Hubris POD Update and Some New Reviews!

KlindClassesfinal (1)

The Evil Klind of Hubris!  Art by Jeremy Duncan

THE POD, THE WHOLE POD, AND NOTHING BUT THE.. awww- you get the point.

I wanted to keep people up-to-date on the Hubris POD.  It’s a harrowing tale filled with paper, ink, art, and words.  Oh and waiting- did I mention the waiting?!

Awhile back I requested a copy of the softcovers of Hubris through Drivethru.  The turnaround time through that organization is not the best when waiting for the product (roughly 2-4 weeks).  I got a copy of both covers and was elated!  However, imagine my disappointment when I opened up the book and saw how the art turned out.  I won’t go into details, but needless-to-say, I wasn’t thrilled.

Alex and I put our heads together and tried to figure out if it was a mistake on our end or theirs.  In the end, it seems the rate that PPI/DPI used at One Book Shelf doesn’t handle the gradient (and grey scale) of Hubris art well.

Soooooo…  I started a Lulu account, went through all the steps, and received my proof of the book.  I’m MUCH happier with the quality of the book, the service, and the packaging and turn around time of Lulu in matters of POD.

I need to mess with the colorization of the back cover, format the Limited Edition softcover, and both versions for hardcover for Lulu (their specs are different than OBS) and request proofs of all three.

I’m hoping to get these covers done this weekend/early next week and then request proofs.  My goal is to have the POD version of Hubris available to the general public early February!



Which path does the party travel…?  Art by David Lewis Johnson

Recently Derek Pennycuff did a review of Hubris on Drivethru RPG

I’m not really an OSR gamer. I’m barely familiar with the Dungeon Crawl Classics system, and honestly I’m turned off by any system that I can’t play using my already extensive dice collection. I find FATE unappealing for the same reason. But I’m not here to talk about that. I’m here to talk about Hubris. I just open with that to point out I’m ill-suited to pass judgement on any of the mechanical stuff. And I won’t even attempt to do so.

Let me tell you what Hubris does right.

There’s a god named The Stillborn Unwanted Child. There’s a territory called The Great Plains of Unbidden Sorrow. There’s a disease called The Retching Laughter. This is like if Rob Zombie directed a reboot of The Beastmaster. Maybe that\’s appealing to you. Or maybe it’s not. But it should be pretty easy to sort out which is which. Hubris is anything but bland.

This isn’t the world building of a frustrated novelist. The whole book is set up to serve the GM in putting together an interesting story at the table. For example, chapter 3 is nearly 100 pages long, but packs info on 10 different territories into that space. Each one gets a brief write up, an counter table, a geographic features table, and a handful of interesting locations get their own mini write ups with a couple plot hooks/rumors.

Getting Out of My Way
Once the creative juices are flowing there’s very little canon details, canned world threatening miscreant, or overarching metaplot to stumble over. Plenty of settings pay lip service to the idea of the GM having free reign to remix and homebrew. But rarely do I see a book whose content embraces that fundamental tenant of our odd little hobby like Hubris does.


Today Brie Sheldon released part 1 of her review on Hubris right here!

Some highlights:

The Mutant powers are so disgusting I am still just kind of grossed out but they’re so inventive and brilliant I’m amazed. I laughed and gagged. Amazing. (Stomach maggots. Worm infested skin. Plague skin. Acidic belch. Ooze-like body. Ant colony. Boneless.)

“A blood witch can play a dangerous game and jump through a living creature that is the same size or larger than herself, traveling through their blood and can emerge from another living creature on the same plane of existence.”

Like. Fuck. Yes. This is totally my kind of ability, and it’s so gross. To be honest, I said to John (husband) that it is one of the coolest abilities I’ve ever seen. A+. (Oh, and the Familiar ability is really cool and gross, too. You’ll have to see the book to find out why!)


The Diplomat and Pilot- Sci-Fi (or Star Wars) Classes for Black Hack

I’m continuing to post the classes I’m using for my Star Wars game that uses the Black Hack rules.  The classes I’m using are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  Thus far, I’ve posted the Bionic Soldier, Mercenary, and Scoundrel, Assassin and Scout classes, and the Tech Specialist.

Today I’m putting up the Diplomat and Pilot classes.



While Guns-for-Hire use blaster rifles and explosives to argue their point, it is with quick wit and a sharp tongue that a Diplomat uses to beat his foe into submission.  Diplomats come from different walks of life, but all have answered the call of politics.  While some Diplomats enter the political theater to amass power and prestige, others believe that what they do helps the peoples of the galaxy.  Regardless of the motivation, a Diplomat is keenly aware their words (and their vote) can help a world’s economy to soar, or it can help topple it, bringing the world to ruin.

Starting HP: 1d6 + 4HP

Per Level/Resting: 1d6

Weapons & Armor: Light armor, knives, blade, electro-knives, electro-blades, blaster, pistol, and carbine.

Attack Damage: 1d6/1d4 Unarmed or Improvising


CHARISMATIC: Diplomats know how to use their words to influence conversations.  A Diplomat makes all CHR tests to influence, charm, schmooze people, or for deception with disguises with Advantage

IRON WILL:  Survival in the political theater takes a keen and cool mind.  Diplomats are not ones to falter under pressures.  Diplomats make all tests against effects to influence them or cloud their minds with Advantage.

RALLY: The Diplomat uses their natural leadership and charisma to bolster their allies (and troops).  Once per hour a Diplomat can deliver an impassioned speech, give a good slap across the face of a target, etc.  All allies in a 15’ radius that are under a mind-altering effect such as fear, being charmed, etc. can make a second test.  Likewise, all hirelings that have failed their morale test are able to make a second roll.

CONNECTED: Diplomats build a large web of contacts and connections that they use to obtain secrets, goods, and collect of favors.  A Diplomat start with an additional level 2 contact in addition to normal rules.


Roll to see if attributes increase, roll twice for INT and CHR.


WEAPONS: Blaster pistol and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, official government documents, and Medstim (1 Hit Dice of HP restored).




Nearly anyone can fly a starship and point it in the right direction, but its pilots who make it seem like second nature.  These hotshot flying aces are able to maneuvers their ships through some of the most dangerous situations and pull off evasive maneuvers so quickly it defies explanation.  A Pilot’s quick thinking and quick hands keep them out an enemy’s crosshairs and from getting spaced.

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: Light armor and their weapons are limited to clubs, knives, electro-knives, blaster pistols, and carbines.

Weapon Damage: 1d6/1d4 Unarmed or Improvised


SPACE ACE: While others may be able to fly a starship, it is second nature to a pilot.  All tests for performing tricky maneuvers in a starship (in or out of combat) are made with Advantage.  Aside: More on this later.

QUICK PLOTTING: A pilot is well versed in star charts, and the dangers throughout the galaxy.  When plotting a course to their destination, a Pilot reduces the time it takes to by half.

FINAGLE: A Pilot knows how to get more juice out of a starship. Once per combat (or situation) they can get more power out of a ship’s system. A Pilot chooses which of the following they are going to enhance: 1) Targeting; 2) Shields; 3) Movement; 4) Armor; 5) Weapon Damage; 6) Life Support.  When the decision is made the Pilot rolls 1d6, this is how much the system is increased for. This effect lasts for 2d3 rounds before returning to normal.  More on Starships on page XX.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or INT


WEAPONS: Blaster pistol and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), breath mask, oxygen tank (1d6 Usage Die) and Medstim (1 Hit Dice of HP restored).



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 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.


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

The Tech Specialist- Sci-Fi (or Star Wars) Classes for Black Hack

The other day I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog and my Assassin and Scout classes.

Today I’m putting up the Tech Specialist class.



Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: Light armor and their weapons are limited to clubs (or large wrenches), knives, firearms, grenades, electro-knives, electro-blades, blaster pistols, carbines, and blaster rifles.

Weapon Damage: 1d6/1d4 Unarmed or Improvised



HACKER: A Tech Specialist has Advantage on rolls when dealing with computers, navigating cyberspace, or hacking including when “jacked in” to cyberspace.  Also, once per hour, while in combat when “jacked in” to combat in cyberspace, a Tech Specialist can regain 1d6 lost HP.  Must have a Computer Brain Cyberware for this ability.

REPAIR: A Tech Specialist knows how to repair all sorts of technological devices, including mechs, land vehicles, and starships. The cost to repair such devices is reduced by half when overseen/performed by a Tech Specialist (i.e a starship costs 20 credits to repair 5 HP. This would cost 10 credits for a Tech Specialist).

PUNCH IT: Sometimes a system in a ship goes down, an android is severely damaged, or a computer shorts out.  Once per situation (or combat), a Tech Specialist can whack the malfunctioning hardware with a hammer and get it working again.  Mechanically this means the system regains 1d4 HP back and sputters along until it can be fixed properly.

TINKER: See info on page XX.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or INT


WEAPONS: Blaster pistol, large wrench (as club), and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).

TINKER: Three times per session a Tech Specialist can use the items at hand to create one of the following listed below if they successfully pass an INT test (or the GM can simply rule that they always succeed).  Creating an item takes 3d6 minutes.


Personal Shield: An energy field surrounds the wearer, absorbing 10 points of damage before shorting out and becoming useless.

Phase Shield: This device allows the wearer to pass through a single wall before being rendered useless.

Stealth Armor: The target takes on a chameleon-like appearance.  Stealth checks are made with Advantage while targets attempting to locate the wearer are made with Disadvantage.  This lasts for 1 hour before shorting out and becoming useless.

Field Meds: When a Medstim isn’t handy a Tech Specialist is able to create a simple one in a pinch, healing 1d6 HP.

Communicator: The Tech Specialist can cobble together a makeshift communicator that allows them to get a quick message out to a target within a 1 mile radius before shorting out.  The communicator is not sophisticated or secure.  Anyone can pick up on the transmission if they are tuned to the right channel.

Flashbang: The Tech Specialist creates a dirty grenade that explodes, releasing a blinding flash of bright light.  Targets are blinded for 1d3 rounds and all actions are made with Disadvantage.

Enhance Laser Weapon: The Tech Specialist can enhance a laser weapon, doubling its damage. After each attack, make a Luck roll, if the result does not favor the shooter, the weapon shorts out and is useless and must be repaired.

Makeshift Blaster Pistol: The Tech Specialist can piece together a makeshift laser weapon from pieces lying around. The weapon functions like a blaster pistol and has a d4 Usage Die.  Once the Usage Die is consumed, the energy is drained from the battery pack and the item is useless.

Taser: The Tech Specialist can piece together a makeshift weapon that gives off an electrical discharge. The target hit by this is stunned for 1d3 rounds. Once this is used the device is ruined.

Android Repair Kit: The Tech Specialist can piece together the items necessary to repair the damage to an android. After spending 1d4 rounds working on the robot regains 1d6 HP.

Jitters: The Tech Specialist creates a concoction of chemicals (none of them good for a body).  When consumed, the target gains an extra full action per round for 10 rounds.  Afterwards the target must succeed a CON save.  If the target fails, they fall unconscious for 2d3 hours.  A successful target makes all rolls with Disadvantage until they rest for 1d3 hours.

EMP Pulse: The Tech Specialist can create an electronic device that gives of a single strong EMP blast that shorts out all electronics and computers (including androids) in a Nearby radius.  The GM may rule that advanced computers or androids have hardware that protect them from such an attack and are immune.

Cutting Torch: The Tech Specialist can create a torch that can cut through metal up to 1ft thick.  The flame lasts for 10 minutes before becoming useless.


Coming up next: The Diplomat and Pilot

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.


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


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.


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.


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.


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.


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…


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.


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


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 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?


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


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.