Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Tuesday, June 2, 2026

Magic Items: 5 potions

     You know what I love about DCC? Magic items. The rules give scarcely little information about them in the games. They encourage you to give them a story, to make each one unique in it's own way. No sword is "a +1 sword". You know the rest. I talked a little bit about Scrolls not too long ago and how those should also be unique, which the book gives us a great start for. The other "common" disposable magic item is a potion. I think those should be just as unique and storied! Maybe not as much as say, a sword or a wizard's staff, but certainly some kind of history. So in the spirit of that, I've been playing with potion tables and rolled up 5 potions with little stories, descriptions, and in some cases, side effects, to make them feel a little more special when someone finds them.

 

5 Potions 

Tuesday, May 5, 2026

Magic Scrolls

     The DCCRPG presents a list of unique scroll traits (p. 374). The prior page gives us some things that I really like too, the contents of a scroll table and the casting mechanism. These are important to the game for sure but I think how the scroll looks and the form it takes is also important. Flavor is free and can be added to tell a story about the creator of the scroll or the item's history. I think the Unique traits is an excellent start and would really like to see more to it. So here we are, I have made a short table to roll on and add more detail to a magical item which, by the game's own admission, is a little hard to come by. 

 

Scroll Appearance 

Thursday, April 30, 2026

Blog Graveyard vol 2: DIY RPG Productions

     We are gonna continue this series with a blog that eventually gave way to a book that I love dearly, Hubris from Mike Evans. Over on DIY Productions you can see the prototypes and bones that grew into Hubris. You can find things that were left on the cutting room floor and didn't make it into the book. This blog really is a great way to feel out if you're going to like Hubris or not. It is worth noting that this blog has been somewhat active, there hasn't been any RPG related material for a few years now, but there are regular posts presenting a punk song of the day. Not technically dead in the way you might expect as Mike went on to release his book. You'll have to head back to around January of 2025 to see any directly RPG related content but I cannot recommend digging through this one enough. You will find art, monsters, classes, patrons, and more if you dig through their archives!

 


    This is the part where I share some of my favorites, hoping to wet your appetite and send you off to go dig through the content over on DIY Productions, so let us dive right in!

 The Blood Witch: This is one that made it into the final cut of Hubris and is slightly different here from the rule book. This class is a little bit of a magic user but with some unique options that really lean into the visceral world of Hubris. As the name suggests they play with blood a little. Their spellcasting is stunted but they gain things like healing in the form of their Blood Potion. Personally, my favorite item in their toolkit is Blood Walk which was always my favorite feature of the old 3.5 prestige class, the Blood Magus, but updated to feel like it belongs in DCC.

 

The Blood Acolyte: Continuing the trend of blood, this class also gets to play with blood in a different way than the Blood Witch. This class feels a little like a mystic monk but flavored appropriately for Hubris. They can fight unarmed and like to wear light to no armor. Their mystic abilities are fueled by the blood of their foes. Their abilities are diverse and depend on how much blood they want to invest into their abilities. They feel like a good visceral monk and it really is a shame this was released after the Hubris book was released. The only drawback here is that it lacks an attack bonus but that is easily remedied by just giving them a flat 1:1 progression with their level.

 

Orcs: The orcs of Hubris are near and dear to my heart. They are a heavy inspiration for my own orcs in Hodas. The orcs described here bring prisoners back and create abominations with them through dark alchemy practices. They very much are a bad guy species and I really like it that way. The post includes not only a table on how some of the orcs are mutated but also a quick set of rules on creating abominations for the orcs.

 

The Klind: This is another thing I love about Mike Evans' monsters, he doesn't just present a stat block, he pumps out an entire lore and several versions. He talks a little bit about the why and the what. The Klind are another example of the absolute fire writing of Hubris. Its viceral and just a little bit horny. I mean, look around at sword and sorcery art and writing as far back as you like, so much of it was armored bikinis and ripped shirtless men. Why shouldn't Hubris be a little horny?

 

Wizard's Spellbook: Another Entry that is near and dear to my heart, Spellbooks! Mike proposes that a wizard's spellbook should be strange and even have it's own personality. If you've seen my post about spellbooks then you know I think a spellbook can come in a lot of different forms but if one wants to stick to the general book premise then this is a great article. Personally I have integrated this into Hodas in the form of mages before the fall of man were "Magicians" like the class from dying earth and each had a book that was rolled on this table. The modern era of magic is now unstable and full of half remembered learnings that reflect the Core Rules wizard. This is a great entry to generate a villain's spellbook or even a piece of treasure.

 

Ioun Stones: A classic magic item turned into a DCC style. I'm sure Mike isn't the only one to cover these but I've always really liked his handling of them. I've used them a few times in my own games, usually rolling randomly on the table with 40 entries when tossing one into a loot pile or tacking one onto an evil wizard. You can feel the early influences of 3.5 and PF in this one and I think it's perfectly fine to have those influences. A while back I made a class specifically because someone coming from 5e really wanted classes in DCC that felt like some 5e options, so we got the spell drinker.

 

Going back through this blog was such a good time. The early bones of Hubris and other works from Mike Evans really just rocks! I shared two classes but he has a lot of write ups for classes over there and I think you should check them out! His blog and by extension setting are apologetically visceral and horny. The logo he uses is a hand giving the middle finger. Nothing is sanitized. It is a treasure and honestly I feel like more people making content for OSR games should lean into this energy. Mike Evans brought us a blog, then an entire book that doesn't flinch at these things. I cannot say this enough, go read his blog. GO!


Bonus: Buster from 19 Sided Die has also done an entry in this series covering Appendix M! Check out his post!

Wednesday, April 15, 2026

Magic Weapon: The Executioner's Sidearm

 

+1 Lawful Silver Wheelock Pistol

7 intelligence, communicates by urges
Made to Punish Murderers
Bane of Demons: on hit, fortitude save, DC 15 or die permanently
 
Omen: gun is inexplicably heavy, when dropped everything within 30' shakes harmlessly
 
Attunement: Slay a proven and wanted criminal
 
Silver: -1d damage, +2d damage against creatures vulnerable to silver and it's bane, even as a ranged attack.
 
The executioner's sidearm didn't start as a magical weapon. It was a ceremonial piece commissioned as a means of execution. Placed to the back of a murderer's head and the trigger pulled. Over the decades one of the executioners who carried it noted that it seemed to be growing heavier, perhaps the weight of the countless souls it had taken from the world. Even so, it spent more than a hundred years in service as an executioner's tool.
    The sidearm gained its infamy when a summoning in a now long gone human city went wrong and demons poured through the streets of the city. The executioner stood alone against several of the creatures with only his ax and this ceremonial weapon. Even after his ax broke against their hides he continued to fight. The exact moment the weapon gained it's otherworldly power is unknown, all that is recounted from it's origin is that none of the demons killed in front of the executioner's home found their way back to the abyss. From there, the pistol continued to be used as a ceremonial tool of execution until the fall of the human empire, where it disappeared into a private collection, then moved hands as the world picked itself back up with much of the human presence gone.

Thursday, April 9, 2026

Monster: Steam-Blood of the Sandbars

     Haven't done one of these in a while, despite how much I love making monsters. This time we got away from the usual method of tinkering with something that comes from the Monster extractors. (Not that they aren't great sources! Seriously, check them out, they are PWYW). Instead we got our hands on a bit of an old book that we only recently stumbled on: The Random Esoteric Creature Generator! This book goes all the way back to 2008 which feels so far away now.

    So this time we moved through the tables in this book and got our flavors and abilities of the monster, then put it all together. It has a lot of the bones of DCC, use monsters once, don't give them proper names for your PCs to call them. call them things like "achie's folly" or "the beast in the dunes", and other great advice. You can really feel the philosophy of the future of DCC in this book and it's a great time. 

But this isn't a review, the title of the post says there is a monster here! Here it is for you:

Steam-Blood of the Sandbars

Tuesday, March 31, 2026

Blog Graveyard vol 1: Knights in the North

     If you're here then you probably know about at least 3-5 other blogs out there in the DCC sphere. You might also be aware of the number of interesting blogs out there that have fallen silent. I still use a lot of those for reference material and sources of rules, classes, monsters, and really anything related to DCC. So I got a suggestion from a friend of mine to talk about some of the older blogs out there. He's new to DCC and already has the attitude and energy for this game. He's bridging between his home system and DCC so smoothly and with such good energy, he's even contributed an interesting entry to a secret project I'm working on. He was reading something I wrote for another post I am writing where I reference The Secret Santicore and asked if there is any sort of resource list or archive of these blogs that are now silent. The unfortunate answer is that there really isn't. I fear the task to archive and source all of them is beyond me but I can at least talk about some of my favorites and maybe help people who are just getting into DCC find other sources that they might not normally locate. This series will only be covering blogs that have been silent for 3 or more years, and despite the cheeky title I'm not saying these blogs are truly dead and will never come back, I'm not the blog graveyard keeper or blog undertaker.

     So to kick this off we are starting with one of my favorites, Knights in the North! This blog's last post is 12/08/2019, it was to announce their Patreon which also seems to have fallen silent. KitN had a team of writers & artists who really made the blog come to life. Most posts come with some art and something that fits not just DCC but can easily slot into the OSR sphere. They had it all, Classes, Spells, Patrons, Gods, house rules, cool tables, new races, magic items, and ready made encounters. If you're here, you probably have heard of KitN but if you haven't, buckle up!

    I want to share some of the highlights some of my favorites to get you started reading their work and give you enough to decide if you wanna dig deeper (you should).

    The Knight class: This class could be covered under warrior, flavor is free after all. That said, it offers someone a way to play a little more energy leaning into the legends and myths. It included a great piece of art and excellent rules. It hit all the notes I personally would want in this class, it has deeds, fighting style based on alignment, divine leanings, a code of conduct, and can even incur their own version of disaproval. 

Animal companion rules: Animal companions are all over Appendix N, if you've read any of those books you can probably think of one or two off the top of your head. This added a much needed rule for covering animal companions. I know a lot of people will say "quest for it" which I think really is only complimented by this. The PCs can quest for animal companions and the judge has rules already made for this. This offered a simple set of rules to give any character an animal companion, a stat line, and advancement without building out a whole new class for it like a certain blogger who's post you're reading right now.

 Equipment Qualities and Materials: This is a great one that I use all the time. It offers some ways of spicing up weapons and armor without just making them magical. I use it in almost every single magic sword post you might find on my own blog. A weapon that does +1d damage without being magical but looks like a sawtooth sword, something made by elves to be lighter and faster, something forged on another plane that detects as lawful or chaotic, all of these things and more add some real flavor to the weapons and armor you might generate randomly. 

 Down time rules: There are probably tons of these out there by now, I know of at least two others, but these were some of the first ones I ever saw and I loved them. I got a lot of mileage out of them and still come back to them for some games. Excellent for when your players decide they wanna hang out and recover without carousing or creating more problems for themselves.

Random Encounters: This is such a good weird random encounters table. It has a wizard traveling on a scorpion, Fae trickery, roadside monoliths, and candy you find on the ground. I like to break this one out on occasion to keep the world feeling weird.

 House rules: No conversation about KitN would be complete without a mention of these house rules. If you've been reading my blog for a while you'll know how much my own house rules list references these often. There is more than one post on their blog that falls into this category but the two big ones are linked here. I strongly recommend reading through their work. 

 

Knights in the North has been a massive influence on my own blog, in the content I cover, the diversity of topics I want to cover, and the format of adding a PDF to the end of most posts so people can download and have the content in their own folder, even if my blog goes belly up. I strongly recommend digging through their content if you've never been there before. This is the one that inspired me to start to blog, to share the things I made for my own games in a public space for others to enjoy and comment on. I hope my love letter to their blog made you wanna check them out. Writing this was really wonderful, picking through their blog is such a trip down memory lane for me.

Thursday, March 26, 2026

DCC Martial art: Drunken Monkey

     Those of you familiar with Secret Santicore might remember this post. The Five-Fold art of war is a martial arts system that builds on the back of an already existing system for patrons to give more martial inclined characters something similar. Yes, warriors and thieves can have patrons, in fact Lankhmar had excellent rules to make characters into patrons which warriors and thieves might get a little more mileage out of. My issue was always that while anyone can have a patron it's pretty obvious that a spellcaster is likely to get the most mileage out of one by nature of them usually granting spells.

    Personally I love some martial arts madness in my RPG. for decades now my favorite class has always been the monk in any game that will allow me to play one. I have maybe 4 versions of the monk class in my folder, This one is my favorite because it feels like the early editions of D&D monk by having thief skills and random mystical abilities and limited advancement.  There are other ways to do high flying kung fu rules in DCC, like the fantastic Kung Fu classics, which is more for emulating the kung fu movies I know more than a few of us grew up watching. 

    All that to say: I like martial arts and the rules from Secret Santicore are my favorite way of including them in DCC. This is one of my own martial arts made under those rules. I added some things, like an ability score adding to unarmored combat, affiliated deeds, and special rules. I'll admit I had a hard time getting this one finished, it basically is writing 4 spells and a bunch of other things. I ended up binging some of my favorite kung fu movies in the process for inspiration which certainly didn't help speed up the process. So here it is, for your enjoyment:

 

Drunken Monkey 

Tuesday, March 24, 2026

Champions of Tibault vol 5

    This game saw a lot of action from Talshu's player. I really enjoyed this character. She collected titles as we kept playing. Each time I looked at her sheet she had added a new title to the titles section and I kind of loved it. This person was one of the only people in the games who used the multiclassing rules which I really loved.

    This session saw a lot of down time so we really see the party scatter and get up to their own little issues. I use a combination of down time rules from a few places but usually it is just a matter of asking what the party wants to do and playing some of that out.

 

Session 5:

The party encountered Electra and Honest, the only survivors of the party who went into Evernight, learning that the others were dead and they captured some kind of massive bipedal rat in the forest. They sold this creature to Wounded Animal and intend never to try adventure again, Electra considering taking up a role as a tavern girl somewhere and Honest thinking of leaving the city entirely.

Egrat retrieved a diamond of some value from his share of the treasure from their recent adventures and offered it to Obedient in exchange for the newly born crown jewel’s assistance studying a pearl carved with a spell. Obedient agrees and a new Crown Jewel ooze is born Tunic. Tunic uses it’s body to enlarge the carvings on the tiny pearl, allowing Egrat to study it and copy the notes.
Halcyon starts to work with her contacts in the city, friends, fans, and allies in order to start to piece together an information network. Many of them don't have the skills for it but agree to keep an ear to the ground.

Talshu Is hired through the Torchlighters to investigate and obtain a sketch of the beast Wounded Animal recently purchased. She sneaks an artist into the barn and finds the creature, as well as a group of children who seem to be in cages. Her morals get in the way of the job and she releases the children to find that they are strangely grown up for the age they appear to be, they claim to be from a village nearby but it is not a place Talshu is familiar with. She completes the job and gains information on Wounded Animal that she brings back to the party.

Later, Talshu decided to acquire some alchemist’s glue from a stall in the market. The first alchemists she stopped by, a pair of married old goblins named Overconfident and Square, gave her a price she didn’t like and would not budge when she insulted them and implied she could take it. Talshu decided not to shop around and snuck into their stall at night and took the solvent and left a snide note. Naturally she was accused of the theft and demanded trial by combat. The old couple hired a well known featherfolk gunner which prompted Talshu to look for her own champion. Aerin refused her and recommended a goblin he knew called Loose. Loose was hired and the arena fight was short and brutal. Loose ignored the spirit of the fight to disable his opponents ability to surrender and then smother him slowly. Talshu is cleared of any wrongdoing but her stomach turns a little as she watches the Featherfolk’s struggles and attempts to plead for it’s life.

 

Thursday, March 19, 2026

Class: The adventurer

    I read a post a while back about the book The Class Alphabet that talked about how disappointed they were in the book. In that thread, there is a link to a really good breakdown of its classes from none other than Daniel J Bishop himself and I strongly recommend reading his review of it before buying. I mention this because, if I'm being honest, I was also a little disappointed in this book. I echo the sentiment that some of the classes feel half baked and others spent too long in the oven. I agree that some of them are functionally identical to each other.

    Yes, this book is gonzo as heck. It set out to make absolutely gonzo classes and I think it really succeeded there. Unfortunately for someone like me, most of those classes are... not really usable at my table because they are TOO gonzo. There is nothing wrong with this, not everything is for everyone and to treat anything like that would be dishonest to the work. You know what this book REALLY did for me? It made me wanna write my own classes. I don't intend to collect my own works together and create my own publication for DCC called "MY class alphabet" or something, but I do think it is a fun writing exercise to pick letters and write classes and other content based on that letter. 

 

So with all that in mind, I would like to share the first class I've written for this project: The Adventurer

You’re no reaver, no cut-purse, nor heathen slayer or tight lipped warlock guarding long dead secrets… but you did work for those people for a long time and somehow survived, picking up some of the tricks of their trades. 

 A is for Adventurer 

Thursday, March 12, 2026

Judge Toast House Rules Vol3

     Welcome to another post where I share a bunch of house rules that I use at my table. As always with these I'll Share the rule and talk a bit about why I use it and how it has worked out for us. Here is a link to Vol 2 if you're just joining us and wanna see more!

 

I know a guy: once per session a player may declare that they "know a guy". They are allowed to detail who this guy is, why it's relevant to what is happening right now, and what their connection to the person it. I will then roll 1d10. This is to determine the person's attitude towards the PC who knows them. a 1 is enemies, on sight conflict, and a 10 is good friends, lifelong allies. 
This is a good tool for allowing the players to have just a little more influence on the setting. I feel strongly about the games being a group storytelling activity and your character should know people outside of the party. This is how you show what kind of friends your character had or has. In play I've only ever see one person try to abuse it but naturally the Judge holds veto power over any NPC proposed, so it is an easy thing to keep from being abused.
  
Magical Feedback:  Wizard and similar casters start combat with a d4 in front of them, the "1" face indicated. Each round the wizard successfully casts a spell they increase this die by 1. This number is added to checks made by the wizard to cast spells. When this reaches a 4 the wizard suffers from magical feedback. They must make a roll-under check on their casting ability score or lose the ability to cast spells for 1d4 rounds. a pause of a single round resets this counter to 1. When this is at 4 and the wizard has successfully saved, it remains at 4 and a new check must be made each round they cast a spell.
This is another that comes directly from the Index Card RPG. I really love that book and feel that even if you don't play it, you will find something to take back to your table. Strongly recommend reading it. I really like this as just one extra little way a wizard can get spells off but also maybe dig too deep into the power they utilize and be left with nothing for a short time. This one I've really only used at a physical table but I really liked it when it was at our table.
 
Signature Spell: After a wizard determines their spell list, they then select one spell from that list to be their signature spell. Each time they cast this spell they add double their level to the check. Each level after 1st, they may add another spell to their signature spell list but may never select a spell that they have only just gained, it has to be a spell they have had before gaining the level. they cannot double select a signature spell.
This has always mostly served as a way to give the wizard just a little more juice, a way to tilt things in their favor on at least one spell early on. It also sort of lines up with a lot of appendix N, you see a lot of magic users in that who have spells they use over and over in favor of others. I don't find that it really changes much other than to add just a little more flavor to the character.
 
Research Spells: a wizard may have at any time 2 randomly determined "research spells". These spells are cast using a d14 instead of the usual d20. They also have 2 randomly determined mercurial effects. When a wizard gains a level they may automatically take one of their research spells as one of their new spells, selecting one of the mercurial effects and removing it and now casting it with the usual d20. A wizard may also gain access to these spells early through questing, repeated attempts to cast, or long research periods in down time. Finally, with one week of down time, doing no adventuring or exploring, a wizard may discard one of their research spells and randomly roll a new one.
This is a pretty recent addition to the rules and it hasn't seen a ton of play. When it did we had one guy who didn't cast one of his research spells ever but constantly failed to cast the second one and when he succeeded it usually came in clutch as he spell burned like crazy and borrowed some luck from a funny little kobold to get the spell off. It broadens the wizard's spells selections but doesn't make it easy on them. I like it a lot for this reason. It also means that there is a reason that the wizard somehow gains a new spell fully at each level. I know I took this from somewhere but I don't remember where I found it. If you know who did this first, please leave a comment below so I can credit them.
 
 Second Wind: Any warrior or warrior adjacent class may begin combat with a d4 in front of them with the one showing. Each round they remain fighting they increase the facing on this die by one. when they die reaches 4, at the end of that round they may roll it and recover that many hit points, then reset it to one.
This is such a small amount of healing that it doesn't feel like it changes much but does allow a warrior to feel like a bad ass who is doing things like ripping off their shirt to bandage on the fly. It feels cinematic. This is yet another lifted right from the Index Card RPG (really, check it out!) and I've found that when I play in person it really encourages the warrior to play a little recklessly to try and get that extra little healing.
 
Change to mighty deeds: A warrior (and at my table only the human warrior) may choose three of the following things to apply their deed die roll to:
  • Attack Damage
  • Attack Roll
  • AC
  • Saves
  • Damage ignored this round
  • additional attacks: one additional attack for each time the number on the deed die is divisible by 3, rounded down, minimum 0.
These must be selected before the die is rolled and failure to indicate means the deed die only applies to attack and damage, as the rule book dictates. 
This one I'm pretty sure came from Knights in the North, like a lot of the house rules I use today. So I said this one was only for the warrior at my table because humans in my setting are sort of rare. There are a few race-as-class options that gain a deed die and are their own version of warriors. So this is only for the human warrior to make them stand out just a little more but in the past I have allowed it for the non-human deed having classes and it works out just fine.
 
 
 
 
 
    Well, That is another pack of my house rules. I think there might be one more volume of this where maybe I include a PDF with all of them together, kinda like how Judge AMP did over on Knights in the North. I Find that most of my house rules have integrated pretty seamlessly into the games I run and aren't often missed or forgotten. I generally approach with a philosophy of "does this make someone have more fun?" rather than "does this balance the game?" or "does this solve an existing problem?". I find that a rulings, not rules, approach deals with those other two questions a lot better than making a house rule for every little thing that comes up.
    As always, Thanks for reading and I hope I gave you something to think about or take back to your table, if nothing else I hope you enjoyed reading! 

Tuesday, March 10, 2026

B-Team Adventures

     One of the things I like to do when I run a game is have the players play only a single character at a time with a few backup characters as the "B-team". In order to allow the B-team to sort of keep up with the party they gain an amount of experience based on the session number rounded down. This cannot exceed the experience gained by the main party that week. The question has often come up, "What was the b-team doing this week?" and I haven't really had a good answer. Until now. Now I have a table to roll on when asked what they were doing that lends itself to making up threads for the party to pull on if they want to or simple storytelling if they don't. Check it out!

 

B-Team Adventures! 

Thursday, March 5, 2026

Spell: Honey Cage

Another spell that comes from generating names straight out of Knave 2e. I really struggle to write spells, easily the place where I have the hardest time. So no better way to get practice with it than actually do it. I wanna thank Nick over at Breaker Press Games for this idea. It really has gotten me to leap into the creation of my own spells for DCC and maybe they aren't all going to be the most original or best but it's still getting me to sit down and make something and learn things along the way.

Honey Cage is mostly a crowd control/de-buff spell but there is no reason the players couldn't use it to preserve foods or as a source of nutrition. 

 

Honey Cage 

Monday, February 23, 2026

Magic sword: The Retort

 
The Retort was forged with clear intended purpose. The Elven weapon master who built it poured his people's disdain for self important eternal creatures who think they are clever. Other immortals who play at being clever by playing games of riddles with many answers, ego stroking mind games and gotcha contracts. Elves believe that these things do not make an immortal clever but make all immortals look petty and foolish. So in an act of extreme pettiness The Retort was made as an answer to all these other immortals, an answer to all their games, riddles, and contracts. It served well in the hands of the elven people for millennia, where it was drawn, games ended, and contracts burned. Eventually the sword was lost when a mortal with their own agenda attacked the elven people.
    The Sword then became the subject of many elven campaigns against the human kingdoms. As these wars went on, the world changed around the elves, Dragons went into hiding, Demons stopped bothering with the mortals, Sphinxes dwindled into numbers they couldn't recover from, and wizardry became fringe hobby and seen as madness. When The Retort finally found its way back into elven hands they deemed they no longer needed it and laid it to rest in a place of honor, a grave similar to that of an elven hero, where it remained until it was stolen, its status only discovered when the seals on the tomb were broken to answer a resurgence in self important immortals. 

 

The Retort
 +5 Elven Chitin Neutral Long sword
16 intelligence, communicates through telepathy and speech
 
4 Banes:
  • Demons: +1 damage
  • Dragons: Beacon of Hope, Berserker fury 
  • Sphinxes: Banishment
  • Wizards: Death Dealer
  • Elves: Berserker fury 
Special purposes: 
Forged to take no sides and seek the void.
 
Powers: 
  • Type I: Detect traps 40'
  • Type II: Flame tongue 
  • Type II: Whirlwind attack
  • Type III: Spell Healer 
Omen:  
Weapon sometimes appears as a non-magical short sword or dagger, when attuned can be changed at will 
 
Attunement:
Wielder must refrain from making any noise for 1d6 days
 
Beast Chitin:
Critical range increased by +1
 
Elven:
Wielder may use strength or agility for to-hit and damage rolls 

Monday, February 16, 2026

Monster: The Thought Collector

     It sure feels like it's been a while since I've done a monster post! A lot of long winded discussion style posts but not a lot of the usual immediately usable monsters, magic items, and classes I really enjoy putting out. So this week we are going to get back into monsters a little with the Thought collector!

 

    The thought collector can be a good hazard on a recent battlefield, or even a threat that shows up in the middle of a fight and potentially wants to claim the memories of a fallen party member before the body can be rolled over. If using this to make the idea of leaving a body behind to come back and roll over later less appealing I would suggest that there are signs of it's presence in the area before it shows up. Corpses who clearly died from one wound but then later got a fresher wound in the head should be plenty. Used in this way it can put pressure on recovering a body right away. If showing up in the middle of a fight it becomes an element that might not immediately be known and could put a little more fear into PCs, pushing them to really consider how much they want to risk.

 The Thought Collector

Thursday, February 12, 2026

Class: The Fury

 A short while ago I wrote about The Furies of Hodas. I talked a lot about them and gave a lot of context for their development and how they got fleshed out into the class they are now. In that post I mentioned that the Fury class was coming soon but needed to have a few things edited for clarity. So here we are. This still isn't the final version, none of the classes presented on this blog are, consider them the rough draft for the Zines we hope to put out eventually. until then, enjoy!

 

The Fury 

Wednesday, January 28, 2026

Furies of Hodas, The abandoned children

     I've been having a really hard time just getting something onto the page this week. I wrote up another d100 blog post and started to roll up a sword but it just didn't feel good coming out. I decided to just type of a conversational post about the race of Hodas that I had the most input on. This isn't going to include their class write-up, That is for a later post as even recently I've been eyeing the class for a few edits for clarity and balance against it's fellow Hodas classes.

     Furies were chosen as one of the races of Hodas while I ran Wasteland Without Epithet. The player in question backed out of the process early, abandoning them. The other players didn't think much of it but I really liked the bones this player gave them to work with. He determined that the Furies liked coffee, practiced martial arts and divination, that they hated supernatural horror and evil. He determined that they were extremely Lawful, with no chaos in their hearts (naturally a PC could be the exception to this). He determined that the Furies are stubborn and beautiful, that they uphold a set of laws that only they know, they worshiped the scribes of creation (who I later decided were the actual participants in the game of Wasteland itself, the players), They lived in hidden communal citadels in the high places of the world. These felt like good bones. I couldn't just leave them on the cutting room floor. So despite being the person running Wasteland, I picked them up and made them my own. 

    They became a class that felt a little like a warrior monk. Mechanically they had a deed die in the form of a smite, only accessible when fighting the enemies of law. They were described as unnervingly beautiful and loving martial art so they were handled like a monk, their AC derived from their personality score, their beauty is hard to focus on in a fight, it's captivating, unsettling. They gained a lesser augury ability, a simple wheel and woe system. something that felt vestigial but gets a lot of use at the table, they may remove their feathers to make tools and weapons, the creative players have fun with this.

    Away from the mechanics over the years of playing the furies have gotten more and more fleshed out. People would play them and make up new things or give inspiration that fleshed them out as a people. We established that Furies leave their communities to become worthy, fighting the enemies of law and eventually returning to the sky citadel. Over time that slowly changed. Furies are essentially immortal as long as they are not slain. That time frame changes so much about them. When you encounter a Fury in Hodas it's possible they have been there for hundreds of years. These fast living races around them leaves their mark. We slowly decided that the Furies who return to the sky citadels might actually be bad influences on the young who leave for the world below. To walk with the men who live in the mud, the mud men. The average Fury has a sense of superiority to these short lived fools... at least at first. The truth is that most Furies never return to the sky citadels. They realize the importance of remaining on the ground to protect and guide these mud men, to pull them up from the mud. Some Furies will never learn this lesson, they will return to the citadel after slaying an enemy of law or leading a crusade and they will perpetuate the cycle that the mud men are inferior. Most Furies find that love and compassion override their sense of superiority and they remain among the mortals. 

     Originally Furies in Hodas had wings. As many experienced Judges know, flying at low levels can be difficult to work with. So it was decided that Furies bind their wings in wrappings of law, swearing not to unbind them until they are worthy of returning to the sky citadels. Then we started to question how that might get in the way. I cited things like Hawkgirl, Hawkman, and Angel who all bound their wings neatly in their back. Then questions of "how do they wear backpacks?" started to pop up in games. Recently we've settled on the bindings being more symbolic. They have no wings, they wear a sort of harness or string, rope, chain, or similar item which acts as the binding that rids them of their wings until the binding is removed. So that is how it is now, their feathers simply appear in their hands as long as they can make the plucking motion.  

    The gods of the furies were described by the player as "the scribes of creation". given how religion changes over time due to the countless reasons that it does, it was decided after he left the game that they worship these scribes as the creators of the perfect world and law itself. The scribes created a perfect world and moved on to create another perfect world. Only after wasteland was done did I, with my love of the meta possibilities, decide that the scribes were the players themselves. Those who gathered to create the world of Hodas. The 8 scribes of creation, my friends. Six of the scribes had very active roles in weaving the tapestry of creation, one only named her chosen people and then left, leaving them to be twisted by random happenstance and chaos. The scribe who made the Furies, their personal scribe, gave details about them but walked away. The Furies interpret this as they were simply perfect with less need than the others. 

    Later, a Patron I wrote called The Architect became a part of their story. This patron was a character from my old superhero games, the product of a game called "True Self" in which the players were put into the world of superheroes I ran as themselves. The Architect has a long, boring, complex story but for the purposes of being a patron, he claims to be a "bored super wizard" and claims that he didn't create the world, but he did plan it out and lay down the foundation, after that the world created itself. This architect became the patron of a player's Fury character. She immediately integrated the architect into the faith, declaring that he was a subordinate to the scribes, their words weaved creation onto the tapestry but the architect laid down the blank tapestry for them to begin their work. This player was one of the people who was there for Wasteland and knew exactly what she was doing.

     Coffee was mentioned about the Furies. It was decided that Furies make the absolute best cup of coffee in all of Hodas, which meant that the setting had coffee and we could expand that to others. Goblins make it stronger, strong enough to cause stamina damage, but Furies do it best. This extended to other things. We decided that there was a special type of weapon, but not armor, in the setting, called Fury forged steel. These weapons are only ever made in things Furies are proficient in, darts, javelins, spears, short swords and other similar weapons. Fury forged steel grants a non-magical +1 to hit and damage, demonstrating their superior craftsmanship.

     We decided that furies were heavily influenced by Greek origins. Their names are all Greek in origin with only players being the exception. They dress in a manner similar to the ancient greeks, though more revealing to take advantage of their striking beauty. Their art, weapon designs, and sensibilities lean towards a generic, homogenized ancient Greek feeling, not leaning too hard into any one of the many cultures that made up ancient Greece. 

     As far as classes go there are currently three versions of the fury. Our standard one, as described above a sort of warrior monk who fights with fury forged steel or nothing at all. There is a largely untested Qill of the scribes version who is more like a cleric. They see themselves as a more direct instrument of the scribes than others, gaining spellcasting and lay on hands but losing out on their smite deed, instead adding their attack bonus to both attack and damage. The Quill of the Scribes loses all weapon training in order to come closer to their beloved scribes. The third option is called the Fury Speaker. The speaker is a bit of an edge case to the furies. They learn the words of creation itself to string them together for magical effects. Right now the Speaker uses a sort of free form magic system using the tables from Knave 2e to get their words that the player directly sits with me and determines at least a few options while leaving others open to on the fly spell creation. This class required a lot of trust between Judge and player and out of everything I've ever written it is one of two (the other being the Ooze) classes I would caution that the player should be the right fit for it lest they spend an inordinate amount of time on their turn hemming and hawing over the words they wanna use. In both cases, the Pen and the Speaker, the Fury becomes something with access to some kind of magic and in both cases they are seen as an outlier in Fury society. The Quill is seen as an extremist who had come closer to the scribes than other furies to gain miracles from the Scribes. The speaker however, is picking up the words of creation that the scribes left on the floor of their workshop and learning them by inscribing them on their body through ink or scars, they are seen as almost heretical to the rest of the their people, pushing the limits of exactly what is acceptable.

     If you're still here, thank you for reading my talk about the Furies who have kind of become my favorite race in Hodas. The players in the games have had such a big influence on them after they were initially put into the game. I didn't intend to write an essay about Furies today but it's what came to me when I decided to write about something I like. The base class for them is probably coming soon, still being balanced. If you have ideas, questions, or thoughts I would love to hear them! Maybe I'll put out similar posts about the other races of Hodas, the Goblins, Minotaur, Mountainborn, Ooze, Kobolds, and Featherfolk all of which are shaped by the players in the same ways. So thanks for coming out and reading this! 

Thursday, January 22, 2026

Spell: Horn of Enigmatic Acceleration

     This spell was inspired by Nick Baran over at Breaker Press Games. He did a video a while back where he randomly generated a spell name using the charts in Knave 2e. I really liked this and took it as a challenge to myself, who struggles to write spells. 

    This originally started as a lesser and confusing haste but after looking through other spells and remembering that spells like Ekim's mask and force manipulation exist I decided this spell didn't need a strict linear progression like most others, that sometimes it's okay to make a spell have different effects at different levels because magic is unpredictable in DCC. So here it is:
 

Horn of Enigmatic Acceleration 

Monday, January 19, 2026

Monster: Bones of Balance

 This week we come back with another monster! It feels like it's been too long since I made one and the recent talk of undead and spirits got me in the mood to work on an undead.

    The below monster is a result of mechanics based on Monster Extractor II. I cannot overstate how much I love these tables to get the creative juices flowing. It gives such a good guideline to start with. 

    When using the monster extractors I strongly reccomend that you tweak your results as you go and pick and choose things you think work better than what you might have rolled. Let the monster come to you and stick with your gut as you roll out options.

 The Bones of Balance 

Wednesday, January 7, 2026

Class: The Spirit

Death is not the end 

 In a recent post I talked about the undead in Hodas and where they come from. One of the things I mentioned was that, should a character die and failed to be rolled over, they have a second chance to become a spirit, mentioning a class coming soon. Well here is that class, The Spirit.

    When we played our first game of Wasteland one of the facts a player decided about the world was that Spirits are somewhat common, common enough that the living don't see issue with their family having several spirits living with them. In past games that hasn't come up as much as I would have liked it to, In one game we had a player lose their character and become a guardian spirit to a minotaur clan but we didn't really interact with the idea much. I was originally going to use a class that I swear is real and I looked very hard to find in place of writing my own spirit class but I couldn't find it, even with a lot of help from the nice people on the DCC Subreddit (they did show me a lot of cool classes I didn't know about thought!). So now we have The Spirit, a class for Hodas that gives a player a second chance after death and allows them to continue their story in some fashion, maybe even find a way to claw their way back to the living.

    I will admit, the spirit class can get powerful at the higher end, rolling a d30 for it's actions and using 2d7 or 1d16 for it's damage can get pretty deadly. But that works for them! Remember that the spirit should be temporary, if it doesn't find a way back to life they will eventually fade away or worse, turn their awesome power against their friends when they lose their mind from holding on for too long! The spirit may get powerful but it will be something to be concerned about too, maybe even creating the villain for the next campaign. 

The Spirit

Tuesday, January 6, 2026

Champions of Tibault: session 2

     Been a while since I posted on this story! I've been trying to stick to one of these every 2 weeks but it's not been working out that way, too many things I want to talk about on the blog. So here is our next part, session 2!

    Just like with the previous entries on this one, I'm gonna talk about them a bit before. The minotaur clan hero here is a piece of that world building I've talked about where spirits are somewhat common. in a minotaur clan, the spirit of a hero is actually an important thing. The minotaur have gods, but they don't pray directly to their gods or make direct offerings. The clan's hero acts as their voice to the gods, petitioning the gods on behalf of their clan. The hero can be given rest when another member of the clan who has performed heroic deeds passes on and replaces them. As long as there is a single living member of the clan, the hero will persist. When we publish the Minotaur of Hodas Zine this will be covered in more detail. 
    Magic items we see today included the dagger with a soul trapped in it that takes over the bearer under the right conditions. This is something that I remember from playing with my dad when I was little and first getting into RPGs and it's just a small way that his games have influenced mine. The player naturally got a save and several red flags but pushed forward, no risk no reward. The other magic item is the crown of the mog king and gosh did witherbone's player hate it. Moglins will not recognise witherbone as the moglin king and their strange and illogical inventions will work for him. Additionally each day, 1d4 mogs per HD of the wearer, will find their way to the wearer. The moglin king is determined by the death of the last king and whoever wears the crown, making this a dangerous position to be in.

     

Session 2:

The party is faced by a surge of moglins rushing up the stairs at them and a terrifying moglin champion. The moglin champion is massive in size and strong enough to break the stairs with his fists. Eskel fights valiantly against it alongside Witherbone and Deranged while Talshu takes up position to bring her daggers down onto the creatures back, ending it’s life. With their champion defeated the surviving moglinss flea down the stairs. The party seizes the momentum and rushes after them hoping to catch them during the route. When they reach the bottom they find many dead moglins, all headless. A faint blue glow from one of the passages into the tombs gains their attention and they encounter an apparition, the spirit of the minotaur clan’s hero, Seoras Macphaidein. They explain that they are not here to loot the place but instead kill the mogs. He charges them with killing the moglin king and the party agrees. Upstairs they find hundreds of mogs in the great hall. Through his familiar Witherbone generates an acidic fog cloud that snuffs out hundreds of lives in only a few minutes. The party considers the morality of their position for a moment before laughing about the funny screams the horrible little mogs make as they die. With the great hall cleared the party rushes the mog king who flees and is stabbed in the back by another mog who steals the crown. Four more mogs repeat this before one escapes with the “elite” guard. The mogs are chased to a treasury and swiftly slain. Witherbone looks at the twisted and ugly crown of the mog king and places it on his head. Deranged finds a strange dagger with a light in the gem that adorns it. They look closer and in a flash of lightning Deranged is no more, an ancient cleric known as Balthazar now inhabit’s their body. They return to Seoras and are rewarded with The Lilly of The Hero. upon returning to Tibault the party lies to Orkov about their findings and fold a feast for their friends and allies with Orkov weaseling his way into the feast.