TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #22 
   
   
   
  Hiero’s 
  Journey 
   
   
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #22 Companion 
   
  Written By 
  Marc Bruner 
  Bob Brinkman 
   
  Additional Concept By 
  Ethan Nicolle 
   
  Interior Art by 
  alf-img.com 
  Ferit Quler 
  Jonas DeRo 
  mobuco 
  Ossama Radi 
  Tiffany Svec 
   
  Designed by 
  Bob Brinkman 
   
  Edited by 
  Jen Brinkman 
   
  Published by 
  Sanctum Media 
   
   
   
   
   
   
   
   
   
   
   
   
  This product is based on the Dungeon Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. 
  All rights reserved. For additional information, visit 
  www.goodman-games.com or contact info@goodman-games.com. 
  
   
  Table of Contents 
  Dubai Ruins (detail) [Illustration] 
   
  Jonas DeRo 
   
   
  page 4  
   
   
   
  Magic Items 
  Rod of the Unclean 
   
   
   
  Marc Bruner  
   
  page 5 
  Golden Spear [Illustration] 
   
   
  Ossama Radi  
   
  page 5 
   
  Monsters 
  Crocobear  
   
   
   
   
  Bob Brinkman  
   
  page 6  
  Crocobear [Illustration] 
   
   
  mobuco 
   
   
  page 6 
  Dweller in the Mist 
   
   
   
  Marc Bruner  
   
  page 7 
  The Charon [Illustration] 
   
   
  Ferit Quler 
   
   
  page 7 
  Snapper 
   
   
   
   
  Bob Brinkman  
   
  page 8 
  Alligator Snapping Turtle [Photo] 
   
  Tiffany Svec 
   
   
  page 8 
  Water Weasel  
   
   
   
  Marc Bruner  
   
  page 8 
  Maiacetus Inuus [Illustration]  
   
   
   
   
   
  page 8 
   
  Weapons 
  Boar Spear 
   
   
   
   
  Bob Brinkman  
   
  page 9 
  Heirloom Knife 
   
   
   
  Marc Bruner  
   
  page 9 
  Thrower 
   
   
   
   
  Bob Brinkman  
   
  page 9 
  Viking Boar Spear [Photo] 
   
   
  alf-img.com 
   
   
  page 9 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dubai Ruins 
   This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Golden Spear 
   This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Crocobear © 2015 by mobuco. Used with permission. 
  The Charon 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Maiacetus Inuus is in the public domain. 
  Viking Boar Spear © 2017 by alf-img.com. Used with permission. 
  Bearmageddon concept created by Ethan Nicolle. Used with permission. 
  Crocobear concept created by mobuco, used with permission. 
   
  Submissions welcomed! Send your art, stats, and comments to TheHub@sanctum.media  
  
   
  
    
  Page 5 
   
   
   
  Magic Items 
   
  Rod of the Unclean 
   
  The rod is a mechanical-cognitive device designed by the Lords of the Unclean to read thoughts and 
  amplify mental speech over great distances - even allowing those with trained psionic abilities to attempt 
  to hold minds they contact through the rod as if they were physically present. A metal-antenna spear of 
  alien-like craftsmanship, the rod is both a potent tool and potential trap for the unwise. 
   
  The rod appears as a heavy, unornamented cylinder a little less than an inch thick and about a foot long 
  made of a very hard, bluish substance. Four tiny knobs set in a curved line along one side control its 
  functions. By pressing the buttons in a specific sequence, the user is able to control the strength of the 
  rod’s attunement as well as activate a mental transmission channel along a pre-set wavelength. As a final 
  function, the rod can be transformed into a javelin-like weapon. 
   
  Button Activation 
  1 
  Causes the cylinder to extend, revealing many tubes cunningly fitting one inside the other until it 
  reaches a maximum length of 5’. Pressing the button again causes the rod to collapse to its 
  original length or halt the extension at a desired length for shorter communications. 
  2 
  Configures the rod for communication. Two flat, oval discs on the end of two delicate six-inch 
  arms emerge from the sides, forming a prong set at right angles to the rod's body.  
  3 
  Activates the communication channel, allowing users who have attached the oval discs to their 
  forehead to transmit thoughts over dozens or hundreds of miles to listeners using receivers on 
  the same the wavelength. The channel is a two-way transmission, and users of the rod with 
  inherent or trained mental abilities such as psionics can use to those abilities on listeners 
  connected via the rod as if they were within normal range. 
   
  The mental channel can also be used to passively read thoughts of nearby intelligent creatures. 
  1/day, the rod can cast ESP per the level 2 wizard spell with a +2 spell check, ignoring any line-
  of sight requirements. 
  4 
  Extends the rod in a single instantaneous motion to its full length, projecting a two-edged, razor-
  sharp lance head at its end. The metal javelin is perfectly balanced and receives a +1 to attack 
  rolls when used as a weapon. 
   
   
  
    
  Page 6 
   
   
   
   Monsters 
   
  Crocobear 
   
  “There is no such thing as a crocobear. The idea is totally absurd. It is...arghhhh...arghhh....get it off me, 
  get it off me.....aarrrrghhhhhhhhhhhhh!” 
       – Marlin Perkins, Mutual of Omaha's Wild Kingdom 
   
  The crocobear is an unholy union of two of nature’s most dangerous living predators: the North American 
  grizzly and the Nile crocodile. Fused together by means unknown, this beast is highly dangerous and not 
  to be underestimated. Discovered in the 1980’s by late zoologist Marlin Perkins, the footage of his death 
  at the hands of this nightmarish beast has only recently surfaced. 
   
  Unlike the crocodile with which it has been merged, the crocobear is not an ambush predator. Instead it 
  uses surprising speed to chase down its prey. The creature firmly holds its catch and then uses its 
  massive jaws to rapidly finish its meal. 
  Crocobear: Init +4; Atk bite +6 melee (2d8+4) or claw +3 melee (1d8+4); AC 18; HD 7d8; MV 40’, climb 
  20’, or swim 30′; Act 2d20; SP grab; SV Fort +10, Ref +6, Will +2; AL C. 
  Grab: Once successfully striking with both front claws in a single round, the crocobear grabs its target and 
  holds them tightly. This allows the crocobear to automatically succeed with bite attacks so long as the 
  victim is held. Breaking free of this horrific hold requires a DC 20 Strength check. 
   
  
    
  Page 7 
   
   
   
  Dweller in the Mist 
   
  The ghastly cosmic forces unleashed by The Death 
  made the mingling of strange life possible, giving rise to 
  inhuman things such as the dweller which should never 
  have known the breath of life. The dweller in the mist is 
  a creature of the vast marsh that borders the inland sea. 
  Swathed in a whitish cloak and hood, the dweller 
  navigates the waterways on a silent skiff of black wood, 
  seeking mental life in the swamp, the aim of which is the 
  total enslavement of mind and soul. 
   
  The dweller almost always achieves surprise in its 
  native marsh, stalking its victims in the dree hours when 
  the white fogs of night began to rise from the meres and 
  dark waters. If not detected through some magical 
  means, the dweller chooses the moment of attack and 
  always achieves surprise. In death, the dweller 
  dissolves into a sticky, oily substance accompanied by a 
  foul charnel stench.  
   
  Dweller in the Mist: Init +2; Atk SP; AC 10; HD 4d6+4; 
  hp 20; MV 30’; Act 2d20; SP mental parasitism, 
  paralysis field; SV Fort +0, Ref +0, Will +8; AL N. 
   
  Mental parasitism: The dweller uses its inherent mental powers to overwhelm its prey, holding their 
  physical forms in place as it consumes their minds. At the start of combat, the dweller attempts to place a 
  mental hold on all creatures in a 30’ radius, numbing their senses. Creatures that are awake must make a 
  DC 15 Will save or fall asleep for 1d4 hours and can only be roused with violent shaking. Creatures 
  already asleep receive no save and are automatically held in an unconscious state. 
   
  Paralysis field: When attacking, the dweller sends a wave of fell power and evil intent which overwhelms 
  its victims like a vast and clammy net. Characters targeted by the dweller are flooded by a mingled 
  loathing and delight at same time a must make a DC 20 Will save; those who fail are unable to act: no 
  combat, skill, or magic use until the effect drops. Each round thereafter that the dweller chooses to 
  maintain the hold, the victim must make a further DC 20 Will save or lose 1d3 Personality as the 
  character is seduced by the promise of unspeakable pleasures. Characters reaching 0 Personality are 
  mentally consumed by the dweller. Once held, characters can only break free of the assault if the dweller 
  is interrupted by a physical attack or through the use of a mental ability such as psionics. 
   
   
   
  
    
  Page 8 
   
   
   
  Snapper 
   
     The snapper's hideous beaked head was four feet long 
  and three wide. The giant turtle squattered out of the water 
  in one explosive rush, clawed feet scrabbling for a hold on 
  the rock, the high, gray, serrated shell spraying foul water 
  as it came, yellow eyes gleaming. Overall, it must have 
  weighed over three tons, but it moved very fast just the 
  same. From a sixty-five-pound maximum weight before 
  The Death, the snappers had grown heroically, and they 
  made many bodies of water impassable except by an 
  army. 
       – Sterling E. Lanier, Hiero’s Journey 
   
  Snapper: Init +4; Atk bite +11 melee (1d24) or claw +12 melee (2d8); AC 18; HD 8d12; MV 40’ or swim 
  80’; Act 3d20; SP worrying bite; SV Fort +8, Ref +8, Will +8; AL N. 
   
  Worrying bite: Should the snapper score two successful bite attacks against the same target in a single 
  round, it begins shaking the target from side to side, seeking to break the target’s spine. Target must 
  make a DC 18 Fort save or have their back broken, leaving their lower extremities paralyzed. Healing 
  damage of this type requires a cleric to score 4 dice on a lay on hands check.  
   
   
  Water Weasel 
   
  Their undershot, sharklike jaws and vicious teeth 
  glistened in the light as they blinked their beady eyes 
  and then recovered. Each one, from wet muzzle to long 
  tailtip, was at least ten feet and could hardly have 
  weighed any less than a full-grown man. Collars of 
  bluish metal glinted and betrayed their wearers' 
  allegiance, even as they scuttled out of the water and 
  rushed to the attack, snarling as they came. 
       – Sterling E. Lanier, Hiero’s Journey 
   
  Water weasels are a type of leemute emerging after the 
  corruption of The Death that hunt in small packs of 4-6 
  individuals and are adept at moving through water and 
  streams when seeking prey. Water weasels are large 
  creatures, and a fully-grown adult is typically 10’ long 
  from muzzle to tailtip and weighs up to 200 lbs.  
   
  Water weasel: Init +6; Atk bite +4 melee (2d4); AC 14; 
  HD 4d8+6; MV 30’ or swim 50’; Act 1d20; SP pull; SV 
  Fort +2, Ref +6, Will +2; AL C. 
   
  Pull: Despite their size, they are incredibly quick, and attack using their undershot, sharklike jaws to 
  lacerate targets or attempt to drag them into prone positions to be vulnerable to further attacks from the 
  pack. With a successful bite, the water weasel receives an opposed Strength check against its opponent. 
  If the water weasel wins the Strength check, the character is knocked prone and must spend an action to 
  stand up. 
  
    
  Page 9 
   
   
   
  Weapons 
   
  Boar Spear 
   
  This short, sturdy spear has a long, leaf-shaped blade and a metal crossbar extending out from beneath 
  the blade to prevent targets from continuing to slide up the spear’s shaft to attack the wielder. Targets 
  impaled with a boar spear must make a DC 12 Strength check to pull themselves off the weapon. 
   
  Heirloom Knife 
   
  An ancient weapon from before The Death, these great knives have a straight, heavy back, a sharp point, 
  a fourteen-inch rounded blade, and only one edge. Typically worn strapped on the back like a short, 
  massive sword, owners prize the weapon for its durability and balance. It is rarely traded, and is 
  considered a great honor to receive a gift of one. The knife’s fine craftsmanship imparts a +1 to attack 
  rolls made with it. 
   
  Thrower 
   
  The thrower is a muzzle-loading, smooth-bore carbine, with an inch-and-a-half bore. It fires six-inch-long 
  explosive rocket shells to sometimes devastating effect. The thrower is accurate up to 300’ but can be 
  fired at targets up to 600’ away with a -1d penalty for every 100’ (or fraction thereof) over 300’. Upon 
  impact, the shells explode, doing full damage to the target and half damage to all additional targets within 
  10’. 
   
   
  Weapon      
   
  Damage     Range          Cost 
  Boar Spear* 
   
    1d10             –     
    8 gp 
  Heirloom knife      
     1d5              –      
    N/A 
  Thrower* 
   
    2d16      300’/600’    10,000 gp 
  Rocket Shells (each) 
   
   
               100 gp  
   
  * Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks. 
   
  
   
    
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used 
  under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content you indicate your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant you a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If you are contributing original material as Open Game Content, you represent that your Contributions are 
  your original creation and/or you have sufficient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game 
  Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written 
  permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then you may not use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
  by E. Gary Gygax and Dave Arneson. 
   
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, Visit www.goodman-games.com or contact info@goodman-games.com.  
   
  Sanctum Secorum Episode #22 © 2017, Sanctum Media and the individual authors 
   
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-
  games.com or contact info@goodman-games.com. 
   
  
   
   
   
   
   
   
   
   
   
   
  Coming Soon 
  Episode #23 
   
   
   
  DCC 
  Lankhmar 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_22_Companion.pdf