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  Sanctum Secorum Podcast 
  Episode #43 Companion 
   
  Written By 
  Daniel J. Bishop 
  Bob Brinkman 
   
   
  Interior Art by 
  Bob Brinkman 
  Kenno McDonnell 
  Saliano01 
   
  Designed by 
  Bob Brinkman 
   
  Edited by 
  Jen Brinkman 
   
  Published by 
  Sanctum Media
  
    
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  Table of Contents 
   
  He died many times over 
   
   
  Kenno McDonnell 
   
   
   
  page 4 
   
  Campaign Tools 
  1d50 Parallel Universes 
   
   
  Daniel J. Bishop 
   
   
   
  page 5 
  Untold Universes 
   
   
   
  Bob Brinkman  
   
   
   
  page 6 
  My Carnelian Cube is a WHAT?!  
   
  Daniel J. Bishop 
   
   
   
  page 7 
  The Cube of Dreams  
   
   
  Bob Brinkman  
   
   
   
  page 7 
  This One Time at the Tavern… 
   
  Daniel J. Bishop 
   
   
   
  page 8 
   
  Monsters 
  Rhodelephas Phantasms 
   
   
  Bob Brinkman  
   
   
   
  page 9  
  Zoroastrian Cephalopods 
   
   
  Bob Brinkman  
   
   
   
  page 9 
   
  Reviews 
  At the Mountains of Loudness 
   
  Bob Brinkman  
   
   
   
  page 10 
   
  Spells 
  Make Potion (Spell Expansion) 
   
  Bob Brinkman  
   
   
   
  page 10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  He died many times over 
   This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License 
  Untold Universes is based upon a work  by Salino01 
   This work is licensed under a Creative Commons Attribution-Share Alike 3.0 license 
  The Cube of Dreams ©2019 Bob Brinkman – Used with permission 
  All Heed the Dark God ©2018 Saint Karloff – Used with permission 
  
    
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  Campaign Tools 
   
  1d50 Parallel Universes 
  So, you slept with the Carnelian Cube under your pillow, and now you’ve woken up in a parallel universe. How 
  does this universe vary from the one you fell asleep in? Roll 1d50 to find out! Feel free to roll more than once, 
  combining results. Where a new condition might apply to PCs, the judge determines whether or not it does. The 
  judge is directed to the “Extradimensional Analogue” listing on page 412 of the DCC RPG core rulebook for 
  inspiration. In no case do the PCs know about the new condition(s) – they must discover them through play! 
   
  Table CC-1: Parallel Universes 
  1d50 
  In This Alternate Universe…. 
  01 
  ….everyone is male. 
  02 
  ….everyone is female. 
  03 
  ….everyone is hermaphroditic. 
  04 
  ….everyone’s gender is reversed. 
  05 
  ….monetary value is reversed, so that 1 cp = 10 sp = 100 gp. 
  06 
  ….everyone has a new sense that renders deception impossible. 
  07 
  ….prohibition of alcohol is ongoing. 
  08 
  ….dwarves and elves have been at war for centuries. 
  09 
  ….flying ships are used for cargo and passengers. 
  10 
  ….Moustache Duels are a commonplace event (see DCC Annual #1, p. 189, for details). 
  11 
  ….dinosaurs are everywhere. Some of them are domesticated. 
  12 
  ….the PCs are part of the same extended ruling family, with numerous relatives plotting for the 
  throne. 
  13 
  ….mammals never evolved. Reptiles and amphibian counterparts replace all mammals, including 
  humans and their ilk. 
  14 
  ….civilization is dominated by hyper-intelligent giant ant overlords. 
  15 
  ….most people have a single mutant power. These are small, cantrip-like powers for most of the 
  peasantry (the judge may determine exceptions); more important characters may get a power from 
  Mutant Crawl Classics RPG. Roll 1d7: (1-5) physical mutation; (6-7) mental mutation. 
  16 
  ….the dead always arise as zombies after 1d4 x 10 minutes, and have to be killed a second time. 
  17 
  ….everyone speaks with an outrageous French accent, as though part of a Monty Python skit. 
  18 
  ….people are birthed from the ground old, and get younger over time. 
  19 
  ….the gods have opposed alignments and portfolios. 
  20 
  ….there are no gods. Cleric spell checks suffer a -2d penalty on the dice chain, and spells over 1st 
  level always fail. Disapproval rolls always prevent further spell checks that day. 
  21 
  ….Cthulhu has already arisen, and the Elder Gods are in power. 
  22 
  ….steampunk technology is the norm. 
  23 
  ….technology never developed beyond the Bronze Age. 
  24 
  ….technology never developed beyond the Stone Age. 
  25 
  ….orcs are the dominant species. Humans and elves huddle in dungeons. 
  26 
  ….the climate is much colder. 
  27 
  ….the climate is much warmer. 
  28 
  …magic follows the laws of a different ruleset (Labyrinth Lord, Lamentations of the Flame Princess, 
  etc.). 
  29 
  ….food is unpalatable to the PCs. The judge is encouraged to make this as funny or disgusting as they 
  desire. 
  30 
  ….the world faces an imminent disaster.  
   
  
    
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  31 
  ….the dominant culture is African. 
  32 
  ….the dominant culture is Asian. 
  33 
  ….the dominant culture is Native American. 
  34 
  ….the dominant culture is Australian Aboriginal. 
  35 
  ….apes have evolved to human-level sapience, while humans and their ilk are little more than animals. 
  36 
  ….society is ruled by 1920s-era gang bosses. 
  37 
  ….a race of intelligent space-faring rabbits has enslaved humanity. 
  38 
  …it is still 1d10 x 100 years in the past. 
  39 
  ….society is infatuated with some game, such as chess or Snakes & Ladders, and position in society is 
  at least partially dependent upon one’s skill/luck with that game. 
  40 
  ….everything is a duplicate of the judge’s favorite Appendix N novel or series, except that recorded 
  events can be changed by the PCs. 
  41 
  ….all animals and plants are intelligent and capable of speech. Mealtimes are more than a little 
  awkward. 
  42 
  ….the gods are more powerful. Clerical spell checks gain a +1d bonus. 
  43 
  ….magic is less powerful. All spell checks suffer a -1d penalty. 
  44 
  ….everything is weaker, so that PCs roll Strength checks at +1d, and gain a +2 bonus to melee attacks 
  and damage. 
  45 
  ….everything is stronger, so that all NPCs and creatures gain a +1d bonus to Strength checks and a +2 
  bonus to their melee attack and damage rolls. 
  46 
  ….Elfland is much closer to the Lands We Know, and encounters with Faerie creatures are common. 
  Rolls related to the King of Elfland gain a +1d bonus. 
  47 
  ….languages are not related to their counterparts in the original universe, meaning that the PCs are 
  not able to immediately communicate with anyone or anything. 
  48 
  ….arcane magic is less predictable, so that a natural 1-3 on an arcane spell check is treated as if it were 
  a natural 1. 
  49 
  ….combat is more deadly, so that all critical ranges are increased by 1 (so that a 1st-level warrior crits 
  on an 18-20, and a wizard on 19-20).  
  50 
  …. DCC XCrawl is a televised sport. 
   
   
  
    
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  My Carnelian Cube is a WHAT?! 
  As a judge, you find yourself wanting to include some Carnelian Cube-like item into your game. However, you 
  don’t want to be derivative, so you grab your d24 and roll once for each column to determine what the PCs find…. 
   
  Table CC-2: My Carnelian Cube is a WHAT?! 
  1d24 Material 
  Shape 
  Effect When a PC Sleeps Near It 
  1 
  Agate 
  Antiprism 
  Ages PC by 1d5 years. 
  2 
  Amber 
  Bipyramid 
  Causes the PC to gain corruption (roll 1d7): (1-4) minor; (5-6) major; 
  (7) greater. 
  3 
  Amethyst 
  Cone 
  Causes the PC's accent to change permanently. 
  4 
  Bronze 
  Cube 
  Changes additional languages spoken while you sleep (roll on the 
  Appendix L table, DCC RPG p. 441). 
  5 
  Cinnabar 
  Cuboid 
  Changes PC's gender. 
  6 
  Copper 
  Cupola 
  Changes PC's hair color to (roll 1d7): (1) red; (2) orange; (3) yellow; 
  (4) green; (5) blue; (6) magenta; or (7) violet. 
  7 
  Emerald 
  Cylinder 
  Doubles the healing benefits of rest. 
  8 
  Garnet 
  Dodecahedron 
  Grants a +1d bonus to a single spell check within the next 24 hours. 
  9 
  Gold 
  Ellipsoid 
  Grants an additional spoken language for 24 hours (roll on the 
  Appendix L table, DCC RPG p. 441). 
  10 
  Granite 
  Enneahedron 
  Grants the ability to cast a single random 1st-level wizard spell for 
  up to 24 hours; PC casts this spell as normal for their class. 
  11 
  Hematite 
  Heart 
  Grants the ability to cast a single random 1st-level wizard spell for 
  up to 24 hours; PC casts this spell with a +1d bonus (otherwise as 
  normal for their class). 
  12 
  Jade 
  Hemisphere 
  Prevents any benefit from rest, including spell recovery, healing, and 
  resetting disapproval. 
  13 
  Marble 
  Heptahedron 
  Prevents healing with rest. 
  14 
  Mithral 
  Holyhedron 
  Reduces PC's age by 1d5 years. 
  15 
  Onyx 
  Hyperboloid 
  Replaces randomly known spell with a different spell of the same 
  level (no effect if no spells known). 
  16 
  Opal 
  Isohedron 
  Re-rolls a random stat, keeping the new stat only if it is better. 
  17 
  Pyrite 
  Octahedron 
  Re-rolls a random stat, keeping the new stat only if it is worse. 
  18 
  Quartz 
  Prism 
  Re-rolls a random stat, keeping the new stat regardless of result. 
  19 
  Ruby 
  Pyramid 
  Re-rolls PC's hit points, keeping new result. 
  20 
  Sapphire 
  Rhombicuboctahedron 
  Teleports PC to an adventure site chosen by the judge. 
  21 
  Silver 
  Sphere 
  Transforms the PC's occupation (re-roll on Table 1-3, DCC RPG pp. 
  22-23; this can change the PC's race if the judge desires). 
  22 
  Steel 
  Tetrahedron 
  Transports PC to another plane. 
  23 
  Topaz 
  Torus 
  Transports PC to wherever they last slept. 
  24 
  Turquoise Wedge 
  Warns PC if any danger comes near. 
   
  In most cases, only a single character can gain the effect of a Carnelian Cube-like object. However, judges are 
  free to adjust this as they see fit! 
   
   
  
    
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  This One Time at the Tavern…. 
  Your PCs are sitting at the tavern when another drunk’s hallucination becomes visible to either one character or 
  the entire party! The erstwhile delirium tremens-induced delusion is more than happy to engage with the PCs at 
  whatever level the judge desires! 
   
  Table CC-3: Delirium Tremens 
  1d16 It looks like… 
  And sounds like… 
  1 
  …a chicken. 
  … Ahnold Schwarzenegger. 
  2 
  …a classic ghost wearing a sheet. 
  …Bugs Bunny. 
  3 
  …crawling bugs that may, or may not, take a vaguely 
  humanoid shape. 
  …Donald Duck. 
  4 
  …Death, complete with black cloak and scythe. 
  …Elmer Fudd. 
  5 
  …a drunken gong farmer. 
  …Eric Cartman. 
  6 
  …an enormous semi-humanoid rat. 
  …Foghorn Leghorn. 
  7 
  …a flying donkey unicorn. 
  …Inspector Clouseau. 
  8 
  …a giant humanoid rabbit. 
  …Micky Mouse. 
  9 
  …a little levitating green Martian. 
  …Porky Pig. 
  10 
  …millions of pink frogs. 
  …Scooby Doo. 
  11 
  …a nursery rhyme character. 
  …Sylvester the Cat. 
  12 
  …a pink elephant. 
  …The Tick. 
  13 
  …a previously slain PC. 
  …Tom Baker. 
  14 
  …a previously slain PC wearing a rabbit suit. 
  …Yoda. 
  15 
  …Sasquatch. 
  …Yogi Bear. 
  16 
  …a unicorn wearing a lampshade on its head. 
  …Zsa Zsa Gabor. 
   
  In the event that a tavern brawl occurs, or the PCs otherwise get involved in a fight with a delirium-caused mirage, 
  use the following statistics. The judge is encouraged to adjust these as desired to match the form of the 
  hallucination. 
   
  Drunken hallucination: Init +0; Atk based on form +4 melee (1d6+2 special); AC 13; HD 2d8; MV 40’; Act 1d20; 
  SP special damage, unkillable, “death” throes, comedic effects; SV Fort +3, Ref +3, Will -3; AL C. 
   
  Special damage: Hallucinatory damage can never kill a character. If hallucinatory damage would drop a character 
  to 0 hp, they are instead stunned for one round as hallucinatory stars or birds circle their head. This removes all 
  hallucinatory damage, which otherwise lasts to the end of the combat and then disappears. 
   
  Unkillable and “death” throes: Hallucinations cannot be killed. If reduced to 0 hp, they writhe on the floor, making 
  a great show about how they have been killed. After 1d5 rounds, they spring back up at full hit points. It sucks, but 
  there it is. You’ve all seen enough cartoons to know how this works. 
   
  Comedic effects: Hallucinations can do whatever the judge wants, so long as it is for comedic effect. The laws of 
  sanity, physics, or even magic need not apply. Paint a hole in a wall and run through. Or a train comes through. It 
  is all hallucinatory anyway. A hallucination can produce a banana peel and make a foe slip and fall if the judge 
  wants. They can attack foes that can’t otherwise perceive them with an oversized mallet. Go crazy.
  
    
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  Monsters  
   
  Rhodelephas Phantasms  
   
   
   
   
   
   
   
   
  It is not known if rhodelephas phantasms normally exist in an unseen state, or whether they are brought into 
  being within the presence of those who consume aleuinaria (and those who drink themselves completely pie-eyed 
  and pickled). Appearing as translucent entities, dripping semi-opaque slime, the phantasms are knowledgeable in 
  all categories that they would have known in life. 
   
  Rhodelephas Phantasm: Init +0; slam +2 melee (1d4); AC 10; HD 1d8; MV 30’; Act 1d20; SP despondent wail, 
  ectoplasmic, mutable form; SV fort +1, Ref +1, Will +3; AL N.  
   
  Despondent wail: As an action, a phantasm may emit a sad wailing reflective of the existential crisis caused by 
  their very state of “being”. All creatures within 30’ must succeed at a DC 12 Will save or sink into a debilitating 
  state of depression and lose their next 1d4 actions. Creatures succeeding in this save are immune to this effect 
  for the remainder of the encounter. 
   
  Ectoplasmic: The phantasms are made up of a form of ectoplasm, allowing them to flow through openings, 
  extrude themselves from walls, and otherwise bypass physical obstacles. Passing through solid objects reduces 
  the phantasm to half their movement speed. 
   
  Mutable form: While the phantasms normally appear in the mortal guise that their summoners expect, should 
  phantasms become distressed or feel defensive, they begin to lose the ability to hold their mortal guise, changing 
  into other forms such as tiny elephants, pink faeries, clouds of bubbles, etc. Despite the change in their form, the 
  attributes of the phantasm remain unchanged. 
   
  Zoroastrian Cephalopods  
   
  Zoroastrian cephalopods are a race of highly religious octopodes which communicate through color rather than 
  verbal communication. By flashing varying colors and hues across their flesh, they are able to speak, cast spells, 
  and even sing (after a fashion). Firm believers that good will eventually triumph over evil, the entire species is 
  devoted to further the efforts of their unnamed divine master in its battle with its equally powerful and omniscient 
  counterpart. Expressing their faith through actions which they define as “good”, their actions may seem lawful, 
  chaotic, or even neutral, based on their alien rationale of “goodness”. 
   
  Zoroastrian Cephalopod: Init +0; tentacle +2 melee (1d3) and beak +4 melee (1d8+4); AC 12; HD 3d8; MV fly 
  40’ or swim 60’; Act 8d20 or 2d24 (spellcasting); SP camouflage, grasp, spell (+3 spell check: lotus stare); spells 
  (+6 spell check: blessing, food of the gods, paralysis, protection from evil, word (color) of command, banish, wood 
  wyrding; SV Fort +3, Ref -1, Will +4; AL Varies. 
    
  Camouflage: Zoroastrian cephalopods have complete control of the color and patterns upon their flesh, allowing 
  them to blend in perfectly with their surroundings, if so desired. This grants them a +20 to all attempts to hide. 
   
  Grasp: In combat, the cephalopods are capable of lashing out with all eight of their powerfully muscled tentacles, 
  preferring to lash out against 1-2 opponents in a round so as to grab, hold, and control them. For each tentacle 
  that strikes and grasps a target the octopode gains 1d5 on a contested Strength check to hold its victim immobile. 
  Any, and all targets held immobile are wrenched in against its beak so that the cephalopod can deliver its 
  powerful bite. 
   
   
   
  
    
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  Reviews 
   
  At the Mountains of Loudness (Saint Karloff) 
   
       During our hiatus, Saint Karloff has been at work, unleashing new 
  sounds to cream out into the void and warp the phlogistanic foundations of 
  reality. At the Mountains of Loudness is a two-song EP with a title track that 
  harkens back to early Black Sabbath with its deeply fuzzed and distorted 
  rumbling guitars. The epic, eleven-minute song pulls and distorts time as 
  Mads Melvold’s vocals walk the razor’s edge of Sabbath-era Ozzy, stirred 
  with a bit of the rumble of Bill Ward for good measure. This tune really 
  brings back memories of smoke-filled basements and roaring rock. 
       Not ones to grow stagnant, the B-side, “Supervixen”, evokes an even 
  more dream-like feel – only describable as psychedelic metal. Slow, drifting 
  guitar riffs that playout like time-distorted funk, with a simple and yet 
  hypnotic bassline carry and elevate lyrics worthy of Jefferson Airplane’s 
  White Rabbit and carries notes of both Golden Earring and Foghat. Simply 
  put? It does not disappoint. Frankly, Saint Karloff never disappoints, and 
  this EP merely serves to whet the appetite for their second album, Interstellar Voodoo.  
       It should be noted that Interstellar Voodoo is likely the last album featuring the band’s original bassist, Ole 
  Sletner, whose untimely passing shocked fans of the band. Saint Karloff continues performing, working with the 
  band Jointhugger to their mutual benefit. While we join their other fans in grieving for their loss, we also look 
  forward to hearing what the next chapter of Saint Karloff will bring. 
   
  You can purchase At the Mountains of Loudness HERE for about $3. 
  You can purchase Interstellar Voodoo HERE for about $10. 
   
   
  Spells  
   
  Make Potion (Spell Expansion) 
   
  Master Potion List Additions 
  Potion 
  Minimum DC 
  Special Ingredients 
  Effect 
  Aleuinaria 
  26 
  Powdered apricot 
  kernels and the 
  aqueous humors from 
  the corpse of an 
  alcoholic 
  Sweet, with the flavor of apricot brandy and the throat-
  burning fumes of cheap vodka, the apparitional aperitif 
  aleuinaria is favored by those who wish to communicate 
  with Rhodelephas phantasms while not drinking 
  themselves into delirium first. The potable is so potent 
  that the effects of a single draught – the ability to clearly 
  see and interact with the phantoms – will last for 1d3+1 
  months. 
   
  
    
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  OPEN GAME LICENSE Version 1.0a 
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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 #43 © 2021, 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. 
   
   
   
   
   
   
   
   
   
   
   
  
    
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