TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #19 
   
   
   
   
  Steel 
  Magic 
   
   
   
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #19 Companion 
   
   
  Written By 
  David Baity 
  Bob Brinkman 
  Jen Brinkman 
   
  Additional Concept By 
  Ethan Nicholle 
   
  Interior Art by 
  Autar 
  Frozen Stocks 
  livliv1719 
  Paula Darwinkle 
  Samuel Silva 
   
  Additional Art Provided By 
  Bearmageddon News Network 
   
  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 
  Autumn Forest [Illustration]  
   
  Frozen Stocks  
   
  page 4  
   
   
   
  Monsters 
  Grizzly Boar  
   
   
   
  Bob Brinkman  
   
  page 5 
  Grizzly Boar [Illustration] 
   
   
  Courtesy BNN  
   
  page 5 
  Guardian Fox  
   
   
   
  Bob Brinkman  
   
  page 6  
  Red Fox - Ballpoint [Illustration] 
   
  Samuel Silva  
   
  page 6  
  Horse of the Hills 
   
   
   
  Bob Brinkman  
   
  page 6 
  Thestral 2 [Illustration] 
   
   
  Paula Darwinkle 
   
  page 6 
  Spider, Giant (Mushroom Spider) 
   
  Bob Brinkman  
   
  page 7 
  Spider Web [Illustration] 
   
   
  Autar  
   
   
  page 7 
  Spider, Giant (Spider-Cap) 
   
   
  David Baity 
   
   
  page 8 
  Mushroom Spider [Photograph] 
   
  livliv1719 
   
   
  page 8 
  Blood-web [Illustration] 
   
   
  Autar & Bob Brinkman 
  page 8 
  The Witch of the Mountains  
   
  Jen Brinkman  
   
  page 9 
   
  Spells 
  Witch-web 
   
   
   
   
  Bob Brinkman  
   
  page 10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Autumn Forest 
   Creative Commons Attribution 3.0 License. 
  Grizzly Boar concept created by Ethan Nicholle, used with permission 
  Grizzly Boar art used with the permission of Ethan Nicholle and Bearmageddon News Network 
  Red Fox – Ballpoint 
  This work is licensed under aCreative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Thestral 2 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  Spider Web 
   Creative Commons Attribution 3.0 License. 
  Mushroom Spider 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  Blood-web, based upon Apophysis by Autar 
   Creative Commons Attribution 3.0 License. 
  Submissions welcomed! Send your art, stats, and comments to TheHub@sanctum.media  
  
   
  
   
   
  Page 5 
   
   
   
  Monsters 
   
   
   
  Grizzly Boar 
  “A billionaire paid scientists to combine the DNA of a wild boar and a grizzly bear to create the ultimate 
  big game hunt.” 
       – Ethan Nicolle, Bearmageddon News Network 
   
  The horrific creation of science gone awry, the grizzly boar is a near unstoppable engine of destruction. 
  Capable of razing entire villages, this monstrous behemoth is a match for all but the greatest of heroes. 
  The first encounter with the creature lead to the deaths of a seasoned group of hunters, fully prepared 
  and armed to the teeth for their encounter. The grizzly boar destroyed them, impaling them with its mighty 
  tusks and laying waste to the entire hunting preserve. Now the creature is at large and may be 
  encountered by unwary adventurers. 
   
  Grizzly Boar: Init +1; Atk tusks +12 melee (2d14+10) or claws +14 melee (2d10+10); AC 17; HD 
  10d8+10; hp 55; MV 60’ or climb 20’; Act 3d20; SP rend, impervious, immune to electrical attacks; SV 
  Fort +14, Ref +8, Will +6; AL C. 
   
  Rend: Rend for additional 2d8 damage if more than 2 claw attacks hit same target in one round. 
   
  Impervious: The advanced science that created the grizzly boar also gave it increased durability and an 
  ability to shrug off all but the strongest blows. They can only be wounded normally by magic weapons, 
  spells, other extraplanar denizens, or creatures with naturally magical attacks (including paralysis, sleep, 
  poison, acid, breath weapon, etc.). Creatures of at least 4 HD are powerful enough to wound the grizzly 
  boar for half damage, and creatures of at least 6 HD can cause normal damage. 
   
  The grizzly boar is the creation of Axe Cop co-creator Ethan Nicholle (@axecop) and is used with his kind 
  permission. A slew of other ursine horrors can be found in the pages of Bearmageddon as well as within 
  Dickinson Killdeer's Guide to Bears of the Apocalypse. You may follow the nightmarish story of the 
  grizzly boar at Bearmageddon News Network. We can only hope that the beast is eventually captured 
  
   
   
  Page 6 
   
   
   
  and destroyed! 
   
  Guardian Fox 
  “Something stepped into the open from behind a 
  tree trunk. Sara's mouth was open for another 
  shout. A red-brown, black, and white animal with 
  a plumed tail and a thin, pointed nose sat down to 
  look at her with interest. Sara stared back. Her 
  fright was fading fast, and she was sure that the 
  animal was laughing at her. Now she knew it was 
  a fox. Only, she was puzzled. Were foxes always 
  so big? The ones she had seen in the zoo were 
  much, much smaller. This one was as large as 
  the Great Dane that had lived two houses away 
  on the post in Colorado.” 
       - Steel Magic, Andre Norton 
   
  Protector of magical woods, the guardian foxes 
  are friends to all natural creatures and lawful fae that dwell within. They are fiercely loyal to their duties 
  and, as one would expect, are very cunning. 
   
  Guardian Fox: Init +4; Atk bite +1 melee (2d5); AC 16; HD 1d8+4; hp 5; MV 40’; Act 2d20; SP animal 
  communication, polymorph (spell check +4); SV Fort +3, Ref +6, Will +8; AL L. 
   
  Animal communication: A guardian fox may speak with any form of animal – even creatures merely 
  polymorphed into an animal. 
   
   
   
  Horse of the Hills 
  “There was a splash, as water 
  washed about hoofs, and the 
  flapping of huge wings. Two 
  black horses stood in the 
  shallow river, the cool water 
  eddying about their legs. But 
  such horses! Ribbed wings like 
  those of bats were folded 
  against their powerful shoulders 
  as they shook their heads and 
  neighed a welcome to the man 
  who had summoned them. They 
  wore neither saddle nor bridle, 
  but it was clear they had come 
  to serve Huon.” 
       - Steel Magic, Andre Norton 
   
  Horse of the Hills: Init +1; Atk hoof +5 melee (1d8+4); AC 14; HD 5d8; MV 60’ or fly 100’; Act 2d20; SV 
  Fort +6, Ref +6, Will +3; AL L. 
   
  While this race of flying horses has all but died out, those which remain are powerful and loyal allies. 
  These creatures are not kept as mounts but, from time to time, will let champions of Law and their 
  compatriots ride upon their backs. Intelligent and gifted with an understanding of the common tongue, a 
  horse of the hills can obey complex commands (should it so choose). These creatures will almost never 
  willingly allow chaotic creatures to ride astride them and only then after great coaxing by a powerful 
  champion of Law. 
  
   
   
  Page 7 
   
   
   
   
  Spider, Giant (Mushroom Spider) 
  “The thing ran along a tree trunk in a burst of speed she could not have bested and then halted. When it 
  rested it was hardly distinguishable from one of the fungus lumps. Sara's claws dug into the ground as 
  she flexed them. Warily she looked about, studying fungi which might not be fungi after all.” 
       - Steel Magic, Andre Norton 
   
  Working together, the spiders will build webs spanning several hundred yards, and they are dangerous 
  pack hunters. Often found in groups of 3-5 spiders, they are capable of working in concert with one 
  another to drive prey into a maze of webbing from which there is no safe retreat.  
   
  Mushroom Spider: Init +2; Atk bite +6 melee (3d4+3 plus poison) or drift-web +4 ranged (DC 12 Ref 
  save or be entangled); AC 16; HD 3d8+6; hp 19; MV 50’ or climb 40’; Act 1d20; SP poison, webbing; SV 
  Fort +7, Ref +3, Will -3; AL C. 
   
  Poison: DC 16 Fort save or suffer 2d7 rounds of paralysis. The spider will attempt to web any paralyzed 
  target and flee with its meal. 
   
  Webbing: The spider is capable of dropping 10’ square sections of webbing from above in an attempt to 
  snare victims. Those so caught must pass a DC 15 Strength test, risking further entanglement on a 
  failure. Failure results in the subsequent DC increasing by 1 point per failed attempt. Any difficulty greater 
  than 20 results in the target being completely immobilized and unable to take any action unless released 
  by outside forces. 
  
   
  Spider, Giant (Spider-Cap) 
  There are thousands of species of arachnids crawling around in 
  the known world, some harmless while others prey upon man and 
  humanoid alike. One such predator is known to nest among 
  groves of mushrooms and other related fungi and grow to the size 
  of small hounds. The spider-cap is notorious for being highly 
  intelligent, and unlike the solitary nature of most arachnids, the 
  spider-cap is a pack hunter, preferring to hunt with others of its ilk.  
  Add this uncharacteristic behavior to an uncanny ability to 
  camouflage and appear almost identical to the fungi it nests 
  within, and you have a very deadly fight on your hands. 
   
  The spider-cap builds its nest among larger crops of mushrooms, 
  usually in caverns and dank underground environments. Tiny 
  webs are spun on the floor of the lair in patterns that alert them to the presence of a potential meal. Once 
  the intruder is detected, spider-caps will crawl to the ceiling and begin to spin single strands, dangling 
  them down in hopes the unsuspecting victim will walk directly into their path. The webbing is extremely 
  adhesive, and could be compared to rope in tensile strength due to a diet that includes the fibrous 
  mushrooms it nests in. Once a single strand is attached, the packmates scurry across the ceiling with 
  more strands to begin the process of entanglement.  
   
  Once a poor soul has fallen to the strands of web, only a prayer to the Fates will save the captured prey. 
  The spiders quickly descend and inject a paralytic poison that prevents further movement and allows the 
  pack to make quick work of the final stage of cocooning. At this stage the victim is often drug to a 
  secluded area of the lair where it is continually injected and kept in a paralytic state, allowing the spider-
  caps the privilege of feasting over the next several days. 
   
  Spider-Cap (1d8): Init +3; Atk bite +2 (1d3); AC 12; HD 1d6; MV 20’; Act 1d20; SP webbing, poisonous 
  bite, camouflage; SV Fort +0, Ref +2, Will +0; AL N. 
   
  Camouflage: The spider-cap is 75% undetectable while remaining stationary amongst the mushroom 
  grove it infests. The formidable arachnid also gains +5 to surprise rolls while in its lair. 
   
  Poisonous bite: Once bitten, the victim must pass a DC 12 Fortitude save or become paralyzed for 1d6 
  turns. Spider-caps sense any movement, and will continually inject the prey over the course of several 
  days while they feast on the still living victim. 
   
  Webbing: Spider-caps may spin a long strand while clinging to the ceiling of its lair. Victims must pass a 
  DC 12 Reflex save to avoid becoming entangled. Each round, the save DC increases by +2. Once the DC 
  reaches 20 the victim is held fast by Strength 18 fibrous webbing and falls prone. 
  
   
   
  Page 9 
   
   
   
  The Witch of the Mountains  
       “Once more Greg put out his hand, and the tips of his fingers moved not over stone but over the 
  smoothness of metal and the soft texture of leather. For the second time he jerked away from that 
  contact. Why should stone feel like a body dressed in scaly armor and leather?” 
       … 
       “Her hair tumbled out of the sack of the hood and fell about her shoulders, its end reaching below her 
  girdle. The locks were not dark, not fair, but the color of the silver blade Huon had shown them. And they 
  appeared to throw off sparks of glittering light, as the dagger had drawn and reflected the sunlight.  
        “She gathered up a handful of hair and spread it wide across her palm, then broke loose one, two, 
  three of the long hairs. And, as she stood smiling at him, she rolled these together between thumb and 
  forefinger.” 
       - Steel Magic, Andre Norton 
   
       Some refer to her as the blight of the land, the reason Arthur has hidden, the thing keeping the sword 
  in the stone. Some know her as Merlin’s nemesis. Very few Avalonians will speak her name—Merlin 
  among them.  
   
       She dwells in the stone wasteland of the mountains, her hiding place atop a plateau that can only be 
  reached after one passes through countless pitch black caverns. This lair is secured with these 
  imperceptible lines of magic, and chimes of alarm sound to alert her of any guests or intruders. The 
  plateau is also lined with pillars. At first thought to be remnants of an old building, they are instead 
  scattered about and grouped together with no apparent reasoning to their placement. If approached 
  closely, the stone pillars feel as if they are draped in clothing or armor.  
   
       The witch of the mountains is a formidable foe indeed, choosing to simply sacrifice a small number of 
  strands of her silver hair and weave them together with deft fingers while carrying on banter with her 
  unknowing prey as a distraction. When her hands fly upward, she is likely slinging a transformative net 
  over the heads of those who mean to do her harm. The net clings to the target, rendering it immobile and 
  turning the target’s body to unrecognizable stone. The belongings of the target are not fully petrified, but 
  they are of little consequence once the wielder is no longer a threat.  
   
  Witch of the Mountains: Init +4; Atk paralyzing net +10 ranged (special); AC 13; HD 6d6; hp 28; MV 30’; 
  SP animal summoning, shapeshifting, paralyzing net (DC 18 Ref save or turn to stone as spell of same 
  name, result 22; may be parried with iron weapon and successful Luck check), vulnerability to iron (2x 
  damage); SV Fort +3, Ref +6, Will +10; AL C. 
   
  Animal summoning: The witch can work complicated patterns into her weaving and summon reptilian 
  creatures to her bidding. By repeatedly encircling an area she desires guarded and speaking the words of 
  a dead language, she calls to infernal powers for assistance. This ability takes two rounds to complete, 
  and results in 2d4 lizards of crocodilian size materializing from a wisp of gray smoke. The reptiles remain 
  as if summoned with the animal summoning spell, result 18-19. 
   
  Shapeshifting: The witch can change her entire form into that of a small gray lizard at will twice per day, 
  and from there enlarging into a small gray dragon. The return to human form is also at will. It is important 
  to note that she will not endanger her primary form of protection (spell-weaving), and thus will never 
  attack with her hands/claws in any form. 
   
  Gray Dragon (Witch of the Mountains, dragon form): Init +2; Atk bite +7 melee (1d8) or tail slap +7 
  melee (1d20); AC 18; HD 6d12; hp 42; MV 40’ or fly 60’; SP shapeshifting, can detect iron within 100’, 
  breath weapon, invulnerability to mundane weapons (half damage), severe vulnerability to iron (3x normal 
  damage); SV Fort +6, Ref +6, Will +6; AL C. 
   
  Breath weapon: Sleep gas, 20’ cloud, 60’ range, 1x/day; Fort save DC 16 or fall asleep for 2 hours (no 
  effect with save). 
   
  
   
   
  Page 10 
   
   
   
  Spells 
   
    
  Spell 
  Witch-Web  
  Level 
  3  
  Range 
  Varies 
  Duration 
  Varies 
  Casting Time 
  1 round 
  Save 
  Reflex negates 
  General 
  The caster weaves several hairs from her head together to form a small mesh which is 
  then thrown at the target as part of the casting (no attack roll is required) 
  Manifestation 
  The mesh made of hair enlarges and changes shape to fit the spell result. The caster 
  may opt for a lower result than what is rolled. 
  Corruption 
  Roll 1d8: (1) caster's gains an additional pair of eyes on her face; (2) the caster's 
  mouth becomes spider-like mandibles; (3) 2d5 of the caster's fingers fuse together; (4) 
  caster’s body is covered with stiff, wire-like hairs; (5) minor corruption; (6-7) major 
  corruption; (8) greater corruption. 
  Misfire 
  Roll 1d5: (1) the caster becomes entangled in webbing (as per spider web result 22); 
  (2) a swarm of black widows pour from the mouth of the caster, stinging and biting as 
  they do so. Caster must make a DC 15 Fort save or lose 2d4 stamina; (3) caster is 
  polymorphed into a house spider for 1 turn (AC 10, hp 1); (4) caster’s hair falls out but 
  will grow back naturally; (5) 2d100 of the caster’s hairs turn white and animate of their 
  own volition. 
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint 
  + misfire; (1-3) corruption; (4-5) patron taint (or corruption if no patron); (5+) misfire. 
  2-11 
  Lost. Failure. 
  12-15 
  Failure, but spell is not lost. 
  16-17 
  The witch-web ignites and strikes a single target, lighting it ablaze and causing 2d8 fire 
  damage. 
  18-21 
  The witch-web ignites and becomes large enough to strike three adjacent targets and 
  causing 2d7 fire damage per round until the targets are extinguished. 
  22-23 
  The witch-web drips acid and becomes large enough to strike a single target causing 
  3d7 damage per round until the target rinses the acid from their body. 
  24-26 
  The witch-web drips acid and becomes large enough to strike three adjacent targets 
  causing 3d5 damage each per round until the targets rinse the acid from their bodies. 
  27-31 
  The witch-web sparks and crackles as it strikes its target for 5d7 electrical damage. 
  32-33 
  The witch-web sparks and crackles as it strikes its target for 5d7 electrical damage. At 
  the caster’s direction the electricity can ark to up to CL additional targets within 20’ of 
  each other. Each additional target suffers 3d7 electrical damage. Targets may be 
  struck multiple times but the electricity must arc away to a different target prior to 
  returning. 
  34-35 
  The witch web strikes CL targets (as long as adjacent to one another), turning them to 
  stone. 
  36+ 
  The caster’s witch-web affects an enormous space with sticky cobwebs. The space can 
  be up to a mile in diameter, such as the interior of a castle or the entire span of a 
  battlefield. All struck by the web are immediately turned to stone. 
   
   
   
  
   
   
  Page 11 
   
   
   
  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. 
   
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  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 #19 © 2016, 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 #20 
   
   
  Tarzan 
  of the 
  Apes 
   
   
   
   
  
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