TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #12 
   
   
  Kothar: 
  Barbarian 
  Swordsman 
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #12 Companion 
   
   
  Written By 
  Jen Brinkman 
  David Baity 
  Bob Brinkman 
  Diogo Nogueira 
   
  Interior Art by 
  Alessandro Cassini 
  Alfred Khamidullin 
  Ben Holmes 
  Enric Juan 
  iiSunsh1ne93x 
  Illogical-lynx  
  Mandaart73 
  Najmul Osmani 
  Shadow696 
  Toadstone 
   
  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 
  Conan the Barbarian [Photo] 
   
   
  Alessandro Cassini 
   
  page 4 
   
  Character Classes 
  Barbarian #1 
   
   
   
   
  Diogo Nogueira  
   
  page 5  
  Fantasy Sword [Photo]  
   
   
  Enric Juan 
   
   
  page 5 
  Barbarian #2 
   
   
   
   
  David Baity 
   
   
  page 7 
  Conan [Photo]  
   
   
   
  Alessandro Cassini 
   
  page 7 
   
  Gods of the Eternal Struggle 
  Astrol  
   
   
   
   
  Bob Brinkman   
   
  page 9 
  Tribal Angel 2 [Illustration]  
   
   
  Shadow696 
   
   
  page 9 
  Dwallka of the War Hammer 
   
   
  Bob Brinkman  
   
  page 9 
  Tribal Scream [Illustration] 
   
   
  Shadow696 
   
   
  page 9 
  Eldrak of the Seven Hells 
   
   
  Bob Brinkman  
   
  page 10 
  Tribal Skull [Illustration] 
   
   
  Shadow696 
   
   
  page 10 
  Elwys the Golden 
   
   
   
  Bob Brinkman  
   
  page 10 
  Tribal Nude Female [Illustration] 
   
  Mandaart73 
   
   
  page 10 
  Omorphon 
   
   
   
   
  Bob Brinkman  
   
  page 10 
  Tribal Oroborous [Illustration]  
   
  Toadstone 
   
   
  page 10 
   
  Magic Items 
  Frostfire 
   
   
   
   
  Bob Brinkman  
   
  page 11 
  Simmer [Illustration] 
   
   
   
  Alfred Khamidullin 
   
  page 11 
   
  Monsters 
  Azdorian Spider  
   
   
   
  David Baity 
   
   
  page 12 
  Spider Scorpion Creature [Illustration] 
   
  Najmul Osmani  
   
  page 12 
  Ink Wraith 
   
   
   
   
  David Baity 
   
   
  page 12 
  Iormungar, Sea Dragon  
   
   
  Bob Brinkman  
   
  page 13 
  Lich 
   
   
   
   
   
  Bob Brinkman  
   
  page 13 
  Mummy Costume 6 [Photograph] 
   
  Ben Holmes 
   
   
  page 13 
  Minokar 
   
   
   
   
  Bob Brinkman  
   
  page 14 
  Minotaur Muscle Practice [Illustration]  
  Illogical-lynx 
   
   
  page 14 
   
  Spells 
  Phlogiston Storm 
   
   
   
  Bob Brinkman  
   
  page 15 
  Desert Wizard [Illustration] 
   
   
  iiSunsh1ne93x  
   
  page 16 
  Wizard Cage 
   
   
   
   
  Jen Brinkman  
   
  page 17 
   
  Conan the Barbarian 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Fantasy Sword 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Conan 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tribal Angel 2 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tribal Scream 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tribal Skull 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tribal Nude Female 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tribal Oroborous 
  This work is licensed under a Creative Commons Attribution 3.0 License. 
  Simmer 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Spider Scorpion Creature 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Minotaur Muscle Practice 
  This work is licensed under a Creative Commons Attribution 3.0 License. 
  Desert Wizard 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
  
   
  
   
   
  Page 5 
   
   
   
   Character Classes 
   
  Barbarian #1 
   
  You are a savage from the cold north, capable of fighting bears with your bare hands. You are a fierce 
  hunter from the southern jungles, stalking your enemies like a panther. The wilderness was your home, 
  the place where you grew up and learned the skills you needed to survive. Nature and the beasts 
  themselves were your teachers, and you learned your lesson. Now, something attracts you to the civilized 
  lands. It may be curiosity, or you may be searching for glory, gold or just the thrill of facing new 
  challenges. 
   
  Barbarians differ from warriors by being more instinctive and less formally trained. They are more 
  primitive but what they lack in focus, they gain in natural instincts and endurance. 
   
  Hit points: A barbarian gains 1d14 hit points at each level. 
   
  Weapon proficiency: A barbarian is trained in the use of these weapons: battleaxe, club, dagger, dart, 
  flail, handaxe, javelin, longbow, long-sword, mace, polearm, shortbow, short sword, sling, spear, staff, 
  two-handed sword, and warhammer. Barbarians can wear whatever armor they can find. However, any 
  armor heavier than hide impairs the use of the following barbarian’s special abilities: loincloth, animal 
  instincts, savage skills, armed with anything, and smell sorcery. 
   
  Alignment: Barbarians are a product of the savage nature and are more comfortable in the presence of 
  fierce beasts than in the presence of fellow “civilized” men. Therefore, barbarians are almost exclusively 
  of neutral or chaotic alignment. This represents his natural rejection of rules, laws and patterns present in 
  the civilized world and their bond with the primal forces of nature. 
   
  Attack modifier: Barbarians receive a variable attack modifier in the way of a die type the same way 
  warriors do. Barbarians, however, do not get to choose a weapon type to add their Luck modifier as 
  warriors do, and they can’t spend Luck points to cancel fumbles on attack rolls. 
   
  Mighty deed of arms: Barbarians can perform mighty deed of arms the same way warriors do. 
   
  Critical hits: Barbarians have an improved critical range the same way warriors have. 
   
  Improved initiative: A barbarian adds his class level to his initiative rolls. 
   
  Loincloth: A barbarian not wearing any armor adds his Stamina modifier to his AC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Animal instincts: Having lived their lives in the wilderness, side by side with animals and savage beasts, 
  
   
   
  Page 6 
   
   
   
  barbarians have developed keen instincts similar to those of the creatures around them. Their initial Luck 
  modifier is added to all Perception and surprise checks made. If their Luck modifier is zero or lower, they 
  still add +1 to those checks. In addition, they still get to roll even if their characters are distracted or are 
  not actively searching for something. Finally, the barbarian can spend a Luck point to turn a failed 
  surprise check into a success. 
   
  Savage skills: Surviving all their lives in wild environments without the comforts of civilization taught 
  barbarians an impressive set of skills that allow them to shine in situations where savage beasts would be 
  comfortable, making them overcome obstacles and hazards with animal grace. In game terms, anytime a 
  barbarian attempts a task that would be something a wild animal would be skillful in doing, he can roll 
  1d20, adding the appropriate ability modifier (according to the judge) and the modifier from the class 
  table. These checks includes tasks as jumping over chasms, climbing surfaces, stalking prey, tracking, 
  finding shelter, hunting, etc. 
   
  Armed with anything: Barbarians don’t get as attached to specific weapons as warriors do, but they are 
  highly capable of using anything in their reach as a weapon. In game terms, they can use any hard object 
  as a weapon and are considered trained in their use. Small objects do 1d4 points of damage, medium 
  ones do 1d6, large ones do 1d8, and extra large and heavy ones that are handled with both hands do 
  1d10. However, any critical hit or fumble will result in the object being broken. 
   
  Smell sorcery: Barbarians can smell the foul odor of sorcery from afar. Being a product of the wild they 
  instinctively reject magic and can sense its presence as animals can smell their prey. In game terms, this 
  ability works like the casting of detect magic. The barbarian rolls a die according to the class table and 
  adds his level and his Luck modifier. Obviously, barbarians can’t suffer corruption, don’t get disapproval, 
  and can’t spellburn. This ability can only be used once per hour. 
   
  Superstitions: Because their natural rejection of magic, barbarians suffer a few restrictions regarding the 
  use of magic items and spells. They will not carry or use magic items they do not see an immediate and 
  practical use in combat or survival. This generally means they are restricted to owning one or two 
  weapons, a piece of armor, a shield, a helm, a girdle, a pair of bracers, and a pair of boots. Although, if 
  any of these items are not of immediate use (like a helm that lets the wearer view the spiritual world and 
  interact with it) they do not count. Any item carried beyond those restrictions impose a -1 Luck penalty to 
  the barbarian. In addition, a barbarian will try to resist the effects of any spells cast on him, including 
  beneficial ones. That means they get to make saving throws for any spell cast on them, including healing 
  spells. If they succeed at the saving throw, the spell has no effect. 
   
  Primitive: Since they come from lands beyond the civilized kingdoms, barbarians are considered 
  primitive. They are illiterate (that means that some occupations will not work with this class) and they 
  have trouble working with more civilized concepts and devices. This is something the judge will have to 
  enforce, asking the player for Intelligence checks if the barbarian tries to manipulate complex devices or 
  understand laws and regulations. 
   
  Titles: Barbarians can use the same titles as warriors. 
   
   
   
   
  
   
   
  Page 7 
   
   
   
  Barbarian #2 
  Whether from the snowcapped peaks of some 
  brutal wind-swept tundra, or the most 
  uninhabitable of forests, you are one such 
  warrior who calls these harsh and dangerous 
  environs “home.” You happily lived the nomadic 
  life with your brothers, but sometimes fate has 
  other plans for mankind and his cousins. 
  Perhaps your tribe was massacred while you 
  were away on a hunt, or maybe you found 
  yourself banished from the tribe for one of 
  many crimes against them, innocent or not. 
  However it came to be, you now wander the 
  known lands as a pariah, soon making contact 
  with those you normally would ignore or attack 
  and rob for their wares. Your crude behavior 
  and utter lack of manners often means being 
  shunned, but there are those who eventually 
  find and welcome you into a new “tribe,” one 
  that puts good use to your skill set and passion 
  for battle.  
   
  Hit points: A barbarian gains 1d14 hit points 
  per level. 
   
  Weapon training: A barbarian is trained in the 
  use of these weapons: battleaxe, club, dagger, 
  handaxe, longsword, mace, polearm, shortbow, 
  short sword, sling, spear, staff, two-handed 
  sword, and warhammer. Barbarians prefer 
  armor made from natural materials such as 
  hide and leather. They may also use shields.  
   
  Alignment: Barbarians are crazed warriors in combat, being natives of some of the harshest environs. 
  Neutral or chaotic are typically chosen for alignment. 
   
  Superstitious: Barbarians consider magic an unnatural force not to be tampered with. Those who 
  willingly dabble in the arts should be viewed with caution, and either given wide berth or have their heads 
  smashed like ripe melons. To represent this, any time a barbarian witnesses a display of arcane energy 
  and he is not embroiled in battle, a fight-or-flight response is triggered. The barbarian must pass a Will 
  save (DC 10 + spell level) to resist the response. Failing means the barbarian will try to attack the source 
  of the spell. If for some reason the warrior cannot reach the caster, he will instead flee for (1d4 + spell 
  level) rounds. Barbarians are not superstitious of healers, as they remind them of their tribal shaman who 
  worshipped the spirits of nature, often channeling their forces for miraculous effects. 
   
  Blood rage: The barbarian holds a special fire deep within his soul. The fire burns the brightest when the 
  warrior is cast headlong into the heat of battle, and often burns out of control. When combat occurs and 
  the barbarian has lost at least 1 hit point, the barbarian must either slip into the fog of war or resist his 
  inner urge. To resist, a Will save with a DC of 10 + each point of damage suffered must be passed. 
  Failure means the barbarian is engulfed in a deadly, mind-numbing rage. The barbarian may willingly 
  allow himself to slip into rage at any time as long as he has been wounded in the current battle.  
   
  However, the blood rage can only last so long. Endorphins fueling the fires of the crazed warrior begin to 
  wane if the battle is drawn out. To represent this, each round the barbarian rages, he loses one 
  temporary point from his Stamina rating. This illustrates the number of rounds the warrior may remain in 
  his maddening state. Once the temporary total reaches zero, the barbarian must rest. Continuing to fight 
  
   
   
  Page 8 
   
   
   
  will impose a cumulative -1d per round penalty as the toll of exertion and wounds become unbearable. 
  Resting without heavy exertion will return temporary Stamina at the rate of one point per turn. Should the 
  barbarian find himself in a blood rage with no opponents left to fight, he must immediately pass a DC 12 
  Will save or attack the nearest ally each round until the save is passed. 
   
  The effect of the rage results in the barbarian rolling a special “rage” die each round he is actively 
  involved in combat. The rage die may be used to achieve one of the following effects each round: 
   
  Endorphin rush: The barbarian refuses to succumb to even the most brutal of wounds. With a fresh burst 
  of anger coupled with a primal shout, healing endorphins flow throughout the body, healing his wounds. 
  The barbarian may use this action and still attack with his normal attack/damage bonuses. To determine 
  the amount healed, roll the rage die and apply the result to the current hit point total. 
   
  Intimidation: Through a fearsome display of gnashing teeth or wildly swinging his weapon, the barbarian 
  intimidates his opponents into thinking twice before trying to land a blade to the madman’s hide. The 
  barbarian must have initiative to use intimidation, and may keep the ability up once activated. In game 
  terms, roll the rage die and add the total to the barbarian’s armor class at the beginning of each round. 
   
  Grisly wound: Barbarians are known for their crude battle tactics, and for using weapons that strike fear in 
  allies as they watch their comrade’s head spread open like over-ripe melons. To represent this, the 
  barbarian may choose to use his rage die for additional attack and damage bonuses (akin to the warrior’s 
  deed die).  
   
  Group hug: Often, the barbarian will wade into the thick of battle, oblivious to the strength or number of 
  his enemies. Should the warrior find himself within weapon’s reach of multiple opponents, he may attempt 
  to attack each of those unlucky enemies. Each additional attack past the first must be made at -1 die on 
  the chain (1st attack -1d, 2nd attack -2d, etc.). For each additional attack taken, the barbarian suffers -1 to 
  his normal AC. In addition, enemies landing successful attacks gain a bonus to damage rolls based on 
  the number of attacks taken during a group hug. This represents the barbarian swinging wildly and 
  leaving himself open to be hit, and with greater effect. 
   
  Survival: Barbarians pride themselves on being able to live off of the land, even in the most extreme 
  conditions. The barbarian may add his survival bonus to any related skills. 
   
  Luck: Barbarians apply their Luck bonus to survival-based rolls. 
   
  Action dice: A barbarian always uses his action dice for attacks. 
   
   
  Level 
  Rage 
  Die 
  Action Dice 
  Reflex 
  Fort 
  Will 
  Survival 
  1 
  D3 
  1d20 
  1 
  1 
  0 
  1 
  2 
  D4 
  1d20 
  1 
  1 
  1 
  2 
  3 
  D5 
  1d20 
  2 
  2 
  1 
  3 
  4 
  D6 
  1d20 
  2 
  2 
  2 
  4 
  5 
  D7 
  1d20 
  3 
  3 
  2 
  5 
  6 
  D8 
  1d20+1d16 
  3 
  3 
  3 
  6 
  7 
  D10 
  1d20+1d20 
  4 
  4 
  3 
  7 
  8 
  D12 
  1d20+1d20+2 
  4 
  4 
  4 
  8 
  9 
  D14 
  1d24+1d20 
  5 
  5 
  4 
  9 
  10 
  D16 
  1d24+1d24 
  5 
  5 
  5 
  10 
   
  
   
   
  Page 9 
   
   
   
  Gods of the Eternal Struggle 
   
  Astrol 
  Demon Prince, C - Protection 
   
  Astrol is a powerful being from the abyss, known for his defense and 
  protection of other creatures that serve dark powers. Sibling to 
  Omorphon, Astrol grants protection to monsters and evil casters who 
  devoutly worship him (most commonly necromancers) and those who 
  choose swear fealty to him (via patron bond) may be granted immunity to 
  weapons of steel. 
   
  The cult of Astrol is made up of those who are willing to trade their souls 
  away for safety. Sacrifices are chosen, not for purity, but their ease of 
  capture. It is an exchange of those seen as ‘careless’ for the power to be 
  protected. In actuality, Astrol cares little for those who follow him without 
  swearing allegiance, and protects only his most favored. 
   
  Astrol’s preferred weapon is a barbed whip and his symbol is the form of 
  a stylized demon. 
   
   
  Dwallka of the War Hammer 
  Greater god, C – War  
   
  Dwallka of the War Hammer is the ancient Cumberian god of 
  warfare and subjugation. A god easily swayed by greed, Dwallka 
  supports the baser instincts of mankind: taking things (including 
  other people) by force, seeking glory in the death of others, and 
  satiating one’s desires at the cost of others. While the actions of 
  Dwallka and his followers are often self-serving, they are not 
  always evil like those of Dwallka’s brother, Eldrak of the Seven 
  Hells. Instead, Dwallka leaves to his followers how they shall follow 
  their individual path to glory. 
   
  Temples to Dwallka are places that glorify needs and desires over 
  all other things. His priests collect gold offerings made by 
  worshipers hoping to curry favor with the god, and the temples are 
  also known for their sale of slaves. To the victor go the spoils: 
  those who lose in war with the followers of Dwallka, often lose 
  everything. That is not to say that Dwallka is above lending his aid 
  to those who would rebel, even against his own priests and 
  followers. For there to be war, there must always be a force on the 
  rise. 
   
  The domains associated with Dwallka are Chaos, War, Mercenaries, Destruction, Slavery, and Rebellion. 
  His favored weapon is the war hammer and his symbol is the stylized visage of a howling warrior.  
   
   
   
   
   
   
  
   
   
  Page 10 
   
   
   
  Eldrak of the Seven Hells 
  Archdevil, L – Evil, Death, Un-death, Suffering 
   
  Eldrak of the Seven Hells, Lord of Decay and Master of Un-death, is the 
  ancient Cumberian god devoted to evil in many of its forms. In legend, 
  Eldrak was unleashed on the world through the actions of the most 
  ancient of wizards, Afgorkon, himself whispered to be a demigod. 
   
  Like the other Cumberian gods of old, Eldrak is capricious and his 
  changing moods reflect his overall malevolence. The joys of this god are 
  the suffering and death of mankind, often followed by extending their 
  suffering through un-death. Dwelling within the Seven Halls of 
  Cumberian mythology, Eldrak oversees the necromantic powers that 
  give rise to the undead. All un-dead are seen as the children of Eldrak 
  and serve him without question should he place his geas upon them. 
   
  Temples to Eldrak are rare, as his worshipers most often must hide their 
  faith. Only in the darkest and most corrupt lands is the worship of Eldrak 
  practiced openly. Sacrifices to his temple are human, and often involve great amounts of torture prior to 
  death. Eldrak eschews weapons and favors a life-draining touch as his chosen weapon. His symbol is 
  that of a stylized skull. 
   
  Elwys the Golden 
  Lesser god, L – Healing, Love, Wealth 
   
  Elwys of the golden breasts is depicted as a beautiful woman with 
  flawless, honey-colored, skin and lustrous blonde hair. Elwys is the 
  daughter of Dwallka and her followers choose a very different path from 
  that of her father, seeking a world of understanding and love rather 
  than one of chaos and warfare. 
   
  Her support of the garnering of wealth is so that it may flow back out in 
  compassionate use in the service of others. Her followers can come 
  into great sums of treasure, only to have it slip away as they use it to 
  aid the less fortunate. 
   
  The domains associated with Elwys are Healing, Love, and Wealth. 
  Elwys favors no weapons (she is a pacifist) and her symbol is that of a 
  stylized, but simple, female form. 
   
  Omorphon 
  Demon Prince, C – Magic, Necromancy 
   
  Omorphon is a serpent-god out of the ancient legends of the 
  planet Yarth. It is believed that Omorphon had come to the call of 
  the first wizards from the gulfs of demonaic space and that it 
  brought with it dark, wicked powers by which those early 
  necromancers worked their evil.  
   
  The human agents of Omorphon are exclusively wizards; elves 
  are disdained by the demon prince and his followers slay them at 
  every opportunity. Omorphon has one driving goal: to throw wide 
  the gates of phlogiston and see the world destroyed. To this end 
  his followers are avid and adept spell duelists. 
   
  Omorphon’s symbol is that of a stylized Oroborus. 
  
   
   
  Page 11 
   
   
   
   
  Magic Items 
   
  Frostfire 
   
  "Frostfire was forged in the primal ooze by the devils summoned up by me five hundred centuries before. 
  It was wrought of a metal fallen from the skies, it was dipped in the molten middle of the world, it was 
  cooled in the snows on a mountain so high nothing but a sylph—a winged spirit of the air—could take it 
  there. It can pierce any armor, any helm. It can be carried only by a man who has no other wealth." 
       - Gardner F. Fox, ‘The Sword of the Sorcerer’ 
   
  Frostfire is a two-handed sword of bluish steel with a golden cross-hilt set with an angry red jewel in its 
  pommel. Its length is etched in runes so ancient that even magic cannot read them.  
   
  Frostfire, artifact, +3 two-handed sword: Int 18; AL C; banes: demons (neutralization), warriors 
  (defender), wizards (hardiness); communication: simple urges; special purpose: to keep no wealth, 
  achieve perfect self-harmony; special powers: crippler (critical hits resolve as if wielder is a warrior of one 
  level higher), cleave (slaying a foe with the blade allows the warrior to make an immediate additional 
  attack), eviscerator (damage dice explode on 10s), supreme willpower (+2 bonus to wielder’s Will saves). 
   
   
  
   
   
  Page 12 
   
   
   
  Monsters  
   
  Azdorian spider 
   
  The Azdorian spider is a fearsome hybrid of a giant 
  spider crossed with that of an equally as large 
  scorpion. The creature stands almost as large as a 
  horse, scaling walls or crawling using its eight legs, 
  and using its scorpion tail to impale prey, paralyzing 
  those not felled by the vicious attack. Three large 
  white orbs glow faintly, serving as the creature’s eyes, 
  giving it excellent vision. Several adventurers have 
  lost their lives battling the creature, being unaware 
  that the web it nests in also serves as a semi-sentient 
  organism. The web can be made to attack by simple 
  electrical impulses from the spider, sending silent 
  ropelike strands to reach out in an attempt to attack 
  the poor unsuspecting party. 
   
  Azdorian spider: Init +1; Atk tail sting +2 melee (1d8 plus paralysis) or bite +2 melee (1d6); AC 14; HD 
  4d8; MV 30’ or climb 20’; Act 1d20; SP paralysis (victim must pass a DC 12 Fortitude save or suffer 
  paralysis for 1d8 rounds), web symbiosis, flammable web; SV Fort +2, Ref +1, Will -1; AL C. 
   
  Web symbiosis: The Cumberian spider’s web is actually semi-sentient and makes 1d4 attacks per round 
  using 1d16 as an attack die. Any victim struck must immediately make an opposed grapple check, 
  applying any Strength bonus. Losing the check means the victim is held fast and automatically attacked 
  again by a new strand of web on the following round, using one of the 1d4 attacks. Grapple checks are 
  made using -1 die on the chain for each strand already entangling the victim. 
   
  Flammable web: The living web is vulnerable to fire and takes full damage from flame based attacks. The 
  web is AC 10 and can withstand 30 hit points before being destroyed. 
   
   
  Ink Wraith 
   
  The ink wraith usually finds itself in the service of some dark lord, or sorcerer, as its ability to channel dark 
  energies into permanent painted marks, or tattoos, make it highly sought after. 
   
  The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and 
  death from uncleanliness. Known for its ability to leave a “lasting” mark on its target, loose ebon 
  bandages cover desiccated a corpse whose skin is almost as pitch as the cloth that wraps it. If attacked 
  or deterred from its mission, the ink wraith animates its hanging bandages to become rigid and stabs 
  outward at its opponents. The creature is a master of stealth, and often uses flight to find open windows 
  to glide effortlessly into, all in hopes of catching its prey asleep and unsuspecting.  
   
  Ink wraith: Init +2; Atk gauze stab +3 melee (1d8); AC 16; HD 3d8; MV 30’ or fly 30’; Act 2d20; SP un-
  dead traits, move silently, dark mark; SV Fort +2, Ref -1, Will -1; AL N. 
   
  Dark mark: The ink wraith carries a bowl with a viscous black ink and brush in attempt to “mark” its target. 
  This ability can only be used on immobile, sleeping targets. The act of leaving the mark is painless, and if 
  successful leaves the target in a charmed state specifically attuned to the ink wraith’s master. “Marked” 
  are considered to be under the effects of a charm spell at check result 18 while in the presence of said 
  master. This effect is permanent unless the mark is carved from the flesh (causing 1d6 damage). 
  
   
   
  Page 13 
   
   
   
  Iormungar, Sea Dragon  
   
       The barbarian had never imagined anything so huge. Its body was fully as large as half a dozen ships, 
  the kind that ply the waters of the Inland Sea between Azynyssa and the southern kingdoms of Sybaria 
  and Malakor. Its scales were a bluish-grey and glistened as if polished with oil. 
       Atop that immense body, half-hidden like an iceberg beneath the cavern waters, was a thick, supple 
  neck, longer than five tall men standing one above the other. On that neck was a head framed in scales, 
  with three bulging red eyes glaring hate and hunger up at Kothar. 
       Thick serpents seemed to hang from the head, twisting and turning, hissing with gaping jaws like 
  Iormungar himself, seeking to find and pierce the skin of this rash manthing with their own fangs. The trio 
  of scarlet eyes, the living serpents that were a part of the titanic sea beast, made Kothar press back 
  against the slimy stone wall. 
       - Gardner F. Fox, ‘The Sword of the Sorcerer’ 
   
  Iormungar: Init +14; Atk bite +20 melee (1d12), tail slap +18 melee (1d20), 3 tentacle bites +15 melee 
  (1d10); AC 32; HD 14; hp 126; MV 30’ or climb 20’; Act 5d20; SP structural crush; SV Fort +14, Ref +14, 
  Will +14; AL C. 
   
  Structural crush: Due to Iormungar’s immense size, the creature is capable of damaging ships at sea, 
  caverns, and even cliff faces. Damage to the structure is at the judge’s discretion, but all individuals in the 
  threatened area must make a DC 18 Reflex save or immediately be slain. This action must be 
  Iormungar’s sole action for the round. 
   
   
  Lich 
   
       The withered brown body on the slab—he could 
  make out bits of whitened bone and grisly fragments 
  of flesh and hair protruding from the rotted cloth—
  was moving. It sighed, as if it breathed 
  immeasurable distances away. Its chest lifted and 
  fell in a slow pulsing. 
       Dwallka of the War Hammer! What was this 
  thing? The corpse turned its head so that it could 
  look at Kothar out of its empty eye-sockets. The 
  barbarian felt the touch of eyes, even though there 
  were no eyes to see or be seen.  
       - Gardner F. Fox, ‘The Sword of the Sorcerer’ 
   
  Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be 
  offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, 
  and they rise again in a state of un-death, to observe the slow passage of eternity and to continue 
  working their will upon the world. A lich’s second and third action die must be used for spellcasting. Most 
  powerful of the Liches is Afgorkon, said to be the first among them. 
   
  Lich: Init +0; Atk debilitating touch +4 melee (-1 Str), soul burn +10 missile (-1d3 Per), or spell; AC 11; 
  HD 10d4+20; hp 45; MV 20’; Act 2d20+1d14; SP damage reduction 10, soul burn, spellcasting (+12 spell 
  check), lethargic, resilient, un-dead traits; SV Fort +2, Ref +3, Will +10; AL C. 
   
  Soul burn: The lich’s fearsome gaze attack drains a target of 1d3 Personality, allowing the lich to use that 
  power to immediately fuel a spell. Points of soul burn not used immediately are lost to the Lich and return 
  to the Lich’s victim. Targets reaching 0 Personality immediately die as the last of their soul is devoured.  
   
  Spellcasting: In life Liches were 10th-level wizards. In death they retain their knowledge of magic. Each 
  Lich’s spell list is different but will consist of 18 spells between 1st and 5th level. 
   
  
   
   
  Page 14 
   
   
   
  Lethargic: Liches spend a great deal of time in a torpid state. While un-dead, their bodies continue to 
  slowly diminish. For every 100 years of death, the lich’s movement rate is reduced by 1’ (to a minimum of 
  1’). 
   
  Resilient: Liches can be harmed only by spells, magical-style attacks (such as a basilisk’s gaze), and 
  magic weapons of +1 or better enchantment. In addition, powerful opponents (those of 4 HD or greater) 
  are also powerful enough to wound a Lich for normal damage. 
   
  Un-dead traits: Liches are un-dead, and thus can be turned by lawful clerics. They do not eat, drink, or 
  breathe, and are immune to critical hits, disease, and poison. They are also immune to sleep, charm, and 
  paralysis spells, as well as other mental effects and cold damage. 
   
  Afgorkon: Init +0; Atk debilitating touch +3 melee (-2 Str), soul burn +10 missile (-1d4 Per), or spell; AC 
  11; HD 10d4+20; hp 55; MV 1’; Act 2d20+1d14; SP damage reduction 15, soul burn, spellcasting (+13 
  spell check), lethargic, resilient, un-dead traits; SV Fort +4, Ref +0, Will +11; AL C. 
   
   
  Minokar 
    
      The man-body was covered by reddish hair, it was 
  even larger and fully as muscular as himself, with the 
  head of a bull tipped by wide, flaring white horns. The 
  bull-eyes were red, mean. The muscles of chest and 
  arms and legs— 
       Kothar grunted. The legs were the legs of an 
  animal, ending in split hooves. He could see them fully, 
  now that the monster was no longer huddled in a ball. 
  His hand lifted Frostfire, held the blade at the ready as 
  the bull-man lowered its horned head. Out from behind 
  its hips lashed a thin, hairless tail. 
       - Gardner F. Fox, ‘The Treasure in the Labyrinth’ 
   
  Minokar: Init +8; Atk gore +8 melee (1d14+4), fists +8 
  melee (1d5+4), or warhammer +8 melee (1d8+4); AC 
  15; HD 6d8+6; MV 30’; Act 1d20; SP bellow, charge, 
  mighty deed (trip); SV Fort +6, Ref +8, Will +2 (see 
  below); AL C. 
   
  Bellow: Once per turn the minokar can unleash a 
  deafening, blood-curdling roar. All foes within 100’ 
  must make a DC 12 Will save or be paralyzed with fear 
  and helpless for 1d3 rounds. Bellowing does not count 
  as the minokar’s action and can be made in 
  conjunction with an attack. 
   
  Charge: The minokar’s charge, coupled with its terrifying bellow, is its preferred tactic for beginning 
  combat. This powerful charge grants a +2 attack bonus and a -2 AC penalty, inflicts a critical hit on a 
  natural 18-20, and the target must make an opposed Strength check (treat the minokar as Str 24) or be 
  hurled back 20’. 
   
  Mighty deed (trip): The Minokar may use its prehensile tail to perform the trip deed. The creature 
  effectively has a d6 deed die, but the die roll is only for determining attack and the effectiveness of the 
  deed. The die adds no damage to successful attacks. 
   
    
  
   
   
  Page 15 
   
   
   
  Spells 
  Spell 
  Pholgiston Storm 
  Level 
  5 
  Range 
  Unlimited 
  Duration 
  Until death or incapacitation of wizard or their target 
  Casting Time 
  1 round 
  Save 
  N/A 
  General 
  Through the machinations of this spell, the wizard may initiate a spell duel with 
  any caster known to them, wherever they may be. Space and time warp, 
  forming a channel betwixt the two, allowing for direct line of sight between the 
  casters and negating any spell range restrictions other than touch. This spell 
  lasts until one of the casters is dead or unconscious. Only the wizard and their 
  chosen target are affected by the spell, preventing other wizards from joining the 
  mystical combat. 
  Manifestation 
  Roll 1d4: (1) green hellfire surrounds the caster and their foe in a 100' radius. All 
  those entering the flames who are not wizards or elves immediately suffer 
  1d6+1d7 points of damage; (2) blood rain cascades down from the sky around 
  the caster and their foe (capable of extinguishing regular flames and dampening 
  magical fires - decrease damage by 5 point) in a 50' radius around the caster 
  and their foe; (3) the caster, and everything around them for 50', appear as if 
  negative (black is white, green is red, etc.); (4) supernatural winds buffet the 
  area around the wizard and their foe. All within 200' of either caster must make a 
  DC 20 Reflex save or be blown prone. In addition, a phlogiston disturbance 
  occurs any time the caster's spell check results are within 2 of each other (rather 
  than only occurring on a tie). 
  Corruption 
  Roll 1d6: (1) the skin of the caster's hands runs like wax, leaving their fingers 
  lumpy misshapen, fused masses. Caster suffers -1 to Agility as well as a 
  permanent -3 to all spell checks; (2) the wizard develops a second head growing 
  from their shoulder, and it is that of their intended target. The new head is vocal 
  about its hatred of the caster, spewing a non-stop stream of vitriol unless 
  gagged. The wizard suffers a permanent -2 to Personality; (3) the forces of 
  magic twist and corrupt the caster's soul and warp their ability to wield magic. 
  The caster gains an addition 1d4 mercurial effects for ALL spells; (4) the 
  wizard's physical form becomes unstable. The caster must make a DC 20 Will 
  save once per month or be reduced to a pool of unmoving, sentient goo for 1d3 
  days; (5) the wizard's eyes melt from their head, leaving swirling mystical 
  darkness behind. The PC is blind unless in total darkness but can see in 
  magical darkness; (6) the caster's luck begins to run out more rapidly than 
  normal. The wizard immediately loses 3 Luck and now must spend 2 Luck to 
  gain the benefit of 1 point. 
  Misfire 
  Roll 1d4: (1) Pocket Dimension. Caster is sucked into a pocket dimension for 
  one week. Consult DCC RPG core rulebook, p. 103 for appearance of pocket 
  dimension; (2) Time Slows. Roll 1d3 and resolve that number of actions before 
  the caster may act again; (3) Demonic Invasion. A rift opens in the fabric of the 
  universe allowing a horde (1d7+5) of demons loose into the caster's plane of 
  existence. The demons are of a type as determined here (roll 1d5): [1] type I, [2] 
  type II, [3] type III, [4] type IV, or [5] type V; (4) Warp storm! The winds of magic 
  rage, unrestrained, through the caster's body. The wizard immediately suffers 
  1d5 greater corruption effects and 1d3 major corruption effects (see DCC RPG 
  pgs. 118-119). 
  1 
  The phlogiston storm tears both casters apart. They are irrevocably slain. 
  
   
   
  Page 16 
   
   
   
  2-3 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  patron taint + misfire; (1-2) corruption; (3+) misfire. 
  4-11 
  Lost. Failure. 
  12-17 
  Caster gains +1 rank to all spell check results for the duration of the spell duel. 
  Caster must make Fort save DC 15 each round or suffer minor corruption. 
  18-19 
  Caster gains +1 rank to all spell check results and gains double momentum for 
  the duration of the spell duel. Caster must make Fort save DC 16 each round or 
  suffer minor corruption. 
  20-23 
  Caster gains +2 ranks to all spell check results for the duration of the spell duel. 
  Caster must make Fort save DC 17 each round or suffer minor corruption. 
  24-25 
  Caster gains +2 ranks to all spell check results and gains double momentum for 
  the duration of the spell duel. Caster must make Fort save DC 18 each round or 
  suffer minor corruption. 
  26-28 
  Caster gains +3 ranks to all spell check results for the duration of the spell duel. 
  Caster must make Fort save DC 19 each round or suffer greater corruption. 
  29-33 
  Caster gains +3 ranks to all spell check results and gains double momentum for 
  the duration of the spell duel. Caster must make Fort save DC 20 each round or 
  suffer greater corruption. 
  34-35 
  Caster gains +4 ranks to all spell check results for the duration of the spell duel. 
  Caster must make Fort save DC 21 each round or suffer major corruption. 
  35-37 
  Caster gains +4 ranks to all spell check results and gains double momentum for 
  the duration of the spell duel. Caster must make Fort save DC 22 each round or 
  suffer major corruption. 
  38+ 
  Spell mastery. During the spell duel the wizard may cast a single spell for an 
  automatic success at maximum effect. Caster immediately suffers 1d3 major 
  corruption effects. 
   
   
  
   
   
  Page 17 
   
   
   
  Wizard Cage 
   
        “He hung high in the sky, a red thing that screamed and screamed in his agony, legs and arms 
  moving wildly as if he swam there between the clouds. Kothar felt the golden hairs at the base of his neck 
  stand up in horror. The chilling winds that swept the treetops here in Windmere Wood must be like salt 
  poured over the skinless body of the wizard Kazazael. […] His eyes were fastened on the thing which had 
  been a man that was like a puppet now, pulled this way and that by the winds, hung there in the sky by 
  the magic of his enemy…” 
       - Gardner F. Fox, ‘The Sword of the Sorcerer’ 
   
  Spell 
  Wizard Cage 
  Level 
  5 
  Range 
  100’ 
  Duration 
  Varies 
  Casting Time 
  2 rounds 
  Save 
  Spell duel only* 
  General 
  Generic cages are for animal husbandry. Ensorcelled cages are required for specific 
  needs: an enclosure with no lock is needed for a pickpocket; the keeping of men-at-
  arms and those of superior strength requires metal that will not give to their bashing; 
  and the caging of powerful casters can only be accomplished by the greatest of like-
  minded wizards. These last must be able to stand the test of time and elements and –
  most importantly – retard any efforts of the occupants to use magic of any kind.  
   
  As the cage created lifts captured wizards, elves, and even clerics above the ground 
  as if on an invisible pulley, the captives are subject to all outdoor elements. If the cage 
  appears inside a building or underground structure, it will rise to a point just below the 
  ceiling.  
   
  This spell will temporarily imprison casters and render their magic powers/items inert. 
  It was created with chaotic wizards in mind—specifically those who are too powerful to 
  be killed. No magic used within the cage – spells or items – will prove effective. 
   
  It is important to note the original spell check result, as other casters may attempt to 
  destroy the cage. 
   
  The cage will not materialize if cast upon a non-casting target. 
  Manifestation 
  Roll 1d3: (1) a short, squat enclosure of crisscrossed chains, into which runes of 
  holding are emblazoned materializes around the target caster and levitates into the 
  air; (2) a tall, narrow cage of silver bars on which thaumaturgic signs and symbols are 
  engraved manifests around the target and lifts him into the air; (3) a wide, covered 
  basket of chainmaille with an immovable lid weaves itself into being around the target 
  before hefting him into the air. 
  Corruption 
  Roll 1d6: (1) minor corruption; (2-4) major corruption; (5-6) greater corruption. 
  Misfire 
  Roll 1d5: (1) caster immobilizes himself for 1d3 rounds; (2) caster and all allies within 
  20’ are held in place for 1d3 rounds; (3) caster experiences a levitating effect, floating 
  10’ in the air with no directional control for 1d3 rounds; (4) caster is encompassed by 
  an invisible cage for 1d4 rounds, through which he may speak but spells automatically 
  fail; (5) a large iron-barred cage falls from the sky, trapping all within 25’ of the caster 
  (friend and foe alike). If caster is inside a building, the cage appears to fall from the 
  ceiling, causing no structural damage. 
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron 
  taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 
  2-3 
  Lost, failure, and less lucky: Roll 1d6 with no Luck modifier: (0 or less) corruption + 
  patron taint + misfire; (1-2) corruption + misfire; (3) patron taint (or corruption if no 
  patron) + misfire; (4+) misfire. 
  4-7 
  Lost, failure, and misfire. 
  
   
   
  Page 18 
   
   
   
  8-12 
  Lost. Failure. 
  13-17 
  Failure, but spell is not lost. 
  18-20 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage around his target and rises 15’ into the air. The cage will last for as 
  long as the caster keeps it within line of sight (natural means only) and concentrates 
  on its integrity. The target may not cast while imprisoned. Another caster outside the 
  cage may negate it with a dispel magic or shatter spell check at a DC of the original 
  spell check +5. 
  21-23 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage around his target and rises 15’ into the air. The cage will last for CL×2 
  hours or as long as the caster keeps it within line of sight (natural means only). The 
  target may not cast while imprisoned. Another caster outside the cage may negate it 
  with a dispel magic or shatter spell check at a DC of the original spell check +6. 
  24-26 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage around his target and rises 20’ into the air. The cage will last CL×6 
  hours or as long as the caster keeps it within line of sight (by natural or supernatural 
  means). The target may not cast while imprisoned. Another caster outside the cage 
  may negate it with a dispel magic or shatter spell check at a DC of the original spell 
  check +6. 
  27-30 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage of his design around his target (player may pick a manifestation from 
  the list above or describe his own), rising 20’ into the air. The cage will last CL×8 
  hours. The target may not cast while imprisoned. Another caster outside the cage may 
  negate it with a dispel magic or shatter spell check at a DC of the original spell check 
  +8. 
  31-33 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage of his design around the target, rising no higher than 30’ into the air 
  (caster may choose height). The cage will last for CL×2 days or until the caster 
  concentrates for 1 turn to dispel the powerful magics. The target may not cast while 
  imprisoned. Another caster outside the cage may negate it with a dispel magic or 
  shatter spell check at a DC of the original spell check +8. 
  34-35 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage of his design around his target, rising no higher than 40’ into the air 
  (caster may choose height). The cage will last for CL×2 days or until the caster 
  concentrates for 1 turn to dispel it. The target may not speak or cast while imprisoned. 
  Another caster outside the cage may negate it with a dispel magic or shatter spell 
  check at a DC of the original spell check +10. 
  36-37 
  The caster focuses his energy toward the enemy to be captured and succeeds in 
  creating a cage of his design around his target, rising no higher than 50’ into the air. 
  As the wizard inside the cage ascends to a point between the earth and sky, his skin 
  begins to react, slowly rending from his own body in strips (1d6 damage suffered per 
  day). The cage will last for CL×1 weeks or until dispelled by the caster via 
  concentration for 1 turn. The target may not cast while imprisoned, but screams in 
  pain. Another caster outside the cage may negate it with a dispel magic or shatter 
  spell check at a DC of the original spell check +10. 
  38+ 
  As result 36-37, but the caster may focus on up to 2 enemies to be imprisoned. 
   
   
  *Spell duel notes:  
  1. Wizard cage may be specifically counterspelled with magic bulwark or dispel magic, with the caveat that a 
  result of phlogiston disturbance will cause cages to encompass all duel participants, materializing at the level of 
  the initial spell check result.  
  2. So long as the caster of wizard cage does not fail his initial spell check, each round he survives is counted as a 
  success toward the casting time of this spell (2 rounds). He does not have to roll a spell check for the second 
  round; instead, count the initial spell check as his result for the second round of a spell duel. 
  
   
  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 #12 © 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 #13 
   
   
  Down  
  to a  
  Sunless 
  Sea 
   
   
   
   
   
   
  
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