TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #17 
   
  A Night 
  in the  
  Lonesome 
  October 
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #17 Companion 
   
   
  Written By 
  Jen Brinkman 
  David Baity 
  Bob Brinkman 
  Daniel J. Bishop 
   
  Interior Art by 
  Antotoooo 
  Benjamin Smith 
  D. Andreas Schmidt-Rhaesa 
  Su Yeong Kim 
  Lacy Franks 
  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 
  Lonesome October [Illustration] 
   
  Todd McGowan 
   
  page 4 
   
  Familiars 
  Bubo (packrat)  
   
   
   
  Bob Brinkman  
   
  page 5 
  Pack Rat [Illustration]  
   
   
   
   
   
   
  page 5 
  Cheeter (squirrel) 
   
   
   
  Bob Brinkman  
   
  page 5 
  Squirrel [Illustration]  
   
   
   
   
   
   
  page 5 
  Graymalk (black cat)  
   
   
  Bob Brinkman  
   
  page 6 
  Black Cat on Pumpkin [Illustration]  
   
   
   
   
  page 6 
  Needle (vampire bat)  
   
   
  Bob Brinkman  
   
  page 6 
  Bat [Illustration] 
   
   
   
   
   
   
   
  page 6 
  Nightwind (barn owl)  
   
   
  Bob Brinkman  
   
  page 7 
  Barn Owl [Illustration] 
   
   
   
   
   
   
  page 7 
  Quicklime (black snake) 
   
   
  Bob Brinkman  
   
  page 7 
  Black Snake [Illustration] 
   
   
   
   
   
   
  page 7 
  Snuff (hound)  
   
   
   
  Bob Brinkman  
   
  page 8 
  Guard Dog [Illustration] 
   
   
   
   
   
   
  page 8 
  Tekela (albino raven)  
   
   
  Bob Brinkman  
   
  page 8 
  Don’t Get Too Attached: Parasitic Familiars David Baity 
   
   
  page 9 
  A Horsehair Worm [Photograph] 
   
  D. Andreas Schmidt-Rhaesa page 10 
  Cuckoo Wasp [Photograph]  
   
  Benjamin Smith 
   
  page 11 
   
  Magic Items 
  The Ripper’s Blade 
   
   
   
  Daniel J. Bishop 
   
  page 12 
  Bloody Knife Stock [Photograph] 
   
  Antotoooo 
   
   
  page 12 
  Wolf Flower  
   
   
   
  Jen Brinkman  
   
  page 12 
   
  Monsters 
  The Experiment Man  
   
   
  Daniel J. Bishop 
   
  page 13 
  Frankenstein [Illustration] 
   
   
  Su Yeong Kim  
   
  page 13 
  The Thing in the Wardrobe  
   
  Bob Brinkman  
   
  page 13 
  The Monster in Your Closet [Illustration] 
  Lacy Franks 
   
   
  page 13 
   
   
   
   
   
   
  Lonesome October ©2016 Todd McGowan. Used with permission. 
  Packrat is in the public domain. 
  Squirrel from Robert Merry’s Museum Magazine, December 1841, is in the public domain. 
  Black Cat on Pumpkin is in the public domain. 
  Bat is in the public domain 
  Barn Owl is in the public domain. 
  Black Snake is in the public domain. 
  Guard Dog is in the public domain 
  A Horsehair Worm is released under a GNU Free Documentation License. 
  Cuckoo Wasp 
  This work is licensed under a Creative Commons Attribution 2.0 Generic license. 
  Bloody Knife Stock 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Frankenstein 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  The Monster in Your Closet (fixed) 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
  Submissions welcomed. Send your art, stats, and comments to TheHub@sanctum.media  
  
   
  
   
   
  Page 5 
   
   
   
  Familiars 
   
   
  Bubo (packrat)  
       “At the entrance to the front hall I caught the scent. I halted, 
  watched, listened. I became aware of a slight movement—low, and to 
  my right—ahead. 
       It sat before the mirror watching the slitherers. I suspended 
  breathing and edged forward. When I was near enough to catch it with 
  a short lunge I said, “I trust you are finding your last moments 
  amusing.” 
       It leaped and I was upon it, catching it at the base of the neck—a 
  large, black rat.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Bubo: Init +1; Atk bite +1 melee (1 hp); AC 12; HD 1d3; MV 60’; Act 
  1d20; SP animal speech, bindable, infravision 60’, magically aware; 
  SV Fort +1, Ref +1, Will +2; AL N. 
   
  Animal speech: Bubo is highly intelligent and is capable of conversing with any other type of animal. 
   
  Bindable: Nothing more than a highly clever packrat, Bubo may be bound as an ordinary familiar and will 
  jump at the opportunity.  
   
  Magically aware: Bubo is already knowledgeable in the basic workings of magic and has the innate ability 
  to detect magic (as per the spell) with a spell check result of 18. 
   
   
  Cheeter (grey squirrel) 
       “The old man who lives up the road was in his yard, harvesting 
  mistletoe from a tree, using a small, shining sickle. A squirrel sat upon 
  his shoulder. This was a new development.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Cheeter: Init +4; Atk bite + melee (1d3); AC 14; HD 1d4+2;  
  MV 40’; Act 1d20; SP animal speech, familiar (arcane), familiar traits, 
  human speech, infravision 100’, shadow bound; SV Special; AL L. 
   
  Animal speech: As a familiar, Cheeter is capable of conversing with any other type of animal. 
   
  Familiar (arcane): As an arcane familiar, Cheeter knows the spell fly, and grants his master the ability to 
  cast this spell. 
   
  Glider: While not a flying squirrel, Cheeter has been granted the ability to safely glide through the air (via 
  his being shadow bound). 
   
  Human speech: From the hour of midnight until sunrise, Cheeter is capable of speaking to his master. 
   
  Shadow bound: In order to grant Cheeter his heightened intelligence, his shadow was magically removed. 
  This resulted in him losing his natural instincts and mannerisms. Cheeter’s resulting unhappiness gives 
  him a -1 to all Will saves. 
   
  Saving throws: Familiars use the saving throws of their masters. 
  
   
   
  Page 6 
   
   
   
  Graymalk (black cat) 
       “The cat Graymalk came slinking about, pussyfoot, peering in our 
  windows. Ordinarily, I have little against cats. I can take them or leave 
  them, I mean. But Graymalk belongs to Crazy Jill who lives over the hill, 
  in towards town, and Graymalk was spying for her mistress, of course. I 
  growled to let her know she had been spotted.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Graymalk: Init +3; Atk bite +4 melee (1d6) or claws x2 (1d4); AC 14; 
  HD 2d4+4; MV 40’; Act 1d20 or 2d16; SP animal speech, familiar 
  (guardian), familiar traits, human speech, infravision 100’, move silently, 
  patron bond; SV Special; AL C. 
   
  Animal speech: As a familiar, Graymalk is capable of conversing with any other type of animal. 
   
  Familiar (guardian): Graymalk is able to provide assistance in the preparation of ritual magic and adds +1 
  to the resulting spell check. Unlike ordinary focal familiars, Graymalk’s bond does not allow her mistress 
  to see through her eyes. Graymalk has a d12 crit die and rolls on crit table III. 
   
  Human speech: From the hour of midnight until sunrise, Graymalk is capable of speaking to her mistress. 
   
  Patron bond: Graymalk is bonded to the High Purring One, the ancient patron of cats who dwells in a 
  timeless portion of the Dreamlands known as the rose-crystal Palace of the Seventy Delights. 
   
  Move silently: Graymalk gains a +8 bonus to rolls involving silent movement. In addition, Graymalk grants 
  her mistress a +4 bonus. 
   
  Saving throws: Familiars use the saving throws of their masters. 
   
   
   
   
  Needle (vampire bat) 
       “I heard a small tittering from the nearly bare branches of a cherry 
  tree. I sniffed the air, but Nightwind’s gritty signature was not on it. 
  There was something else, though. 
       The small laughter—so high-pitched a human might not hear it—
  came again.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Needle: Init +3; Atk bite +1 melee (1d4); AC 14; HD 1d4+2; MV 5’ or fly 100’; Act 1d20; SP animal 
  speech, exceptional hearing, familiar (arcane), familiar traits, infravision 100’, human speech; SV Special; 
  AL C. 
   
  Animal speech: As a familiar, Needle is capable of conversing with any other type of animal. 
   
  Exceptional hearing: Needle gains a +8 bonus to rolls involving hearing. In addition, Needle grants his 
  master a +4 bonus. 
   
  Familiar (arcane): As an arcane familiar, Needle is able to provide assistance in the preparation of ritual 
  magic and adds +1 to the resulting spell check. 
   
  Human speech: From the hour of midnight until sunrise, Needle is capable of speaking to her mistress. 
   
  Saving Throws: Familiars use the saving throws of their masters. 
   
  
   
   
  Page 7 
   
   
   
   
   
  Nightwind (barn owl) 
       “He swiveled his head around backwards to think, then said, “That 
  sounds fair. It would save us all time. Very well. You know of my 
  masters, and I know both of yours. That’s four.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Nightwind: Init +3; Atk bite +1 melee (1d4); AC 14; HD 1d4+2; MV 10’ 
  or fly 100’; Act 1d20; SP animal speech, dual familiar, familiar (arcane), 
  familiar traits, human speech, nightvision, patron bond; SV Special; AL 
  C. 
   
  Animal speech: As a familiar, Nightwind is capable of conversing with 
  any other type of animal. 
   
  Dual familiar: Nightwind is bonded to a pair of wizards and grants half of his hit point total to each of them. 
   
  Familiar (arcane): As an arcane familiar, Nightwind is able to provide assistance in the preparation of 
  ritual magic and adds +1 to the resulting spell check for each of his masters. 
   
  Nightvision: Nightwind’s vision at night is equal to that of a human in broad daylight and he can make out 
  things from over a mile away. Nightwind shares nightvision 200’ with his masters. 
   
  Human speech: From the hour of midnight until sunrise, Nightwind is capable of speaking to his masters. 
   
  Saving throws: Nightwind uses the higher of the available saving throws of his masters.  
   
   
   
  Quicklime (black snake) 
       “Quicklime wasn’t readily available either, and I began 
  rearing up and peering in windows. I spotted Rastov himself, 
  slouched in a chair, vodka bottle in one hand, what might be 
  his icon clutched to his breast with the other. Something 
  stirred on the windowsill and I realized it to be my erstwhile 
  partner. Quicklime raised his head, stared at me, then 
  gestured with his head toward the adjacent room. At that, he 
  slid from the sill and was gone...” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Quicklime: Init +1; Atk bite +4 melee (1d6); AC 14; HD 2d4+4; MV 50’; Act 1d20; SP animal speech, 
  familiar (guardian), familiar traits, hide within, human speech, immune to damage from acid; SV Special; 
  AL L. 
   
  Animal speech: As a familiar, Quicklime is capable of conversing with any other type of animal. 
   
  Familiar (guardian): Quicklime is able to provide assistance in the preparation of ritual magic and adds +1 
  to the resulting spell check. Unlike ordinary focal familiars, Quicklime’s bond does not allow his master to 
  see through his eyes. Quicklime has a d12 crit die and rolls on crit table III. 
   
  Hide within: Quicklime is capable of entering his master’s body via the mouth and taking residence in the 
  stomach. 
   
  Human speech: From the hour of midnight until sunrise, Quicklime is capable of speaking to his master. 
   
  
   
   
  Page 8 
   
   
   
  Saving throws: Familiars use the saving throws of their masters. 
  Snuff (hound) 
       "I am a watchdog. My name is Snuff. I live with my master 
  Jack outside of London now. I like Soho very much at night with 
  its smelly fogs and dark streets. It is silent then and we go for 
  long walks. Jack is under a curse from long ago and must do 
  much of his work at night to keep worse things from happening. I 
  keep watch while he is about it. If someone comes, I howl.” 
  - A Night in the Lonesome October, Roger Zelazny 
   
  Snuff: Init +2; Atk bite +4 melee (1d6+1); AC 15; HD 3d4+6; MV 
  40’; Act 2d20; SP animal speech, familiar (guardian), familiar 
  traits, heightened senses (smell), human speech, immune to 
  charm, patron bond, ritual aid; SV Special; AL L. 
   
  Animal speech: As a familiar, Snuff is capable of conversing with any other type of animal. 
   
  Familiar (guardian): Snuff is able to provide assistance in the preparation of ritual magic and adds +1 to 
  the resulting spell check. Unlike ordinary focal familiars, Snuff’s bond does not allow his master to see 
  through his eyes. Snuff has a d12 crit die and rolls on crit table III. Snuff’s bite counts as a magic weapon. 
   
  Heightened senses (smell): As a dog, Snuff is capable of discerning a large number of scents and 
  following an individual scent over great distances. Snuff receives +10 on rolls relating to scents. 
   
  Human speech: From the hour of midnight until sunrise, Snuff is capable of speaking to his master. 
   
  Patron bond: Snuff is bonded to Growler, the patron of dogs who dwells in a wooded portion of the 
  Dreamlands known as “Dognappery”, to the west of the River Shai and below the Gate of Deeper 
  Slumber. 
   
  Ritual aid: Snuff is capable of working out complex spacial equations in his head and, in his mind’s eye, 
  can overlay them upon an image of nearby terrain. Snuff grants an additional +2 to the resulting spell 
  check when ritual magic is performed in such locations. 
   
  Saving throws: Familiars use the saving throws of their masters. 
   
   
  Tekela (albino raven) 
       “I wandered for a little while after that, organizing my thoughts. My peregrinations took me past the 
  church; a large albino raven regarding me, pink-eyed, from its peak.” 
  - A Night in the Lonesome October, Roger Zelazny  
   
  Tekela: Init +2; Atk peck +1 melee (1d4); AC 14; HD 1d4+2; MV 10’ or fly 60’; Act 1d20; SP animal 
  speech, familiar (demonic), familiar traits, human speech, immune to disease, immune to poison, SV 
  Special; AL C. 
   
  Animal speech: As a familiar, Tekela is capable of conversing with any other type of animal. 
   
  Familiar (demonic): Tekela is highly attuned to negative energy and corruption. Should her master roll a 
  natural 1 on a spell check, half of any corruption is absorbed by Tekela, rounding in the wizard’s favor. In 
  addition, should Tekela’s master die, his soul is transferred into her body as a cohabitant for all eternity. 
   
  Human speech: From the hour of midnight until sunrise, Tekela is capable of speaking to her master. 
   
  Saving throws: Familiars use the saving throws of their masters. 
  
   
   
  Page 9 
   
   
   
  Don’t Get Too Attached:  
  Parasitic Familiars 
   
       “Want to dig me out? Fine, I’ll just burrow deeper. Organ meat is much tastier anyway.” 
   
       Nothing gets the skin to crawling like the sight of something…alien wriggling just underneath the skin. 
  The faint tickle is a constant reminder that the microscopic fiend who decided you’d make a great host is 
  always there, and just under the surface. 
       What if these parasites found their way into the primordial pool arcane Wizards use to draw forth their 
  familiars? What if said parasite attached itself to that sleek black cat destined to seek you out for a 
  lifetime bond, only to have its invasive “visitor” that, up til now, has remained dormant while waiting for the 
  summons from an unsuspecting Wizard? 
       No one in their right mind would agree to a companion that makes the summoning Wizard a new 
  home; thus parasitic familiars find and infect typical animals. They grow while slowly leeching the life 
  away from the poor tortured beast until the familiar-to-be is summoned. Once the find familiar spell is cast 
  and the called beast begins its journey, the parasite traveling within the Wizard’s future companion begins 
  the final stage of infestation. In a horrific act, the parasite sucks the last ounce of life from the poor animal 
  just as it arrives from the summoning. 
       The unsuspecting Wizard, more times than not, will investigate the carnage, often giving the parasitic 
  organism a moment of surprise where it lashes out, infecting the new host. The end result is a Wizard 
  with a familiar that takes as much as it gives. 
       Judges should consider “inserting” a parasitic familiar with Wizards who have bonded with patrons 
  aligned with Chaos, or who have experienced the effects of corruption. Truly twisted players may request 
  one of the vile travelers as well. 
       Below you’ll find three sample parasitic familiars, but the author encourages judges to create their own 
  creepy parasites! 
   
  Cymothoa 
       The cymothoa is a microscopic crustacean that lurks in small ponds and similar bodies of water. When 
  the unsuspecting animal stops for a drink, the creature uses tiny barbs to latch onto the soft tissue of the 
  new host’s esophagus. The parasite slowly makes its climb back, until it finds and makes its final nesting 
  spot; the poor animal’s tongue. The creature burrows with claws that also serve as microscopic straws, 
  which it uses to slowly suck the blood from the host’s tongue. Over time, the tongue withers and falls 
  away, leaving the cymothoa to burrow into the newly made space. Oddly enough, the creature attaches to 
  the exposed nerve of the animal, acting as a surrogate tongue. The cymothoa continues to drain its host 
  from this point, keeping the miserable creature alive by a thread until the time of summoning. 
       Once the Wizard investigates the strange death of the object of his summoning, the cymothoa bursts 
  into a microscopic cloud of offspring. The Wizard inadvertently breathes in one of the vile parasites, which 
  eventually works its way to the tongue of the new host. Once attached, the Wizard soon realizes his fate 
  and gains the following “benefits”: 
   
   
  1d4+2 hit points, which also represent the familiar’s total. 
   
  The Wizard is capable of casting detect magic, but with a twist: the spell is channeled through the 
  parasite and the determination of magic only comes from physically licking the objects in 
  question. The process is unnerving to any who witness, resulting in a -1d penalty to any 
  interaction rolls. 
   
  The Wizard loses his tongue shortly after being infected by the parasite, but just as with the 
  original host animal, the cymothoa attaches itself to remaining muscle and exposed nerve. The 
  new tongue grants the Wizard a permanent +1 bonus to all spell checks, but he loses the ability 
  to speak clearly. In crucial situations the Wizard will be unable to communicate efficiently. The 
  Wizard also prefers to keep conversation to a minimum, lest his fellow adventurers see the poor 
  soul has lost his tongue to the bloated chitin-form of the cymothoa 
   
       The cymothoa gains use of the Wizard’s saving throws, should it become subject to attack. 
   
   
  
   
   
  Page 10 
   
   
   
  Filarial Worms 
       Filarial worms are delivered by way of the common mosquito. The vile colony starts as microscopic 
  invaders of the host’s lymphatic system, where they begin to feed and grow. Soon, the glands clog, 
  preventing the lymph nodes from pushing excess fluids out of the body. Vessels begin to become 
  obstructed and inflamed. The end result is an ever-worsening case of elephantitis. Once summoned, the 
  hive-mind finish off the tortured animal being called, and they lie in wait to strike from the remains. The 
  filarial strike with the speed of a jungle cat, springing out of the corpse with a reach of up to 4’. While 
  hundreds to thousands lash out, only one worm is required to burrow and travel to the Wizard’s lymphatic 
  system. The infecting filarial immediately begin laying eggs to renew the colony of the hive-mind. 
       The infected Wizard soon begins to learn the extent of this infestation, as thousands of faint whispers 
  begin to invade the psyche of the spellcaster. Wizards benefit from the following “benefits” of the 
  communion: 
   
   
  Both host and parasite gain 4d4+4 hit points. 
   
  The Wizard gains +2 to AC, as his skin begins to swell and bulge, toughening up. 
   
  Both host and parasite gain +3 to all Will-based saving throws. The Wizard is affectionately “one 
  of the family,” and harder to single out amongst the hive-mind of the worm colony. 
   
  The Wizard may will one of the “family” out of his body, leaving it in some location where the vile 
  parasite may be used in multiple ways. First, as a focus point for any spell the Wizard may 
  normally cast: the Wizard may leave the worm where it remains immobile. The worm will remain 
  alive for one day per level of the Wizard before drying out. The worm also serves a secondary 
  role, as a telepathic extension of the Wizard: the worm relays sound and optical information of all 
  that takes places within 60’. Filarial-infected Wizards are often sought out for their espionage-like 
  abilities. 
   
  As the worms giveth, the worms taketh away, and with each new level the Wizard finds his legs 
  and genitals beginning to swell. The Wizard will suffer -5 to his movement rate at each new level. 
  In addition, the poor soul begins to smell and become disfigured; in game terms this means a 
  progressive -1 on the die chain to all reactionary rolls. When the host drops to 0 movement he 
  can no longer move on his own, with the only option being to craft a cart or gain some other 
  device that grants mobility. 
   
   
   
  
   
   
  Page 11 
   
   
   
  Emerald Wasp 
       One of the more drastic parasitic 
  creatures comes in the form of the 
  emerald wasp. While most parasites 
  seek to share the body of the host, 
  the wasp seeks to invade the mind of 
  the host, eventually consuming the 
  jellied brain and leaving the Wizard an 
  empty husk, under the control of an 
  alien intelligence. 
       The wasp begins the cycle of 
  infection by attacking an animal that it 
  senses will soon be summoned as a 
  familiar. The wasp, which is the size 
  of a child’s fist, attacks with the 
  element of surprise by means of a 
  sharp stinger. The first sting is often 
  given on the spine of the animal, 
  causing immediate paralysis. With the 
  host effectively helpless, the parasite 
  gingerly crawls to the forehead of the 
  terrified animal. There it strikes with surgical precision, striking the cranium and destroying the majority of 
  the brain. The wasp remains attached to its host, controlling any movement and directing the animal to 
  feed, sleep, and perform other functions necessary to keep the body alive until the moment of 
  summoning. 
       Once summoned, the wasp detaches and attacks the casting Wizard. The first strike paralyzes the 
  unsuspecting Wizard, while the second sting acts to destroy all but the basic functions of the new host 
  body. For all intents and purposes, the Wizard is replaced by an insect-like intelligence. The Wizard no 
  longer feels emotion, nor does he have need for things that most would normally covet. The player now 
  finds a unique challenge of playing a Wizard whose mind has been replaced by that of the wasp. The 
  emerald wasp is highly intelligent and realizes the need to build a circle of allies in addition to 
  accumulating power in order to better sustain survivability. Wasp-possessed Wizards are often 
  considered distant and unemotional by those who adventure with them, but can’t deny their natural 
  prowess when channeling the arcane. Wizards infected by emerald wasps gain the following abilities: 
   
   
  Both host and parasite gain 2d4+2 hit points. 
   
  The Wizard gains the ability to communicate with insects. (Keep the intelligence of insects in 
  mind when conveying any communication.) 
   
  The Wizard gains one additional spell upon being infected. The spell is determined randomly. 
   
  A large part of the Wizard’s brain becomes a nesting and feeding ground for larvae of the wasp. 
  This makes for unnerving buzzing that can be heard during quiet moments by all within 10’. Once 
  per day, the Wizard can call forth a small swarm of male emerald wasps. The swarm occupies a 
  space of 20’x20’ and attacks all within the area of effect. The swarm disperses after 1d6 rounds. 
   
  Wasp swarm: Init +4; Atk sting +2 melee (20’ x 20’ area, 1d6 plus poison); AC 12; HD 5d8; hp 30; MV 
  30’; Act 1d20; SP poison (DC 20 Fort save or target takes additional 1d6 damage); SV Fort +2, Ref +2, 
  Will +0; AL N.  
   
  
   
   
  Page 12 
   
   
   
  Magic Items 
   
   
  The Ripper’s Blade 
  This +2 weapon communicates with its owner using empathy. 
  It exists to prevent Cthulhu and the Great Old Ones from 
  breaking through to the material world. It bonds to a particular 
  owner, and grants that owner an extended lifespan of several 
  centuries. The bonded owner can make it appear in his hand, 
  or disappear into its sheath, at will, so long as the sheath is 
  worn. When used in combat, it has a +1d bonus to critical hit 
  results and increases the wielder’s critical range by 2, so long 
  as the foe is a servant or supporter of the Elder Gods. 
   
  The Ripper’s Blade is one of the instruments used in the Great Game – a special ritual spell duel that 
  occurs when a full moon falls upon Halloween. The Great Game is an attempt to open a path for the 
  Great Old Ones to enter the material world. The Ripper’s Blade is an artefact of the Closers, who oppose 
  the Openers and attempt to keep the Elder Gods separated from our world. When used in the spell duel 
  that culminates the Great Game, the Ripper’s Blade grants a +2 bonus to the wielder’s spell checks. 
   
  This artefact appears to be a long, razor- or scalpel-like blade, doing 1d5 damage (+2 due to 
  enchantment). 
   
   
  Wolf Flower 
  If one has an interest in botany and diurnal-nocturnal plant cycles, one knows that very few plants in the 
  world bloom in moonlight rather than sunlight. The mariphasa lumina is one of these exquisite rarities.  
   
  When m. lumina is housed in an environment with no exposure to sun or moon, the seemingly-boring 
  plant withers. However, when kept near plants of the dicotyledon family, such as lamium album (the white 
  dead-nettle), m. lumina blooms in the faintest of moonlight exposure, as if the dead-nettle enhances the 
  dual-leafed plant’s determination to flower. This property is enhanced when cross-pollinated with the 
  dead-nettle: m. lumina takes on a soft phosphorescence at night.  
   
  If one has an interest in botany and folklore, one may deduce the plant to be associated with creatures 
  that “bloom” in moonlight as well. 
   
  Some special green thumbs among humankind have had success in splicing/grafting the two plants 
  together to create a crossbreed. This version, known to fanatics in the field as the mariphasa lupina 
  lumina, neither blooms nor gives off bioluminescence on any given evening. Rather, it blooms just once 
  per lunar cycle, glowing fiercely each time as if to match the bright face of the full moon. Thus it has 
  earned the nickname, “wolf flower”. 
   
  If one has an…”interest” in lycanthropes as well as botany, one may be driven to experimentation with the 
  exotic and extremely fragile mariphasa lupina lumina in an attempt to control such a creature – or, in rare 
  cases, to create one.  
   
  The proper dosage, once discovered by the interested individual, may allow an afflicted creature to stave 
  off the primal call of the moon until its next “blooming” cycle, or at the very least, retain his human mental 
  faculties and reasoning. It may also enable a human to assume the form of such a beast…but there are 
  no guarantees in this little-explored field. 
  
   
   
  Page 13 
   
   
   
  Monsters 
   
   
  The Experiment Man 
  The creation of the Good Doctor, the Experiment Man is a large, 
  living humanoid created from corpses and artificial flesh.  To 
  creatures with good senses of smell, the Experiment Man reeks of 
  death.  
   
  Experiment Man: Init +0; Atk slam +2 melee (1d4+4) or grapple +4 
  melee (1d5+4); AC 12; HD 4d12+8; hp 34; MV 30’; Act 1d20; SP 
  grapple, immune to electrical attacks, damage resistance; SV Fort 
  +6, Ref +0, Will +0; AL N. 
   
  The Experiment Man is extremely strong and durable, but is not 
  overly intelligent. He has a +4 bonus for opposed Strength checks, 
  and if grappling an opponent does automatic damage until that 
  opponent can escape. The Experiment Man is immune to all 
  damage from electricity, and reduces damage from all other sources 
  by 2 points. Although considered an abomination of nature for the 
  purposes of clerical turning, the Experiment Man is not un-dead. 
   
   
   
  The Thing in the Wardrobe 
       “The wardrobe doors were open. The Thing stood 
  before it. 
       “Free!” it announced, flexing its limbs, furling and 
  unfurling its dark, scaly wings. “Free!”” 
  - A Night in the Lonesome October, Roger 
  Zelazny 
   
  The Thing in the Wardrobe: Init +4; Atk claw +5 melee 
  (1d7+3) or bite +5 melee (1d12); AC 12; HD 3d8+6; hp 20; 
  MV 30’ or fly 20’; Act 1d20; SP charm, demon traits, 
  infravision 60’; SV Fort +3, Ref +0, Will +2; AL C. 
   
  Charm: Through wheedling and flattery, the Thing in the 
  Wardrobe can beguile and charm a target. Treat as charm 
  person with a spell check of 20. 
   
  Damage resistance: The Thing’s tough, scaly hide 
  protects the creature protection from mundane attacks. 
  The Thing takes only half damage from non-magical attacks and fire. 
   
  The Thing in the Wardrobe is a sinister being summoned from “someplace else” to serve as fodder in 
  Jack the Ripper’s attempts to keep the gateway closed during the ritual of the great game. 
   
   
  
   
   
  Page 14 
   
   
   
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
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  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, Visit www.goodman-games.com or contact info@goodman-games.com.  
   
  Sanctum Secorum Episode #17 © 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-
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  Coming Soon 
  Episode #18 
   
   
  The People 
  of 
  The Pit 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_17_Companion.pdf