TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #10 
   
   
  The  
  Maker 
  of 
  Gargoyles 
   
   
   
   
   
  
   
  Sanctum Sanctorum Podcast 
  Episode #10 Companion 
   
   
  Written By 
  Jen Brinkman 
  David Baity 
  Bob Brinkman 
  Joe Salvador 
   
  Interior Art by 
  Joel Harlow 
  Propnomicon 
  Sandip Lahiri 
  Todd McGowan 
   
  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 
  Character Classes 
  Deep-One Half-Breed  
   
   
  Joe Salvador  
   
  page 4 
  Innsmouth [Illustration] 
   
   
  Joel Harlow 
   
   
  page 4 
  Moko-Style Deep One [Illustration]  
  Propnomicon  
   
  page 6 
  The Gargoyle  
   
   
   
  David Baity 
   
   
  page 7 
  Gargoyle [Illustration]  
   
   
  Todd McGowan 
   
  page 8 
   
  Monsters 
  Gargoyle, graven 
   
   
   
  Bob Brinkman  
   
  page 10 
  Gargoyle of Notre Dame Cathedral [Photo] Sandip Lahiri  
   
  page 10 
  Gargoyle on Basilica of Sacre-Coeur [Photo] Sandip Lahiri  
   
  page 11 
  Gargoyle of Notre Dame Cathedral 2 [Photo] Sandip Lahiri  
   
  page 11 
  Gargoyle of Notre Dame Cathedral 3 [Photo] Sandip Lahiri  
   
  page 12 
   
  Spells 
  Imbue the Stone 
   
   
   
  Jen Brinkman  
   
  page 13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Innsmouth 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Moko-Style Deep One 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. 
  Gargoyle © 2016 Todd McGowan is used with permission. 
  A Gargoyle of Notre Dame Cathedral by Sandip Lahiri is in the public domain. 
  A Gargoyle on Basilica of Sacre-Coeur by Sandip Lahiri is in the public domain. 
  A Gargoyle of Notre Dame Cathedral 2 by Sandip Lahiri is in the public domain. 
  A Gargoyle of Notre Dame Cathedral 3 by Sandip Lahiri is in the public domain. 
  
   
   
  Page 4 
   
   
   
   Character Classes  
  Last episode the Sanctum Secorum covered two works by H. P. Lovecraft, including a Deep One Hybrid 
  class by Bob Brinkman and even an Innsmouth funnel adventure by “Bacon Wizard” David Baity. After 
  the release of the episode and companion we were pleased to learn of the existence of this character 
  class by Joe Salvador and it is our privilege to bring it to you here. 
   
  Deep-One Half-Breed 
  In order to gain uncommon riches, luck in fishing, and much 
  more ultra-mundane boons, small, secluded coastal villages 
  sometimes deal with the deep-ones, the antedeluvian dwellers 
  under the sea. In return for these favors, the deep-ones 
  demand sacrifices, obedience, and the carnal pleasures of 
  their human counterparts. The offspring of such unions, and 
  the descendants of such, are deep-one half-breeds; born 
  human, but changing slowly over time into the likeness of their 
  aquatic progenitor. Other humans may take on these 
  "blessings" by taking the Oath of Dagon and undergoing the 
  accompanying rituals. As the person changes, he or she 
  becomes less human but gains a number of benefits 
  culminating in an immortal life under the waves. 
   
  Hit Points: Deep-one half-breeds gain 1d8 hit points at each 
  level. 
   
  Weapon Training: Deep-one half-breeds undergo martial 
  training to protect their villages from outsiders. They may use 
  the club, dagger, hand axe, javelin, mace, net, short sword, 
  spear, and trident. They might wear any armor, but any armor 
  heavier than scale will affect their swimming ability. 
  Furthermore, as their physical shape changes armor must be 
  altered or specially made for the deep-one half-breed. 
   
  Alignment: As followers of Father Dagon and Mother Hydra, 
  deep-one half-breeds tend towards the neutral or chaotic 
  alignments. 
   
  Acquiring "the Look": As the deep-one half-breed increases in level (or age, at the judge's discretion), his dubious 
  heritage begins to show and his body takes on certain unusual alterations. In some cases, these changes coincide 
  with new abilities or hindrances (see Table 4: Transformation & Hindrances). 
   
  Ancestral Skills: Due to their heritage, deep-one half-breeds learn to conceal themselves from the eyes of outsiders 
  and to be knowledgeable in antique arcana. They can use the skills hide in shadows, disguise self, read languages, 
  handle poison, and cast spells from scrolls as a chaotic thief of equal level. 
   
  Aquatic Adaptations: When deep-one half-breeds attempt to determine their depth underwater, the distance or 
  direction to the nearest shoreline, or swim, they gain a bonus equal to their class level and never roll a die lower than 
  1d20. When swimming, half-breeds use their full movement but are slowed by the armor they wear. Once their hands 
  and feet become webbed at 5th level, their swim speed increases to 40', though their movement on land decreases to 
  20'. 
   
  
   
   
  Page 5 
   
   
   
  Ichthian Tongue: Deep-one half-breeds understand the secret speech of fishes and other aquatic creatures and can 
  communicate with them on a basic level. Additionally, they learn the language of deep-ones regardless of their 
  intelligence score. 
   
  Gills: The flabby folds evidenced on the half-breed's neck conceal rudimentary gills that mature over time. These 
  allow the character to breathe underwater for a number of hours equal to twice his level, until at 8th level when the 
  time limitation is removed and he might stay underwater indefinitely. He can continue to breathe air normally. 
   
  Infravision: Deep-one half-breeds can see up to 60-feet in total darkness and underwater. 
   
  Immunities: Deep-one half-breeds are immune to all normal diseases and gain a +4 bonus to save versus any 
  unnatural, magical, or curse-like disease. 
   
  Immortality: Upon reaching 10th level, deep-one half breeds have completed their change into fish-like humanoids 
  and feel an unshakable urge to join their ancestors in life under the sea. At this time they gain Dagon's final blessing - 
  immortality. They can only die due to unnatural or violent means. However, for every hour after the first that a deep-
  one half-breed spends out of water, he gains a -2 penalty to all checks. This penalty is cumulative if the character 
  continues roaming about on land (ie. there is no penalty for the first hour; a half-breed who is out of water for 4 hours 
  receives a -6 penalty, etc.). The penalty can be removed by spending a full day under water. Additionally, for each 
  day he spends out of water, the half-breed loses 1d4 Stamina, which can be healed in the normal manner, but only 
  while underwater.  
   
  Luck: Half-breeds may call upon the favor of their racial patron, Dagon. When they spend luck they roll a 
  Favor Die, which increases as they advance in level (see Table 1: Deep-One Half-Breed). Additionally, 
  each night of rest the deep-one half-breed regains a number of spent luck equal to his level. 
   
  Table 1: Deep-One Half-Breed 
  Level 
  Attack 
  Crit Die/ Chart 
  Action Dice 
  Ref 
  Fort 
  Will 
  Favor Die 
  1 
  0 
  1d8/ III 
  1d20 
  0 
  1 
  1 
  d3 
  2 
  1 
  1d8/ III 
  1d20 
  0 
  1 
  1 
  d4 
  3 
  2 
  1d10/ III 
  1d20 
  1 
  2 
  1 
  d5 
  4 
  2 
  1d10/ III 
  1d20 
  1 
  2 
  2 
  d6 
  5 
  3 
  1d12/ III 
  1d20 +1d14 
  1 
  3 
  2 
  d7 
  6 
  4 
  1d12/ III 
  1d20+ 1d16 
  2 
  4 
  2 
  d8 
  7 
  5 
  1d14/ III 
  1d20+ 1d20 
  2 
  4 
  3 
  d10 
  8 
  5 
  1d14/ III 
  1d20+ 1d20 
  2 
  5 
  3 
  d12 
  9 
  6 
  1d16/ III 
  1d20+ 1d20 
  3 
  5 
  3 
  d14 
  10 
  7 
  1d16/ III 
  1d20+ 1d20+ 1d14 
  3 
  6 
  4 
  d16 
   
   
  
   
   
  Page 6 
   
   
   
   
  Table 2: Deep-One Half-Breed Titles 
  1 
  Wave-watcher 
  2 
  Shallows-lurker 
  3 
  Diver 
  4 
  Sea-kin 
  5 
  Deep-dweller 
   
  Table 3: Deep-One Half-Breed Occupations (Roll 1d8) 
              Occupation 
  Trained Weapon 
  Trade Goods 
  1 
  Trapper 
  Cudgel 
  Snare, two dead muskrats 
  2 
  Shrimper/ Lobsterman 
  Net 
  Shrimp trap, two lobsters 
  3 
  Tanner 
  Knife 
  1d4 finished pelts, small sack 
  4 
  Fisherman 
  Knife 
  Pole, line, and 4 hooks 
  5 
  Pearl Diver 
  Trowel (as dagger) 
  10-gp pearl, 5 clams 
  6 
  Boatman/ Sailor 
  Oar (as staff) 
  Small wooden boat 
  7 
  Gatherer 
  Hand Axe 
  Large sack, 1d4 swamp turnips 
  8 
  Acolyte 
  Staff 
  Holy symbol (Dagon) 
   
  Table 4: Transformation & Hindrances 
  Level 
  Physical Changes 
  Hindrances 
  1 
  Wide-set, staring eyes, flabby, creased neck 
   
  2 
  Shrunken ears, thickened lips 
  Appears as a deformed, inbred 
  human 
  3 
  Enlarged hands, shortened fingers 
  Mammals (esp. horses and dogs) 
  despise the character 
  4 
  Overgrown feet, stooped shoulders, minor 
  hair loss, gills 
  Voice becomes deep and croaking 
  5 
  Graying of the skin, hands & feet become 
  webbed 
  Pass as human only with DC 12 
  disguise 
  6 
  Scabrous skin, major hair loss 
    
  7 
  Scales begin to cover body 
  Mammals (esp. horses and dogs) 
  attack the character 
  8 
  Total hair loss, entirely replaced by scales and 
  slimy skin 
  Pass as human with DC 25 disguise 
  9 
  Fish-like growths (spines, fins, scale pattern) 
   
  10 
  Complete transformation to deep-one 
  Must predominantly dwell underwater 
  
   
   
  Page 7 
   
   
   
  The Gargoyle 
  A DCC class of a different flavor 
  The gargoyle class is a twist on the typical heroes we roll up and put to paper on a typical day of gaming. 
  The player who opts to play a gargoyle is one who admits his character will slowly succumb to a curse 
  that twists the poor soul closer and closer to the stone guardians of legend. The curse may originate from 
  many sources. Perhaps insulting an old swamp hag results in her taking special interest in the character, 
  slowly watching him edge ever closer to something inhuman; or maybe a cursed magical item was 
  discovered, and upon using it for the 13th time the poor soul unleashes hell upon himself. However the 
  curse is acquired, the effects are generally the same.  
   The gargoyle begins his first level having been newly afflicted with the curse. Minor signs begin to show, 
  and often those will bring small benefits as well. With each new level the character edges closer and 
  closer to his destiny as a stone guardian atop some structure normally reaching high into the heavens. 
  With each new sign, the character begins to lose his human form, typically drawing ire in any village 
  visited.  
  Play a gargoyle if you can relate to characters such as Mary Shelly’s Frankenstein, or the Hunchback of 
  Notre Dame. 
  Hit points: Gargoyles gain 1d10 hit points per level. 
  Weapon training: Gargoyles begin their career being proficient with the following weapons: longsword, 
  mace, staff, club, short bow, short sword, and crossbow. As they progress in level, these weapons are 
  often left behind in favor of the natural weapons they begin to develop. 
  Alignment: Gargoyles can be of any alignment, but as they regress and become more monster than 
  man, the alignment tends to switch and end up aligning with chaos. Should the player choose lawful or 
  neutral, have them make a luck check at each and every new level starting at 2nd. Failing the check 
  means the character begins to feel the effect of being shunned, coupled with the bestial urges beginning 
  to grow in his heart. In game sense this means a shift one step closer to chaos. 
  Infravision: Gargoyles are able to see in the dark up to 60’. A side effect of this ability is a feint glow in 
  the eyes in any low light situation, imparting -1 die on any reactionary rolls. 
  Slow: The effort to move becomes harder as the character advances in level. To represent this in game 
  terms the gargoyle’s MV is reduced by 5’every two levels starting at 2nd level. 
  Gargoyle’s curse: Gargoyles develop aspects of their curse at each new level. The following abilities 
  and hindrances are gained at the listed level. 
  1st Level - Stone hide: The character develops a gray pallor early on when the curse manifests. The effect 
  causes nodules and bumpy growths to develop, covering the body. Stone hide gives the character a 
  natural AC of +2 and increases by an additional 2 with every odd level. The bonus comes at the price of 
  appearance. The gargoyle’s appearance grows more and more monstrous, resulting in a matching 
  penalty to his personality score. Keep this reduction separate from the starting score as it only comes into 
  play when the poor soul’s physical nature is factoring into any type of encounter. Normal armor may not 
  be worn due to the pain of having one’s skin constantly rub against the foreign material. 
  2nd Level - Talons: The gargoyle goes through a painful transformation and finds the nails of his toes and 
  fingers bleed and swell for days until they fall away, replaced by razor sharp talons. The claws can be 
  
   
   
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  used as formidable weapons, causing 1d6 damage. The character may opt to attack with both claws in a 
  single round, but to do so he must roll 1d16 for each attack. The ability comes with the price of not being 
  able to manipulate most weapons. Any attempt at using a weapon means passing a DC 10 Agility check. 
  Failure results in the poor soul having to use 1d16 to attack. 
  3rd Level - Darkness: The gargoyle begins to feel more comfortable within the protective shroud of 
  darkness, as judgment is staved when his appearance isn’t a factor. Soon, shadow elementals begin 
  courting the character, and offering a trace of their power to him. In game sense this means being able to 
  cast the 1st-level cleric spell darkness. Simply roll 1d20 and add the gargoyle’s level plus unmodified 
  personality. Along with the power, the gargoyle suffers a -1 die penalty to all actions while in brightly lit 
  conditions. 
  4th Level - Wings: Two nodules on the back have grown larger with each level and finally erupted in 
  painful fashion, leaving the gargoyle with bat-like wings. This allows the gargoyle the ability to glide over 
  short distances when given a high enough perch. For every 20’ the gargoyle launches himself vertically 
  he may glide 60’. Having wings gives the character a much more monstrous appearance, resulting in a -2 
  die reaction penalty to any social rolls. 
   
  5th Level - Stone speak: The gargoyle begins to hear the primitive spirits found in inanimate stone. He 
  may communicate and ask questions of any natural or man-made formation. The stone spirits are 
  primitive and limited in intelligence, but basic questions may be asked. Sometimes simple favors may be 
  requested, such as moving a small boulder into a better position to soak up more of a day’s warmth. The 
  downside to acquiring stone speak is that it pulls the tortured soul further away from humanity. 
  Compassion, mercy, and related emotionally-charged acts become alien to the creature. The judge is 
  encouraged to assess situations when the gargoyle might feel conflicted and have them pass a DC 15 
  Will save to act in a human fashion. This can mean leaving a best friend to die, or allowing his party the 
  
   
   
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  disadvantage of an ambush without warning while taking watch. 
  6th Level - Wicked talons: The gargoyle’s talons grow twice their starting length, developing a wicked 
  curve and growing thicker and with a sharper edge. This also translates into an increase of damage (1d8) 
  and a total inability to use normal melee or ranged weapons. 
  7th Level - Frightful presence: The gargoyle has begun his full transformation at 7th level and may channel 
  his inner rage into a horrific display when combined with his newly formed features. Use the 2nd-level 
  wizard spell scare to determine the results of the attempt. Roll 1d20+CL+Per modifier (use a negative 
  Personality modifier as a positive in this case). The gargoyle is nearing the end of his curse at this point 
  and resembles a typical creature found on many a building. Horrific and bestial, the poor soul will at best 
  only keep a handful of friends. 
  8th Level - Still form: The gargoyle resembles a stone sculpture so much by this point that by remaining 
  still he may be undetected as anything but a fine piece of stone statuary. For this ability to work the 
  character must be unknown to the presence they wish to hide from. For example, fighting with a group of 
  mercenaries and then flying away and trying to use still form will not work because the opponents have 
  seen the creature in action. Use common sense when this ability is used. The downside to acquiring this 
  ability is the constant pain moving causes. The gargoyle’s joints have begun calcifying, resulting in a 
  painful stiffness. Gargoyles must pass a DC 12 Fortitude save at the beginning of each encounter or 
  suffer a -3 penalty to each physical action taken for the duration of the encounter. 
  9th Level - Improved wings: The gargoyle’s wings grow and stretch to support him for longer flights. The 
  gargoyle can now hover and fly at 30’ per round. Mundane animals and all humans and humanoids will 
  view the creature as an abomination, refusing to communicate with the creature and acting with hate, 
  viewing the gargoyle as a true demon. 
  10th Level - Death’s knell: The curse has finally reached its zenith and the tortured soul hears the 
  irresistible calling towards some far away structure. Bells can be heard instinctively and the gargoyle will 
  begin his journey to his last destination. Nothing short of a Wish will reverse the curse, and once the 
  gargoyle reaches his point of destiny he becomes a permanent fixture, a silent guardian charged with 
  protecting the “nest”. At any point if the building the gargoyle is protecting comes under attack, the curse 
  will release the gargoyle in all of its pent up anger to rain vengeance down on those who would seek to 
  do harm to the building. 
  Luck: A gargoyle add his Luck modifier to all attack rolls. 
  Action die: A gargoyle uses his action dice on attack rolls and all abilities mimicking spells. 
  Level 
  Attack 
  Crit Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  1 
  1d8/III 
  1d20 
  0 
  1 
  1 
  2 
  2 
  1d8/III 
  1d20 
  0 
  1 
  1 
  3 
  3 
  1d10/III 
  1d20 
  1 
  2 
  2 
  4 
  4 
  1d10/III 
  1d20 
  1 
  2 
  2 
  5 
  5 
  1d8/IV 
  1d20+1d16 
  1 
  3 
  3 
  6 
  6 
  1d10/IV 
  1d20+1d20 
  1 
  4 
  3 
  7 
  7 
  1d8/V 
  1d20+1d20+1 
  2 
  5 
  4 
  8 
  8 
  1d10/V 
  1d20+1d20+2 
  2 
  6 
  4 
  9 
  9 
  1d12/V 
  1d20+1d20+1d14 
  3 
  7 
  5 
  10 
  10 
  1d14/V 
  1d20+1d20+1d16 
  3 
  8 
  5 
  
   
   
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  Monsters  
  Gargoyle, graven 
  The product of twisted craftsmanship and enchantment, the graven gargoyles bear only a passing 
  resemblance to their fleshy kin. The gargoyles are shaped by the virtues or vices of their creator and 
  those aspects, and their number, define the gargoyles’ forms and powers. The beasts are, for all 
  purposes, immortal, only slain by damage but never the simple passage of time.  
   
  Basic Traits: In game terms, every graven gargoyle is unique. Use the tables below to randomly create a 
  graven gargoyle or select as you consider appropriate. Roll on the following tables as needed (I through 
  VII) to sculpt the creature, beginning with the creature’s base form and overlaying the additional traits 
  upon that form. This can sometimes produce exotic results, like a scaly, rat-headed gargoyle with 
  feathered wings. This strangeness is part of the oddity of the graven gargoyle. The guidelines below give 
  additional information. 
   
  Alignment: The leanings of a graven gargoyle are determined 
  by the virtues and vices of their creator and are thusly either 
  lawful or chaotic. There are no neutrally-aligned graven 
  gargoyles. 
   
  Hit Dice: Graven gargoyles use a d10 for their Hit Dice, with 
  the number of Hit Dice determined on table I. 
   
  Actions: The gargoyle receives one d20 action die for every 
  attack shown on tables IV through VI. 
   
  Armor Class: The graven gargoyle’s armor class is equal to 
  15 plus its Hit Dice. 
   
  Attack Modifier: A graven gargoyle’s attack modifier is equal 
  to its Hit Dice plus 1. 
   
  Damage Dice: A gargoyle will have one or more attacks, 
  depending on its Hit Dice, as shown on table II. The form of 
  these attacks, as well as damage, is reflected on tables III 
  through VII. 
   
  Initiative: A graven gargoyle’s initiative modifier is equal to its Hit Dice. 
   
  Movement: A graven gargoyle’s speed is shown on table I. If winged, a gargoyle flies at twice its speed. 
   
  Saving Throws: A graven gargoyle’s saves are all the same, each equal to its Hit Dice. 
   
  Table I: Graven Gargoyle Strength 
  1d20 
  Number of 
  Virtues/Vices 
  Hit 
  Dice 
  Speed 
  Attack 
  Bonus 
  1-5 
  1 
  2 
  20' 
  2+1 
  6-10 
  2 
  4 
  30' 
  4+1 
  11-15 
  3 
  6 
  40' 
  6+1 
  16-20 
  4 
  8 
  50' 
  8+1 
  
   
   
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  Table II: Virtues and Vices 
  1d7 
  Lawful 
  Chaotic 
  1 
  Chastity 
  Lust 
  2 
  Temperance 
  Gluttony 
  3 
  Charity 
  Greed 
  4 
  Diligence 
  Sloth 
  5 
  Patience 
  Wrath 
  6 
  Kindness 
  Envy 
  7 
  Humility 
  Pride 
   
  Table III: Base Form 
  1d14 
  Lawful 
  Chaotic 
  1 
  Human, male 
  Goblin, male 
  2 
  Human, female 
  Goblin, female 
  3 
  Elf, male 
  Gnoll, male 
  4 
  Elf, female 
  Gnoll, female 
  5 
  Dwarf, male 
  Bugbear, male 
  6 
  Dwarf, female 
  Bugbear, female 
  7 
  Halfling, male 
  Orc, male 
  8 
  Halfling, female 
  Orc, female 
  9 
  Humanoid, agender 
  Humanoid, agender 
  10 
  Bear 
  Rat 
  11 
  Lion 
  Ape 
  12 
  Rooster 
  Vulture 
  13 
  Wolf 
  Hyena 
  14 
  Snake 
  Crocodile 
   
   
   
   
   
  Table IV : Head 
  Lawful 
  Form 
  Attack 
  Chaotic 
  Form 
  Attack 
  Chastity 
  Unicorn 
  Horn (1d8+3) 
  Lust 
  Ram 
  Horns (1d6) 
  Temperance 
  Hound 
  Bite (1d6) 
  Gluttony Rhino 
  Horn (1d10) 
  Charity 
  Cat 
  Bite (1d4+1) 
  Greed 
  Rat 
  Bite (1d2 + disease) 
  Diligence 
  Rooster 
  Bite (1d3+1) 
  Sloth 
  House Fly 
  Acid Spittle (1d7) 
  Patience 
  Owl 
  Bite (1d4+1) 
  Wrath 
  Bat 
  Scream (DC 15 Stun) 
  Kindness 
  Hart 
  Antlers (2d4) 
  Envy 
  Catfish 
  Bite (1d4) 
  Humility 
  Crane 
  Bite (1d3) 
  Pride 
  Ape 
  Bite (1d6+4) 
  
   
   
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  Table V : Arms 
  Lawful 
  Form 
  Attack 
  Chaotic 
  Form 
  Attack 
  Chastity 
  Unicorn 
  Hooves (2d7) 
  Lust 
  Human 
  As weapon 
  Temperance 
  Hound 
  Claws (1d4) 
  Gluttony 
  Ape 
  Slam (1d8+5) 
  Charity 
  Cat 
  Claws (2d3) 
  Greed 
  Rat 
  Claws (1d3) 
  Diligence 
  Rooster 
  Wing buffet (1d4) 
  Sloth 
  Vulture 
  Wing buffet (1d6) 
  Patience 
  Owl 
  Wing buffet (1d6) 
  Wrath 
  Ghoul 
  Claws (1d3) 
  Kindness 
  Hart 
  Hooves (2d6) 
  Envy 
  Shrooman 
  Slam (4d4) 
  Humility 
  Crane 
  Wing buffet (1d5) 
  Pride 
  Crocodile 
  Claws (2d3+2) 
   
  Table VI : Legs 
  Lawful 
  Form 
  Attack 
  Chaotic 
  Form 
  Attack 
  Chastity 
  Unicorn 
  Hooves (2d7) 
  Lust 
  Goat 
  Hooves (2d4) 
  Temperance 
  Hound 
  Claws (1d4) 
  Gluttony 
  Rhino 
  Kick (2d7) 
  Charity 
  Cat 
  Claws (1d8) 
  Greed 
  Rat 
  Claws (2d3) 
  Diligence 
  Rooster 
  Claws (2d5) 
  Sloth 
  Crocodile 
  Tail slap (1d10) 
  Patience 
  Kangaroo 
  Kick (1d10) 
  Wrath 
  Bat 
  Claws (2d4) 
  Kindness 
  Catfish 
  Tail slap (2d8) 
  Envy 
  Octopus 
  Tentacles (2d8) 
  Humility 
  Elephant 
  Kick (1d14) 
  Pride 
  Ape 
  Bite (1d6+4) 
   
  Table VII : Monstrous Gift 
  Lawful 
  Gift 
  Chaotic 
  Gift 
  Chastity 
  Feathered wings (flight) 
  Lust 
  Powerful legs (50' leap) 
  Temperance 
  Turn unholy (1d20+5) 
  Gluttony 
  Flame breath (15', 5d8, DC 15 Ref ½) 
  Charity 
  Agile (+2 AC, +1 Reflex) 
  Greed 
  Spines (+2 AC) 
  Diligence 
  Feathered wings (flight) 
  Sloth 
  Insect swarm (as DCC RPG, p. 419) 
  Patience 
  Lightning fast (+3 Init) 
  Wrath 
  Bat wings (flight) 
  Kindness 
  Hypnotic gaze (1d16 sleep) 
  Envy 
  Stinger (1d6 plus poison) 
  Humility 
  Sonic attack (DC 15 stun) 
  Pride 
  Feathered wings (flight) 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Page 13 
   
   
   
  Spells 
    
  Spell 
  Imbue the Stone 
  Level 
  3 
  Range 
  Touch 
  Duration 
  Permanent 
  Casting Time 
  1 turn or more 
  Save 
  None 
  General 
  Sculpting is an art. Art is to be appreciated. But sculpted creatures should be noticed. 
                                                                                                                                                
  At low levels, the caster can communicate with creatures sculpted into humanoid or 
  monstrous forms, gleaning information such as the identity of the artist or original location 
  of creation. 
                                                                                                                                             
  With greater successes, the caster creates a piece of master-level artistry, resulting in the 
  carven likeness of his choice with potential powers. Each sculpture requires sufficient 
  materials: soapstone and alabaster are acceptable for temporary creations, but marble or 
  granite – and the prerequisite knowledge of working the hard stone – will enhance the 
  toughness [AC] of imbued works by +4. Sculptures are presumed to be approximately 
  human-sized but may be adjusted to fit the occasion (judges’ discretion). 
                                                                                                                                              
  The caster may choose a lower check result when casting this spell. 
  Manifestation 
  See below. 
  Corruption 
  Roll 1d4: (1) caster is forever sensitive to the “personalities” trapped within sculpted 
  humanoid form greater than 6” high, and hears their voices whenever within 20’, though 
  they do not respond to the caster; (2) caster’s foot (1-50% left foot, 51-100% = right foot) 
  turns to granite, resulting in -2 Agility; (3) caster perpetually releases gravel with each step 
  taken, resulting in -5 to all stealth-related checks; (4) simple stone works (“abstract” 
  sculptures, fireplace lintels, brick walls) seem to talk to the caster, screaming for release 
  from their imprisonment. Caster must make a DC 12 Will save when within 20’ of such 
  structures or spend the next round conversing – with no discernable effect to the caster or 
  onlookers – to the stone. -1 Personality penalty to all social situations in such 
  environments. 
  Misfire 
  Roll 1d3: (1) caster’s weapon turns the next creature struck into clay; (2) creature nearest 
  the caster is petrified, as if by a turn to stone spell (DCC RPG core rulebook, p. 233, result 
  22-23, affected creature may make Fort save); (3) caster imbues the spot in which he 
  stands with sentience, akin to magic mouth (DCC RPG, p. 180, result 16-19). 
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-3) 
  corruption; (4+) misfire. 
  2-11 
  Lost. Failure (misfire). 
  12-15 
  Failure (misfire), but spell is not lost. 
  16-17 
  By casting this spell upon a sculpted piece of stone that has been composed into a 
  humanoid form, the caster may converse with it for up to 1 round. The sculpture must be 
  largely intact, particularly in the facial region, in order to respond. The sculpture may not 
  move or make gestures of any kind. It can relate things that have passed within its “view” in 
  rudimentary ways (affirming a direction rather than stating “north,” etc.) and if it was 
  created to appear with no eyes, it can be of precious little assistance. 
  
   
   
  Page 14 
   
   
   
  18-21 
  The caster may target a sculpture made of stone that has been composed into a humanoid 
  or humanoid/animalistic hybrid form in order to converse with it for up to 1 round. The 
  sculpture must be largely intact, particularly in the facial region, in order to respond. The 
  sculpture may not move or make gestures of any kind, but may reveal things it has “seen,” 
  as result 18-21. 
  22-23 
  The caster may target a sculpted piece of stone that has been composed into a humanoid 
  form and speak with it for up to 2 rounds. If the sculpture is not fully intact in its facial 
  region, it may make small gestures and limited physical responses in order to respond (it 
  may point in a direction, but not move its entire form).  
  24-26 
  The caster may target a sculpted piece of stone that has been composed into a humanoid, 
  animalistic, or hybrid form in order to converse with it for up to 2 rounds. If the sculpture is 
  not fully intact in its facial region, it may make small gestures and limited physical 
  responses in order to respond (it may point in a direction, but not move its entire form). The 
  caster should note that it may not be able to fully converse with a form that is purely that of 
  an animal. 
  27-31 
  The caster imbues the materials and tools prior to and during the sculpting of a 
  recognizably humanoid form (requires CL+1 days to create), resulting in an immobile 
  construct. The sculpture will permanently respond to the caster – and the caster only – as 
  per result 16-17 above (others would need access to the 3rd-level spell, breathe life [DCC 
  RPG, p. 202] or similar).  
  32-33 
  The caster imbues the materials and tools for CL+2 days during the flawless creation of an 
  immobile humanoid sculpture with some animalistic features. This piece will always 
  respond to the caster as per result 18-21 above. 
  34-35 
  The caster consistently imbues the materials tools while working a large piece of stone 
  (CL+4 days of creation time). At this level, the caster may even imbue the tools while in 
  another craftsman’s hands, at the cost of 1 additional day. The 2 resulting constructs retain 
  humanoid/animalistic hybrid features, and will always communicate with the caster as 
  result 22-23 above.  
                                                                                                                                                  
  If this result is achieved when this spell is cast using ritual magic, or in conjunction with the 
  breathe life spell (DCC RPG, p. 202), the result is 1 sentient gargoyle sculpture, with all the 
  bonuses or detrimental effects. Refer to the gargoyle stats provided in the Sanctum 
  Secorum Episode #10 Companion or on page 413 of the DCC RPG core rulebook. The 
  gargoyle will communicate with the caster but can fully move and will attack if provoked.                           
  36+ 
  Imbuing the materials and surrounding environs, after CL+5 days the caster can creature a 
  veritable menagerie of his liking (1d5+2 creatures), including immobile sculptures with 
  animalistic traits. With CL+7 days of constant vigilance and supervision, the caster may 
  even imbue the tools and materials being used by up to 2 other individuals for the same 
  effects.                                                                                                                                                           
                                                                                                                                                
  As result 34-35, if this is achieved via ritual magic, or in conjunction with breathe life, 1d5 
  sentient gargoyles are created. They will communicate with the caster but can fully move 
  and will attack if provoked. 
   
  
   
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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 
   
  Deep-One Half-Breed © 2015 Joe Salvador, all rights reserved.  
   
  Sanctum Secorum Episode #10 © 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 #11 
   
   
  Another 
  Fine  
  Myth 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_Companion_10.pdf