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PostPosted: Thu Nov 24, 2016 8:39 am 
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Gongfarmer

Joined: Sun Oct 25, 2015 3:25 am
Posts: 2
FLGS: Millennium Games
I am very excited and happy to announce that Hubris has been released on Drivethrurpg!

A huge thanks to Harley Stroh and Joseph Goodman for their encouragement and support on Hubris as well as the rest of the Dungeon Crawl Classics community!

Here's the link: http://www.drivethrurpg.com/product/198 ... 0&src=hnum

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!


Campaign Summary


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.


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PostPosted: Mon Jul 31, 2017 8:29 pm 
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Far-Sighted Wanderer

Joined: Thu Apr 06, 2006 8:49 am
Posts: 25
I read that this book includes an Alchemist class. How does an Alchemist differ from the standard wizard?

My hope is that it is similar to the Arnesonian magic-using class from D. H. Boggs' Dragons at Dawn. In that system, the magic-user can cast 3 spells as-needed (with a risk of exhaustion) but for everything else needs gold and time between adventures to make things. These can take the form of powders, gases, oils, or other things that the magic user concocts and then carries around to use up when it seems appropriate. The kicker is that you never know if your magical recipe worked until you try to use it and trying to let some other character use your "magic" greatly increases the risk of mishaps.


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PostPosted: Wed Aug 02, 2017 2:26 am 
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Gongfarmer

Joined: Wed Aug 02, 2017 2:10 am
Posts: 1
I read that this book includes an Alchemist class. Katto Ary Digital Drama
How does an Alchemist differ from the standard wizard?


Last edited by Arydigital on Tue May 15, 2018 12:48 am, edited 2 times in total.

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PostPosted: Thu Aug 03, 2017 4:08 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2798
Arydigital wrote:
I read that this book includes an Alchemist class. How does an Alchemist differ from the standard wizard?


Alchemists make stuff.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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