yay).  However, three Necrotic Mice jumped out of the chest, one biting down on Nate’s finger.  Nate critically succeeded is BAD save and is now forever immune to the effects of Necrotic Mice.  Kate smashed one with her morning star, which burst like a gooey poptart.

The fight was quick, but not without its cost.  Katie gained a mutation (a really big nose) and Nate got the index finger of his right hand bitten off.

The group returned to Mi Mi Mi Moo Moo Moo and gave him the Allofus Gropus, which he excitedly started rubbing on his udder.

The group left the dungeon.  Sadly neither of the two Doodads that Jamie found turned out to be real (he was really sad about losing the Sad Blanket).  With that the group headed back to Nasty Mimi’s Hooch Parlor in Flotsam.


Everyone caroused, gaining some reputation, helping some people being bullied, found some items, went on a spending spree and got arrested for streaking through the streets!

The Graveyard


Dwarf With No Name (Kevin)– “Here lies the Dwarf With No Name, he done got dissolved by a puddle of goo- so pathetic, so lame.”

Tooth (Fletch)– “Not much you could say about Tooth,

Except faces he liked to smash,

And was disintegrated; gone in a poof,

Ain’t nothing left by ash.”

Scotch (Omar)– “No one seemed to care when Scotch died,

No one cared for his life.

No one cried,

Not even his wife.”

The Final Map of the Session


The Lupine Race as Class for Hubris (and DCC)

Now that I’ve finished the first draft of my new Death is the New Pink project, Going Medieval on Yo’ Ass!, it’s time to jump back in to some good ol’ Hubris writing!

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

I started writing notes about a year ago, but not much beyond that has been done.  Here is the first race as class, the Lupine.

The lupine was inspired by Wolfsbane art (the Marvel character) and the Shifter race from Eberron.

The Lupine

Lupine 1

Monsters, cursed beings, savages, and werewolf are all names venomously shouted at you as you walk down the street.  People do not understand you.  They are uncomfortable with your savagery, fear your appearance, and hate you for your ferocity.

Lupines have not been on Downpour for more than a few centuries, and the origins of your people are unknown.  Some claim a powerful curse was placed on your people, forcing you to live as the very beasts your clan hunted mercilessly, while others claim lupines are what happens when a werewolf is allowed to breed.  Most don’t care to ponder, choosing instead to label you as a monster and putting your kind to the sword or pyre.

You consider very few people friends as you know most people will never understand you.  They will never feel the excitement of catching the scent of prey, the exhilaration of the hunt, or thrill of the taste of blood as you devour your kill.  Only during these times do you truly feel alive.

You are wild.  You are untamed.  You are both the hunter and the hunted.  And you are free.

Hit Points: A Lupine gains 1d10 HP per level.


Weapon Training: A lupine is trained in these weapons: crossbow, dagger, dart, handaxe, javelin, longsword, short sword, sling, spear, and staff. Lupines tend to not wear any armor heavier than studded leather, as it hinders their ability to sneak and hide silently and channel the Aspect of the Wolf.


*Weapons in the Hubris campaign setting (see equipment, pg XX).


Alignment: Lupines are savage and fierce fighters and tend to be shunned by civilized societies.  A lupine lives for the hunt and ability to be free and wild.  Lupines tend to be neutral, however those that have issue with how their race is treated or viewed are chaotic.


Low-light Vison: A lupine can see in the dark up to 60’.


Natural Weapons: Lupines have sharp claws that deal 1d6 damage and strong jaws and can deal a bite attack that deals 1d4 damage.  A lupine is never considered unarmed.


Scent– The lupine has an extremely sharp sense of smell and able to detect the smell of blood, smoke, approaching creatures, track foes, or detect familiar odors.  Strong scents such as smoke, rotting bodies, offal, etc. can be detected 60’ away.  Stronger scents can be detected 90’ away.

Lupine 2

If the source of the smell is upwind, the range is doubled, however if it is downwind it is halved (Judge decides).

To track a scent the lupine must succeed at Stamina save (DC determined by the Judge).

Two-claw Fighting: Lupines are savage fighters who prefer to use their claws instead of weapons when able.  Lupines use the following two-weapon fighting rules (DCC, pg 95) as follows:

  • A lupine is always considered to have a minimum Agility of 16 when fighting with both their claws (meaning they roll 1d16 for each attack). If the lupine has an Agility score higher of 16, use that instead and consult Table 4-3 in the DCC rule book, pg 94.
  • A lupine scores critical success and automatic hits on any roll of a natural 16.
  • When fighting with their claws, a lupine fumbles only when both dice come up a 1.


Natural Predator: A lupine can move silently and hide.  A lupine has the skills Move Sneakily and Hide in Shadows as a Thief of the same alignment (DCC, pg 38).


Aspect of the Wolf: A lupine is able to tap in to their bloodline and enhance their natural abilities.  To utilize the Aspect of the Wolf, a lupine must roll a Stamina roll (see below) plus their level; if they are successful they select which power they desire (see Table X-XX). A lupine can only have one power active at a time, unless stated differently in the Aspect of the Wolf table.


Languages: At 1st level A Lupine automatically speaks and reads Common.



Werewolf art

Piece by Chrisscalf– not for Hubris



Table 1-13: Lupine
Level Attack Crit Die/Table* Action Die Ref Fort Will
1 +1 1d10/III 1d20 +1 +1 +0
2 +2 1d12/III 1d20 +1 +1 +0
3 +2 1d14/III 1d20 +2 +1 +1
4 +3 1d16/IV 1d20 +2 +2 +1
5 +4 1d20/IV 1d20 +3 +2 +1
6 +4 1d24/IV 1d20+1d8 +3 +3 +2
7 +5 1d30/IV 1d20+1d12 +4 +3 +2
8 +6 1d30/IV 1d20+1d16 +4 +4 +2
9 +7 2d20/IV 1d20+1d20 +5 +4 +3
10 +8 2d20/IV 1d20+1d20+1d10 +5 +5 +3

* The critical success tables can be found in DCC, pg 82-83.



Table 1-14: RACE NAME HERE Titles
Level Title by Alignment
  Neutral Chaotic
1 Pup Whelp
2 Tracker Stalker
3 Strider Reaper
4 Seeker Savage
5 Hunter Big Bad

Aspect of the Wolf (Personality Check)

1- Lost and Humanity Loss.

2-11- Lost.  Failure.

12-13- Failure, but ability is not lost.

14-15- The lupine gains an Aspect of the Wolf for 1d2 rounds.

16-17- The lupine gains an Aspect of the Wolf for a number of rounds equal to their level + 1.

18-19- The lupine gains an Aspect of the Wolf for a number of turns equal to ½ their level.

20-21- The lupine gains an Aspect of the Wolf for a number of turns equal to their level.

22+- Gain an Aspect of the Wolf for a number of turns equal to double the lupine’s level or 2 Aspect of the Wolf abilities for a number of rounds equal to the lupine’s level +1.


Table 1-15: Demonic Powers
Power Effect
Agile The lupine becomes more lithe and agile.  Their climbing and jumping checks are made one step higher on the die ladder (with either Strength or Agility).
Elongate Claws and Fangs The lupine’s claws and fangs grow and become stronger.  Increase claw damage to 1d8 and bite attack to 1d6.
Heightened Hunter The lupine moves as though they are made of smoke.  All tests for Move Stealthily or Hide in Shadows are made one step higher on the die ladder.
Howl The lupine channels the wolf and issues a glorious howl to bolster allies and rattle foes.  Allies within 60’ can reroll one failed save roll within 1 hour.  Enemies must succeed a Will save (DC equal to lupine’s roll) or make their next two rolls one step lower on the die ladder.
Keen Nose The lupine rolls all attempts to scent (and track) a target one step higher on the die ladder and all ranges are doubled for the duration (see Scent, pg XX).
Rend When the lupine successfully attacks a single creature with both claws, they pull their arms away, shredding the target and deal an extra 1d6 damage.
Thickened Hide The lupine’s hide becomes thicker and tougher.  They ignore 2 points of damage per attack.
True Wolf The lupine can transform into a large wolf.  Increase Initiative by +3, MV by 10’ and instantly heal 1d8 HP when they transform into the wolf and back into normal form.  In True Wolf form, the lupine loses their claw attack, but their bite attack is increased to 1d6.
Unbridled Life The lupine summons forth extra vitality that keeps them fighting when normal creatures fall beneath their foes.  When a lupine is dropped to zero HP, they are revitalized to 1d4 HP and can keep fighting.  This effect must occur within the duration of the Aspect of the Wolf ability.
Vengeful Wrath Wolves become savage creatures when backed into a corner and the lupine is no exception to this.  The lupine becomes filled with savage fury and gains a free attack on any target that successfully makes a melee attack on them.


Humanity Loss: Rolling a 1 represents a loss of humanity for the lupine.  While already bestial-looking, each time the lupine loses humanity, their animalistic features become more pronounced (i.e., thicker whiskers, nose looking more like a wolfs, voice becoming more like a growl/bark, thicker fur, etc.) This has no mechanical benefit except when interacting with the civilized world (up to the Judge).   When the lupine suffers humanity loss, they lose 1d4 Personality.  This signifies their slipping further into their animalistic nature.  When a lupine is reduced to 3 or less Personality, they become a savage beast creature.


Additionally, when a lupine suffers humanity loss, they must succeed on a DC 14 Will save or fly into a blind rage, attacking any target within reach for 1d4 rounds.  After that time, the lupine can roll a new Will save each round to regain their sense of self.

Dr. Mac N’ Cheese’s Handy Dandy Hydroponics Clone-a-Nator- a Fancy Doodad Service for Death is the New Pink

Dr. Mac N’ Cheese’s Handy Dandy Hydroponics Clone-a-Nator!

Clone 1

This is for use with Death is the New Pink (but can be hacked to about anything, really).


“Now listen here my soft and squishy Meat Bag!  It’s a dangerous world out there!  Crazed raiders, inbred beasties, and other terrifying Nefarios lurk out in those wastes!  And all of them want to murder your face!  Now there is no shame in dyin’!  It happens!


However, don’t let dyin’ be the end of your life!  No siree, for those who can afford the small fee in Gold Bits (a pittance, really), you are guaranteed to be brought back to life in NEARLY the same shape and personality as you were!


Now let’s be honest, you aren’t exactly a winner right now anyways, and what’s the harm of random twitches, weird hairy moles, paranoid personality disorder, your skin turning blue, or hell even warts on your ass if it means you get a second shot at life, eh?!  Some of my best clients are on their third or fourth shot!


Now if you’re looking for a second shot at life, let Dr. Mac N’ Cheese take a look at your brain matter and get you suited up with a chip and you’ll be right as rain.  Careful, don’t sneeze now. “




The life of a Meat Bag is short and brutal, however with cloning technology a life that was reduced to a bloody smear on the ground can be revitalized!  After spending 600 x Meat Bag level in GB (i.e., cloning a Weenie Meat Bag will cost 600, while cloning a Full Pound Meat Bag would cost 3,600), the Meat Bag has a copy of its DNA put into Dr. Mac N’ Cheese’s data banks and a chip is implanted in their brain.  At the point of death all memories, experiences, etc. are uploaded and stored.


Once Dr. Mac N’ Cheese has all he needs, he goes to work of growing a new you that will wait in stasis until you die a horrible death.  Once Dr. Mac N’ Cheese has received notification of your greasy demise, he uploads your consciousness into the clone.  You emerge from the stasis pod, covered in goo and smelling strangely of cinnamon and cloves, but otherwise unharmed.


Cloning isn’t without it’s risks however.  Each time a Meat Bag clones, there is the risk of cellular degradation.  Make a Luck roll for each stat.  If it favors you, there has been no degradation for that stat.  If it doesn’t favor you, permanently reduce the stat by 1.  You also lose an additional 1 MOXY (hey, getting killed fucks a person up, ok?!).


Additionally, being cloned brings out a crazy quirk in the new body.  Roll 1d10+1d20 on the table below to discover what quirk you’ve gained.


Cloning Quirks
Roll 1d10+1d20 Result
2 Warts on your ass
3 Hear voices inside your head
4 Constantly twitchy
5 Mindlessly pet soft things
6 Body covered in disgusting hair moles
7 Teeth chatter when nervous
8 Turned on the smell and taste of smoked meat
9 Become OCD (player chooses what they are OCD about)
10 You have an imaginary friend named “Ben.”  He’s a troublemaker
11 Has to list at least three reasons why something won’t work
12 Count your pimples as you pop them
13 Sniffs loudly when irritated or disapproving
14 Body hair is baby fine and stands on end when music plays
15 Loves lizards!  Like can’t get enough of the cute little buggers!
16 Your skin turns- Roll 1d6: 1) Blue; 2) Green; 3) Yellow; 4) Orange; 5) Red; 6) Purple
17 Hums constantly when bored
18 Have an extra finger on one hand
19 Needs a security blanket
20 Start having night terrors
21 Loves birds!  Keeps one in a cage with them at all times
22 Addicted to eating honey (when you can find it)
23 Calls people by the wrong name all the time- they have to be doing it on purpose, right?!
24 Your teeth are backwards
25 Paranoid personality disorder
26 One eye is a different wacky color (player chooses)
27 Compulsive liar
28 Head hair grows like leaves and blood is muddy water (hydroponics, yo!)
29 Gain a Mutation (DitNP, pg 18)
30 Roll twice!