Magic Mike Evans, has just released the PDF version of his 350 page beast of a setting/adventure kit. It is super sexy like tits on a firetruck!

He let me do some art for it. I’ve played the intro adventure. It is a gonzo romp!

Check it out!


Legend states that Hubris was created from the fetid corpse of a long-dead god. Hubris is a land of terrible creatures, grand inequality, strange and cruel gods, dangerous magic, opulent nobility, destitute commoners, people that have become corrupted and turned to savage beasts, constant wars, and worse.

The kingdoms are not kind or benevolent: In the Blighted Sands the Klind are slavers and openly practice sorcery, offering sacrifices to their depraved serpentine god, Set. Across the continent the Fairweather kingdom is governed by a corrupt and inbred royal family with the nobility following suit. Esenbar is ruled by a staunch xenophobic theocracy that tolerates little outside of their strict doctrine. The barbaric Ingvar of the Frozen Wastes wage vicious battles against the savage frost giants of The Crag, and care little about the goings on of the world; their life is cut from battle with an axe or sword. The Black Queen rules the citizens of the Floating Island of Terror from her throne of bones and dreams terrible machinations for Hubris. Shadowfall, built in the remains of the burrow of a gigantic worm, is ran by vampires and their thralls, and they welcome all who are devious, vicious and cunning.

There are no easily recognizable heroes in the world. You wander the wilderness or delve into ancient ruins: out of desperation, some crazed need for adventure, or for some bizarre belief that the world can actually be made a better place. Though civilization offers you security and comfort, you shirk those in the hopes of gaining riches and power. But when you die, no one will sing songs of your deeds. You will die a horribly bloody death at the hands of some twisted abomination or by the knife of an assassin sent by some fat, scheming noble.

Your epic tale will be forgotten in days as the dangerous world continues on without you and the apathetic masses stay complacent to dogmatic control of their government.

This is not a fairy tale or an epic ballad. This is a savage world. This is Hubris.

Hubris is a weird fantasy setting that  uses the awesome Dungeon Crawl Classics rules!  In this book you will find 10 territories filled with tables and charts to generate interesting locations and encounters, new occupations, 4 new classes, 5 new playable races, 3 new spells, 4 new patrons, including 3 patrons spells for each, 11 new and terrible gods, 14 tables and charts for a GM to use to aid them in their game or create interesting/fun situations, two new adventures to kick off a campaign, and 51 new enemies (including enemies that are unique thanks to random generation).  Hubris is hackable!  Each territory can be used as the GM wills!  Need a desert, swamp, or frozen tundra for your game?  Use what’s in Hubris!


Chakas – Feral Halfling Pack Class for DCC

I have been writing a Pelucidar, Lost World style pyroclastic barbarian wilderness campaign setting. Below you will find my rules for playing as a pack of savage feral halflings in a game of Dungeon Crawl Classics.


Chakas – Feral Halfling Pack Class

Chakas are devolved halflings, gone feral from generations of hard scrabble, hand to mouth, living in the savage wilderness of the Thunderlands. They have a complex social structure and often dress in scraps of hide and fur or harnesses twisted from gristle and resin. They also favor crudely fashioned stone and bone jewelry woven into their matted hair. There are numerous tribes of Chakas roaming the Thunderlands, each with varying levels of development and superstition. Some make trade and give offerings to crude icons built from mud while others weave baskets and mats from reeds, and a few groups are barely more than predator packs.

Roll 3d6 in order for Ability scores. All Chakas in the mob share the same stat line.

They travel in small familial mobs. The largest and strongest, is the Alpha, and is considered the leader by the rest of the mob. Chose an alpha from the group and make a note of it.

Roll d4 for starting HP. Each mob of Chakas consists of 1-6 members, the HP are divided between them, any odd points going to the Alpha. You may have as many Chakas in your mob as you have Hit Points, up to a total of 6. So 3 HP = 3 Chakas with 1 HP each. You can also have any combination of HP and Chakas. Such as 5 HP = 3 Chakas, one with 4 HP and two with 1. A Chaka mob with 10 HP could have 5 members with 2 HP each or 2 members with 5 each. Once you have chosen your mob set up you must maintain it. If members are killed you can add the extra HP to remaining members as they are recovered, through rest or healing, or you can save them and recruit new Chakas from the wilderness when the GM allows it. When recruiting is allowed, the Chaka player can recruit d3 new Chakas from the wilderness, up to the cap of 6 total and as long as the available number of HP is sufficient.


Chakas have an elaborate racial language and are constantly chattering to one another in incomprehensible squeaks and barks. They speak no other common tongues, but it is possible to communicate with them through crude pantomime and sign language.

Chakas are omnivorous and always hungry. Because of this they will often over hunt and area and tend to be nomadic, constantly on the move in search of new food sources. They also love shiny, sparkly objects and will often kill to get them. Mobs of Chakas will often attach themselves to groups of larger stronger adventurers, allowing them to lead the way while the Chakas pick through the scraps.


Commonly Chakas use no weapons but attack with ripping fangs and tearing claws. They attack by swarming the same target. They get one attack for the entire mob.

If you would like to escalate the primitive tool use of the mob and equip them with sharp rocks, bone clubs, or pointy sticks use a D16 to hit and the damage dice explodes on a roll of 3.

Chakas attack with a d20 action die (at lower levels), +1 for each Chaka in the group. Chakas do not add STR modifier to the to hit roll.

Damage is d3 x (the number of Chakas in the mob) + Level + Strength Modifier.

So a 1st level Chaka mob with 3 members and a STR of +1 has a range of 5-11 damage.

The mob rarely separates, but if this occurs, only the group containing the Alpha may attack, as the others lack the courage to do so without their leader.

Chakas mob up during combat, but they can disperse and carry out normal tasks at an increased rate. Tasks such as, clearing rumble, digging, gathering herbs or fruits, looting bodies or searching areas for loot or secrets are completed quicker with more Chakas at hand. Increase the rate of action for these tasks by one for each Chaka engaged.


Special Racial Abilities:

Confusing Chatter

The Chakas jump about, flailing their limbs, barking and shrieking loudly, this behavior can confuse d3 opponents in melee combat. The affected targets must make a DC10 Will save or lose all actions for their next round.

Bum Rush

The Chakas all swarm over a single opponent, clinging and slapping, until the victim is pulled to the ground. The victim must make a successful DC 10 + (the number of Chakas in the mob) to avoid being knocked prone. If they fail they are knocked down and stunned for 1 round. They must make the above check each round after to shake off the Chakas and regain their feet.

Hail of Debris

Chakas will often assault foes with a hail of debris. Grabbing anything loose at hand and hurling it at their enemies. They can affect 1 target with a severe pelting of sticks, rocks, and other less savory elements for 1 point of damage and a chance to stun for 1 round. DC 15 +(the number of Chakas in the mob) Reflex save to avoid.


A mob of Chakas can scatter in all directions, disappear into the shadows and there remain motionless for long periods of time. Chakas Hide roll is +5.

Chaka Birth Augur and Lucky Roll:

Roll 1d10

  1. Well fed: Fortitude saving throws
  2. Arboreal: Reflex saving throws
  3. Stubborn: Will saving throws
  4. Fat of the Land: HP (applies at each level)
  5. Savage: Melee Damage
  6. Low Cunning: Find Traps
  7. Hunter/Gatherer: Find Secret Doors
  8. Pure bred: Saving Throws
  9. They Bounce: Fumbles
  10. Go for the Throat: Critical Hit rolls


Zero Level Chakas:

Zero level Chakas are all rolled separately. They do not have the mob ability as 4 zeros are considered a mob. Chakas gain all class and racial abilities at 1st level. If more than one Chaka remains after a funnel use the best stat line for the Alpha and absorb the others into his/her beginning mob.

These rules can also be used to simulate a certain race of teddy bears which dwell on a particular verdant moon, long long ago and far far away.

Merry Christmas!


Dark Ruins Adventure Mini-zines!

IMG_20150830_105003Mini-zine adventures! Dark ruins is a series of two (with more on the way) 16 page mini zines fashioned from a single sheet of 8.5×11 paper. Fully illustrated, with maps and monster encounters, universal symbol based stat lines, and treasures! Super fun! Pocket sized! Easy to use with any system! A purely visual item. No text beyond the title.

To order:

In the USA, paypal 2$ per zine to

Rest of the world, paypal 4$ per zine to

Expect random colors!

Make sure to include which zines you want and how many of each. Also don’t forget your mailing address!




Street Kids of Ur-Hadad: Supplemental Hazards and Obstacles D11 Table.

I came up with a extra table to go with Edgar Johnson‘s wonderful Street Kids of Ur-Hadad funnel generator as seen in the Metal Gods of Ur-Hadad Zine #1. Since it’s Metal Gods, it is a D11 table!

The Street Kids of Ur-Hadad

Supplemental D11 Table.

Hazards and Obstacles

  1. A large sinkhole has opened in this area. Several houses and shops have collapsed into the depths. The sink hole is d100 feet deep and d100+100 feet wide.
  2. Bridge out ahead. The street crosses a bridge and it is either under construction or has collapsed. A 1d30 foot span is missing from the center.
  3. Dead end. A greedy landowner has illegally built a building across what was once a through street.
  4. Riot Barricade. A large pile of refuse, broken furniture repurposed doors and fences and all sorts of rubbish has been mounded up here during a time of unrest, it is 1d20+10 feet tall and as wide as the street.
  5. A hasty clapboard fence has been constructed here to block passage. Peeling wheat paste posters stuck to its surface declare this are a “Plague Quarantine Zone!”
  6. Fire! 1d4 nearby buildings are burning. Smoke fills the street and flames leap from roofs and windows. The ominous creak of failing support timbers can be heard over the roar of the flames.
  7. Flood! Murky swirling waters rush through the low areas of this street sweeping away assorted flotsam and the occasional goat. The water is 1d10 feet deep.
  8. Under Construction. The street surface has been removed and the earth below dug up into a confusing series of trenches and pits. Work materials litter the area and travel is difficult. Movement is reduced by half.
  9. Parade. A Religious or festive parade cross this thoroughfare. It is a long line of elaborate floats, musical ensembles, and costumed dancers. It seems to go on forever and breaking through it may have consequences. The parade takes 1d20 minutes to finish passing.
  10. Congestion. An over turned dung cart has caused quite a commotion ahead. A large and violently milling crowd blocks the way as angry horses rear up and stomp the ground. Men shout and wave their arms and all is chaos.
  11. Dignitaries. Some wealthy notables are passing through the area. Their guards, in fancy uniforms, have formed a cordon along their route, blocking all side streets, with a wall of unsmiling pikemen, as a gilded coach slowly rolls past.

See the Zine for instruction on how to roll a D11, Adam Muszkiewicz style.