TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #21 
   
   
  The 
  Dying 
  Earth 
   
   
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #21 Companion 
   
  Written By 
  Marc Bruner 
  Bob Brinkman 
  Forrest Aguirre 
  Jonathan Nichol 
   
  Additional Concept By 
  Ethan Nicolle 
   
  Interior Art by 
  Skryrimphotographer 
  Dove & Bloo 
  Dandy Jon 
  RiderB0y 
  Ozgur Maden  
  Geralt 
  Alchemist-Pac 
   
  Additional Art Provided By 
  Bearmageddon News Network 
   
  Designed by 
  Bob Brinkman 
   
  Edited by 
  Jen Brinkman 
   
  Published by 
  Sanctum Media 
   
   
   
   
   
  This product is based on the Dungeon Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. 
  All rights reserved. For additional information, visit 
  www.goodman-games.com or contact info@goodman-games.com. 
  
   
  Table of Contents 
  Frozen Wasteland (detail) [Illustration] 
  Skryrimphotographer  
  page 4  
   
   
   
  Campaign Tools 
  Vancian Word List 
   
   
   
  Marc Bruner  
   
  page 5  
   
  Mighty Deeds 
  Vinery  
   
   
   
   
  Forrest Aguirre 
   
  page 11 
  Background V - Jungle (detail) [Illustration] Dove & Bloo  
   
  page 11 
   
  Monsters 
  Bearboon (I)  
   
   
   
  Bob Brinkman  
   
  page 12  
  Bearboon [Illustration] 
   
   
  Courtesy BNN  
   
  page 12 
  Bearboon (II)  
   
   
   
  Bob Brinkman  
   
  page 12 
  Baboonrun [Illustration] 
   
   
  Courtesy BNN  
   
  page 12 
  Devourer of Beauty  
   
   
  Bob Brinkman  
   
  page 13 
  27 Ghosts III [Illustration]  
   
   
  Dandy Jon 
   
   
  page 13 
  Twk-Man 
   
   
   
   
  Bob Brinkman  
   
  page 13 
  Kamen Rider Farfalla [Illustration] 
   
  RiderB0y 
   
   
  page 13 
   
  Patrons 
  The Curator  
   
   
   
  Bob Brinkman  
   
  page 14 
  Library on Heavens (detail) [Photograph] 
  Ozgur Maden   
   
  page 15 
  Pandelume 
   
   
   
   
  Marc Bruner  
   
  page 16 
  Mathematics-1453828 [Illustration]  
  Geralt  
   
   
  page 18 
  Mystic Deity [Illustration] 
   
   
  Nathan Park  
   
  page 19 
   
  Spells 
  Life Gong 
   
   
   
   
  Marc Bruner  
   
  page 20 
  Alchemy Circle [Illustration]  
   
  Alchemist-Pac  
   
  page 22 
   
  Transportation 
  Live Boots 
   
   
   
   
  Marc Bruner  
   
  page 23 
  Oasts  
   
   
   
   
  Marc Bruner  
   
  page 23 
   
  Weapons 
  Lasso  
   
   
   
   
  Jonathan Nichol 
   
  page 24 
   
   
  Frozen Wasteland 
   This work is licensed under a Creative Commons Attribution 3.0 License. 
  Background V – Jungle 
   This work is licensed under a Creative Commons Attribution-Noncommercial 3.0 License. 
  Kamen Rider Farfella 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Library on Heaven 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Mathematics-1543828 is in the public domain. 
  Mystic Deity 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Alchemy Circle
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Bearboon concepts created by Ethan Nicolle, used with permission. 
  Bearboon art used with the permission of Ethan Nicolle and Bearmageddon News Network. 
  Jack Vance’s The Dying Earth is under license to Goodman Games – Materials used here with permission.
  Submissions welcomed! Send your art, stats, and comments to TheHub@sanctum.media  
  
    
  Page 4 
   
   
   
  
    
  Page 5 
   
   
   
  Campaign Tools 
   
   
  Vancian Word List 
   
  Roqual  
  Unguent  
  Belled  
  Knoblolly  
  Rill  
  Jacynth 
  Eructated  
  Fretwork  
  Stanchion 
   Massy  
  Spikenard  
  Mind-weft 
  Febrile  
  Scarp  
  Aquiline  
  Hetman  
  Postulates  
  Propounded 
  Pennon  
  Furze 
  Spasmodic  
  Wattle  
  Voyevode  
  Fuscous 
  Skein  
  Libidinous  
  Curvet  
  Disapprobation  Concomitants  
  Smalt 
  Pediment  
  Weft  
  Floss  
  Unwonted  
  Pulchritude  
  Rhodochrosite 
  Architrave  
  Cloison  
  Torpid  
  Balustrade  
  Apochrypha  
  Wen 
  Rostrum 
   Entablature  
  Vitreous  
  Kirtle  
  Cordon  
  Avaunt 
  Lassitude  
  Ferrule  
  Ensorcelment  
  Withal  
  Claret  
  Captious 
  Pap  
  Faddishness  
  Poinct  
  Supernal  
  Chlamys  
  Audiarium 
  Skeel  
  Metathasm  
  Aver  
  Illimitable  
  Stultify  
  Nonplussed 
  Librams  
  Corolopsis 
   Demesne  
  Tarantella  
  Yu-sapphires  
  Actinics 
  Equipoise  
  Profundity  
  Scintillant  
  Obbligato  
  Brainfilling  
  Lycurgat 
  Bereft  
  Ascetic  
  Caparisoned  
  Arpeggios  
  Cozened  
  Aureole 
  Solvent  
  Salutary  
  Puissance  
  Surcease  
  Impingement  
  Pleasaunces 
   
  Vancian word list instructions: Print the word list and cut each word into separate slips of paper, 
  placing them in an opaque container such as a bag or bowl. When the players encounter a series of 
  runes or a magical grimoire that they attempt to read or decipher, have the players draw 3d3 words from 
  the container and give them 2 rounds (20 seconds) to assemble a sentence using the words. The players 
  can use common articles such as 'a' or 'the' to connect the words, but have to use all of the words drawn 
  or risk an incomplete - and possibly disastrous - effect. Once the time is up, the judge checks the 
  resulting sentence for cogency based on the word list definitions and adjudicates the resulting effect. 
   
  At the judge's discretion, additional rounds may be granted based on a player's occupation or as the 
  result of casting comprehend language. 
   
   
   
   
   
   
  
  Word
  Definition
  Example
  Actinics
  (Antinic) Of or relating to actinism; (of light) having 
  the ability to cause a chemical change; having a 
  relatively high ultraviolet content
  Go, else I loose the actinics…
  Apochrypha
  (Apocrypha) Hidden things; secrets
  I do not desire in my ignorance to violate another of your arcane apochrypha.
  Aquiline
   Eagle-like; esp. of the nose or features: Curved like 
  an eagle's beak, hooked.
  …Ulan Dhor elegant, darkly aquiline, in full command of his soul.
  Architrave
  The lowest division of the entablature, consisting of 
  the main beam that rests immediately upon the 
  abacus on the capital of a column; the epistyle.
  The woman entered the great portico under the shadow of the architrave.
  Arpeggios
  The employment of the notes of a chord in rapid 
  succession instead of simultaneously
  …and Guyal, carried away by the force of the music, blew as he had never blown before, invented trills 
  and runs, gyrating arpeggios, blew high and shrill, loud and fast and clear.
  Ascetic
  Of or pertaining to the Ascetics, or to the exercise of 
  extremely rigorous self-discipline; severely abstinent, 
  austere
  Such weakness and lethargy as he saw ascribed to a lack of education, and in his last years he evolved a 
  tremendous machine to release men from all labor, and thus permit full leisure for meditation and 
  ascetic discipline.
  Audiarium
  Per judge
  Attend my audiarium at the fourth circuit tomorrow morning…
  Aureole
  A glorifying halo; An actual halo of radiating light; esp. 
  in Astron. that seen in eclipses
  He turned his steps to his workshop, went to a table where rested a cube of clear crystal, shimmering 
  with a red and blue aureole.
  Avaunt
  To be off, go away, depart
  "But then, avaunt you ghost, back to the orifice, back and avaunt, avaunt I say!"
  Aver
  State or assert the case
  …others aver that the first men desired residence and so created Earth by sorcery.
  Balustrade
  A row of balusters, surmounted by a rail or coping, 
  forming an ornamental parapet or barrier along the 
  edge of a terrace, balcony, etc.
  A marble balustrade fronting the terrace shimmered bone-white, and, behind, the hall's potral of 
  massive wood stood slightly ajar…
  Belled
  (Possibly - To cause to swell or bulge out)
  The sun rose bright as blood from the horizon and belled across the sky, and the water was calm, save 
  for the ruffle of the breeze and the twin widening marks of Ulan Dhor's wake.
  Bereft
  Deprived of or lacking something
  The fellow is bereft and possibly violent.
  Brainfilling 
  Per judge
  On this motive I set forth from Sfere, so now I would seek the Curator and satisfy my obsession for 
  brainfilling.
  Caparisoned
  To put trappings on; to trap, deck, harness.
  He caparisoned the horse, honed the dagger, cast a last glance around the old manse at Sfere and set 
  forth to the north, with the void in his mind athrob for the soothing pressure of knowledge.
  Captious
  pt to catch or take one in; fitted to ensnare or perplex 
  in argument; designed to entrap or entangle by 
  subtlety; fallacious, sophistical
  "You are captious today, my demoniac visitant - a vicious trait."
  Chlamys
  A short mantle or cloak worn by men in ancient 
  Greece
  Here were eighty women in white chlamys with ceremonial buckets of woven straw over their heads…
  Claret
  The colour of ‘claret’; in modern acceptation, a 
  reddish-violet
  So as Turjan watched, there swept over him beams of claret, topaz, rich violet, radiant green.
  Cloison
  A partition, division
  …And over there behind the arch is another still, a great warrior in cloison armor.
  
  Concomitants
  An attendant state, quality, circumstance, or thing; an 
  accompaniment
  There are a number of concomitants to victory in this contest...
  Cordon
  n ornamental cord or braid forming a part of 
  costume. 
  …each of you might legitimately claim the cordon.
  Corolopsis
  Per judge
  He knew lore of all ages, secrets of fire and light, gravity and counter-gravity, the knowledge of 
  superphysic numeration, metathasm, corolopsis.
  Cozened
  To induce by deception to do a thing
  Here is safety, if I never permit myself to be cozened from the way.
  Curvet
  A graceful or energetic leap
  Cursing, Ulan Dhor dropped out of his cloak, watched while the air-boat took a wild uncontrolled curvet, 
  crashed against the side of a tower.
  Demesne
  Land attached to a manor and retained for the 
  owner’s use; A district, region, territory
  The demesne was visited by a rumor that a gleft, coming upon Guyal's mother in labor, had stolen part 
  of Guyal's brain, which deficiency he now industriously sought to restore.
  Disapprobation
  The action or fact of disapproving; the feeling or 
  utterance of moral condemnation; disapproval
  And he gestured in disapprobation at Guyal's white horse.
  Ensorcelment
  (ensorcellment) magic, enchantment
  …a membrane impermeable to thew, claw ensorcelment, pressure, sound and chill…
  Entablature
  That part of an order which is above the column; 
  including the architrave, the frieze, and the cornice
  He lept up on a high entablature and ran crouching back to where he had left the ancient.
  Equipoise
  A counterpoise; a balancing or equivalent force
  The universe is methodized by symmetry and balance; in every aspect of existance is the equipose 
  observed.
  Eructated
  Vomited
  The plant gurgled, eructated, and Mazirian watched with satisfaction.
  Faddishness
  (Derivative of faddish) Addicted or given to fads, 
  whimsical 
  So the people of Ampridatvir, released from toil, gave increasing attention to faddishness, perversity, 
  and the occult.
  Febrile 
  Feverish
  What is your difficulty, febrile Magician?
  Ferrule
  A ring or cap strengthening the end of a stick, tube, 
  umbrella, etc., usually made of metal and used to 
  prevent splitting or wearing
  Kandive leaned back into his cushions and tapped his nose with a ferrule of carved jade.
  Floss
  Silk in fine filaments
  …ahead was a small chamber with a floor of glimmering floss, which seemed to radiate light.
  Fretwork
  Carved work in decorative patterns consisting largely 
  of intersecting lines, esp. as used in the decoration of 
  ceilings
  It was paneled in golden wood, with a fretwork painted in red and blue and brown circling the ceiling.
  Furze
  Another term for gorse
  Wailing, she fled across the moor, insensible to scratching furze, tearing thorn.
  Fuscous
  Of a dark or sombre hue; dusky, swarthy
  A great rug pelted the floor, a monster tabard woven of gold, brown, bronze, two tones of green, 
  fuscous red and smalt blue.
  Hetman
  A captain or military commander in Poland and 
  countries formerly united or subject to it; whence 
  subsequently retained as a title among the Cossacks
  Guyal, no less than the villagers, had questions to ask, but none would speak till the hetman strode up…
  
  Illimitable
  That cannot be limited or bounded; having no 
  determinable limits; limitless, boundless
  A brooding presence pervaded the place, dispassionate, supernal, of illimitable will and power.
  Impingement 
  Impact, collision
  I fear a tremendous impingement, a shock of horror...
  Jacynth 
  Per judge
  "Because," said Guyal, "my eye went to you like the nectar moth flits to the jacynth…"
  Kirtle
  A man’s tunic or coat; A woman's gown
  A white kirtle was gathered up tight around her thighs…
  Knoblolly
  Per judge
  Aboard the barge and so off the trail, the blessing lost its puissance and the barge-tender, who coveted 
  Guyal's rich accoutrements, sought to cudgel him with a knoblolly.
  Lassitude
  The condition of being weary whether in body or 
  mind; a flagging of the bodily or mental powers
  T'sain closed her eyes in lassitude.
  Libidinous
  Showing excessive sexual drive; lustful
  …she danced a libidinous sidelong dance in the light of the fires…
  Librams
  Per judge
  These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-
  bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan's brain 
  could know but four at a time.
  Lycurgat
  Per judge
  …trespass is not allowed, by supreme command from the Lycurgat; aye, the Lycurgat of Thorsingol.
  Massy
  Having considerable bulk or volume; spreading in a 
  mass or masses
  The forest had become lower and less dense, and the characteristic tree was the daobado, a rounded 
  massy construction of heavy gnarled branches, these a burnished russet bronze, clumped with dark 
  balls of foliage.
  Metathasm
  Per judge
  He knew lore of all ages, secrets of fire and light, gravity and counter-gravity, the knowledge of 
  superphysic numeration, metathasm, corolopsis.
  Mind-weft
  Per judge
  Thus does fear vanish and the ghosts become creatures of mind-weft…
  Nonplussed
  Brought to a nonplus or standstill; at a nonplus; 
  perplexed, confounded.
  Guyal fell back nonplussed.
  Obbligato
  Designating any prominent instrumental part, usually 
  one which is nevertheless subordinate to the 
  principal melody
  And Ludowik's flute played a brilliant obbligato, hurtling over, now under, chording, veering, warping 
  silver strings of sound around Guyal's melody, adding urgent little grace-phrases.
  Pap
  Bland soft or semiliquid food
  Turjan stood up, found a bowl of pap.
  Pediment
  Triangular upper part of the front of a building in 
  classical style
  There were many columns, some toppled, some still upholding the pedeiment
  Pennon 
  Long triangular or swallow-tailed flag
  For several leagues the woman rode, her hair flying behind like a pennon.
  Pleasaunces
  A pleasure ground; spec. (usu. in form pleasaunce) an 
  enclosure or secluded part of a garden, esp. as 
  attached to a large house, laid out with pleasant 
  walks, trees, garden ornaments, etc. Also in extended 
  use
  In this waning hour of Earth's life no man could count himself familiar with the glens, the glads, the dells 
  and deeps , the secluded clearings, the ruined pavilions, the sun-dappled pleasaunces, the gullies and 
  heights, the various brooks, freshets, ponds, the meadows, thickets, brakes and rocky outcrops.
  Poinct
  Per judge
  Poinct this bubble and away, away, away, flees life, like the color of a fading dream.
  Postulates
  Suggest as a basis for reasoning
  Thirdly, even if your postulates were conceded, you thereby admit guilt by virtue of negligence and 
  omission.
  
  Profundity
  Great wisdom or knowledge; acuteness of insight. 
  Also: an insightful observation or idea 
  In spite of his profundity, he was impracticle in his rule, and blind to the softening of Ampridatvirian 
  spirit.
  Propounded
  To put forward as a plan or course of action
  He propounded the dilemma to Shierl, who shrugged.
  Puissance
  Power, strength, force, might, prowess; influence
  Aboard the barge and so off the trail, the blessing lost its puissance and the barge-tender, who coveted 
  Guyal's rich accoutrements, sought to cudgel him with a knoblolly.
  Pulchritude
  Beauty
  You must adjudicate at a Grand Pageant of Pulchritude among the maids of the village and select her 
  whom you deem the most beautiful.
  Rhodochrosite
  A mineral of manganese carbonate, pink brown, or 
  gray
  To one side hung plats of wood laid on with slabs of soapstone, malachite and jade in rectangular 
  patterns, richly varied and subtle, with miniature flecks of cinnabar, rhodochrosite, and coral for 
  warmth.
  Rill
  A small stream; a brook; a rivulet
  Guyal awoke and refreshed himself in a rill nearby.
  Roqual
  Per judge
  And beyond the roqual hedge the trees of the forest made a tall wall of mystery.
  Rostrum
  Raised platform from which to give a speech
  The white body glmmered at the far end of the nave, swimming now over the rostrum and into a semi-
  circular alcove behind.
  Salutary
  Conducive to well-being; calculated to bring about a 
  more satisfactory condition, or to remedy some evil; 
  beneficial, ‘wholesome’. Often with figurative notion 
  of sense
  I have resolved to impose a bitter experience upon you, which I hope will be salutary.
  Scarp
  The steep face of a hill
  A great scarp lay across their path.
  Scintillant
  That emits sparks; twinkling, sparkling
  I will bestow on you my fine white horse, my Expansible Egg for your shelter, my Scintillant Dagger to 
  illuminate the night.
  Skeel
  Per judge
  The tomes which held Turjan's sorcery lay on the long table of black skeel or were thrust helter-skelter 
  into shelves.
  Skein 
  Length of thread or yarn, loosely coiled and knotted
  By the marvellous craft of our modern cerebroligists, this hood will compose your synapses with the 
  correct readings from the library - those of normality, you must understand - and so repair the skein, 
  and make you once more a whole man.
  Smalt
  A deep blue colour like that of smalt (a kind of glass, 
  usually coloured deep blue by cobalt oxide)
  A great rug pelted the floor, a monster tabard woven of gold, brown, bronze, two tones of green, 
  fuscous red and smalt blue.
  Solvent
  A dissolving or disintegrating influence
  Kandive did not know the engraved band Turjan wore on his wrist, a most powerful rune, maintaining a 
  field solvent of all magic.
  Spasmodic
  Of the nature of a spasm; characterized by spasms or 
  convulsive twitches; marked by jerkiness or 
  suddenness of muscular movement
  He fell into a series of spasmodic dozes, and awoke at last to find the wan pink of the latter-day dawn 
  seeping through the arched portico.
  Spikenard
  The plant yielding an aromatic substance (employed 
  in ancient times in the preparation of a costly 
  ointment or oil)
  And presently to the right and left spread cultivated fields of spikenard, callow and mead-apple.
  Stanchion
   An upright bar, stay, prop or support
  …a bright globe hung on a looping metal stanchion.
  Stultify
  To render nugatory, worthless, or useless
  I would not stultify the occasion stumbling and staggering.
  
  Supernal
  Of, belonging to, or relating to a realm or state 
  beyond the earthly world; otherworldly, supernatural
  A brooding presence pervaded the place, dispassionate, supernal, of illimitable will and power.
  Surcease
  The action, or an act, of bringing or coming to an end; 
  (a) cessation, stop
  His eyes grew dim and warm with drowsiness, but the trail ahead led to unseen vistas, and the void in 
  Guyal's brain drove him without surcease.
  Tarantella
  Rapid whirling South Italian dance popular with the 
  peasantry since the fifteenth century, when it was 
  supposed to be the sovereign remedy for tarantism (a 
  hysterical malady)
  Guyal played a wild tarantella of the peasant folk, and Ameth danced wilder and faster, flung her arms, 
  wheeled, jerked her head in a fine display.
  Torpid
  Benumbed; deprived or devoid of the power of 
  motion or feeling; in which activity, animation, or 
  development is suspended; dormant
  Then there was a moat of sulfer-colored liquid, and beyond, in an open space, five men kept a torpid 
  watch.
  Unguent
  Soft greasy or viscous substance used as an ointment
  He brought unguent and applied it to her scratches and bruises.
  Unwonted
  Not wonted, usual, or habitual; not commonly heard, 
  seen, practised, etc.; infrequent
  There seemed an unwonted activity among the huts.
  Vitreous
  Resembling that of glass; characteristic of glass
  In the center of a pedestal sat a glistening round-topped cylinder, black and vitreous.
  Voyevode
  Per judge
  With you oblige me by waiting till I report to the Voyevode, that he may prepare a suitable reception?
  Wattle
  Rods or stakes, interlaced with twigs or branches of 
  trees, used to form fences and the walls and roofs of 
  buildings. Also, rods and branches of trees collected 
  for this purpose.
  Guyal turned his head at a hoarse snuffling and saw a pen of woven wattles.
  Weft
  That which is spun or woven
  A palpable aura was cast up, a weft in space meched of varying depravities.
  Wen
  A boil or swelling or growth on the skin
  …and now the flabby tongue swelled another wen, sprouted a new member…
  Withal
  long with the rest; in addition; besides; moreover; 
  likewise; as well
  But then - people thus isolated were apt to develop peculair mannerisms, and the seemed kindly withal.
  Yu-sapphires
  Per judge
  He glanced at her sidelong, studied the charming triangle of her face, the heavy black hair, the great 
  lustrous eyes, dark as yu-sapphires.
  
    
  Page 11 
   
   
   
  Mighty Deeds 
   
  Jungle Warrior Mighty Deed: Vinery 
   
  The successful Jungle Warrior knows how to best make use of the environment. A DC 13 Reflex check in 
  the right environment allows a swinging warrior to attach a target, swooping down from above on one or 
  more vines. After a successful hit, mighty deed results are as follows: 
   
  Deed Die 
  Vinery Result 
  3 
  The warrior does 1d4 of damage colliding with one target. If the target is the same size 
  or smaller than the warrior, it must make a DC 13 Strength check or be knocked to the 
  ground for 1 round. 
  4 
  The warrior does 1d5 of damage colliding with the target. If the target is the same size 
  or smaller than the warrior, it is automatically knocked to the ground for 1 round. 
  Creatures up to 50% larger than the warrior take damage and must make a DC 13 
  Strength check or be knocked or the ground for 1 round. 
  5 
  The warrior swings wide around up to 4 foes of the warrior’s size or smaller, 
  “clotheslining” them with the vine for 1d6 damage each. The warrior may elect to 
  collide with a 5th opponent, or one of the first four, causing a further 1d5 of damage and 
  automatically knocking the single opponent to the ground for 1 round. Alternatively, if 
  the opponents are up to twice the warrior’s size, the warrior can sweep them with the 
  vine for 1d6 damage each and collide with a third target or one of the original two, 
  causing a further 1d5 of damage and forcing this one opponent to make a DC 15 
  Strength check or be knocked to the ground for 1 round. 
  6 
  The warrior picks up a loose vine on the way down into the fray. 2 creatures of up to 3 
  times the warrior’s size, or 4 creatures of up to twice the warrior’s size or 8 creatures of 
  the warrior’s same size or smaller suffer 1d7 of damage. Creatures up to twice the 
  warrior’s size are automatically knocked to the ground for 1 round, while those thrice 
  the warrior’s size must make a DC 18 Strength check or be knocked to the ground for 
  1 round. 
  7+ 
  The warrior pulls a number of vines from the jungle canopy down upon any opponents. 
  The vines (and coconuts and branches and small monkeys) come cascading down 
  over an area with a 30’ radius, centered on the spot where the jungle warrior wishes to 
  triumphantly land. All opponents under the collapse suffer 1d8 of damage, are 
  automatically knocked to the ground for 1 round, and must spend 1d4 rounds 
  unburying themselves from the floral wreckage. They are unable to perform any other 
  action until the round after they have unburied themselves. 
   
  
    
  Page 12 
   
   
   
   
  Monsters 
   
  Bearboon (I) 
   
  “When asked for a statement Dr David Berkpocet 
  A.F.C. stated conclusively “The BEARBOON will rip 
  your face off then wipe his bright red hind parts with 
  it.” 
       – Christopher Ouellette, Bearmageddon News 
  Network 
   
  The first of two known types of baboon/bear hybrids, 
  this ursine-sized creature combines the aspects of a 
  brown bear and a baboon in a misleading 
  countenance. If encountered when its hindquarters 
  cannot be seen, this creature can pass for a large example of an ordinary baboon, until it is too late. 
   
  Bearboon (I): Init +2; Atk bite +4 melee (1d6+5) or grab +2 melee (1d8+5 plus rake); AC 15; HD 6d8; MV 
  40’ or climb 20’; Act 1d20; SP rake for additional 1d8+5 damage per round target is held; SV Fort +10, 
  Ref +6, Will +2; AL C.  
   
  Rake: Once the bearboon successfully grabs a target it continues to clutch their victim in subsequent 
  rounds. Breaking the hold requires a DC 18 Strength check. Each round the target is held (including the 
  first) the bearboon automatically succeeds in raking its victim while additionally being able to bite. 
   
   
   Bearboon (II) 
   
  “San Diego Zoo officials confirmed the zoo was placed 
  on lock down moments after the new bearboon exhibit 
  was opened. The raging hybrids breached 
  their enclosure Saturday, maiming hundreds and killing 
  at least ninety-seven people. Many zoo animals were 
  killed as well, including three hippos, all of the flamingos, 
  and famed elephant TV star, Quentin Snuffly, best 
  known for her role in car insurance commercials.” 
       – Mike Weber, Bearmageddon News Network 
   
  The second of two known types of baboon/bear hybrids, 
  this creature, while smaller than its cousin, is no less dangerous. A baboon with the head and claws of a 
  bear, this bearboon combines the ferocity of a bear with the agility and speed of a baboon. To make them 
  even more terrifying, these bearboons hunt in packs. 
   
  Bearboon (II):Init +5; Atk bite +4 melee (1d8+2) or claw +3 melee (1d6+2); AC 15; HD 3d8; MV 30’ or 
  climb 30’; Act 3d20; SP piling; SV Fort +4, Ref +6, Will +2; AL C.  
   
  Piling: If a single bearboon scores two claw hits in a round, subsequent attacks made by other bearboons 
  in the same round gain a +1 bonus to hit and damage. This bonus is cumulative for each bearboon that 
  piles onto a single, hapless target. 
   
  Bearboons are the creation of Axe Cop co-creator Ethan Nicolle (@axecop) and is used with his kind 
  permission. A slew of other ursine horrors can be found in the pages of Bearmageddon as well as within 
  Dickinson Killdeer's Guide to Bears of the Apocalypse. You may follow the nightmarish story of the 
  bearboon at Bearmageddon News Network.  
  
    
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  Devourer of Beauty 
   
     "Where does beauty vanish when it goes?" 
     "Beauty is a luster which love bestows to guile the eye. 
  Therefore it may be said that only when the brain is without 
  love will the eye look and see no beauty." 
       – Jack Vance, Guyal of Sfere (The Dying Earth) 
   
  While some believe that beauty fades with time, or with the 
  dying of love, there is a third cause – a more malevolent 
  cause. The devourer of beauty is the foul spirit of a suicide 
  that has been transformed by self-loathing into a creature 
  determined to make the world over in their own self image. 
   
  Devourer of Beauty: Init +2; Atk touch +6 melee (see below); 
  AC 10; HD 3d12; MV fly 40’; Act 1d20; SP un-dead traits, 
  immune to non-magical weapons, 1d4 special abilities; SV 
  Fort +2, Ref +4, Will +6; AL C. 
   
  Corrupting touch: Any creature touched by a devourer of 
  beauty may be drained of their beauty (-1d4 Personality, DC 
  14 Fort save to resist). In addition, this touch tarnishes metals, 
  fades pigments, withers flowers, and more (per judge’s 
  discretion).  
   
   
   
  Twk-Man 
   
  “On one of these rocks Mazirian saw a tiny man-thing 
  mounted on a dragon-fly. He had skin of a greenish 
  cast; he wore a gauzy smock and carried a lance twice 
  his own length.” 
       – Jack Vance, Turjan of Miir (The Dying Earth) 
   
  Twk men are an intelligent race of insect-sized 
  humanoids. Loathe to enter combat unless defending 
  themselves, the Twk-men are skilled scouts and spies 
  who trade the intelligence they gather for supplies 
  (primarily salt), or other exotic oils. 
   
  Twk-Man: Init +4; Atk lance -1 melee (1d2); AC 12 + 
  armor; HD 1d4-1; MV 10’; Act 1d20; SP telepathy; SV 
  Fort -2, Ref +1, Will -2; AL L. 
   
  Telepathy: Twk-Men are able to telepathically 
  communicate with insects. This ability allows them to 
  easily break and train their dragonfly mounts. 
  Additionally it allows them to summon insect swarms 
  (as per DCC RPG Core Rules, p. 419) to their defense 
  if needed. 
   
  
    
  Page 14 
   
   
   
  Patrons 
   
  The Curator 
   
  The Curator is an ancient being of profound wisdom. Once kept alive through artificial means, the vast 
  knowledge accumulated within his prolonged lifetime refused to pass on with his mortal self. Now a 
  formless intellect, the Curator can be called upon by those who prize knowledge. Supplicant wizards may 
  select a lesser boon (lower result) from the Curator if so desired. 
   
  Invoke Patron check results: 
  12-13 
  The Curator grants the caster a glimpse of the underlying causes and effects of the next few 
  seconds, allowing the wizard a +1 on their next action. 
  14-17 
  The Curator has no knowledge of the situation that the wizard is in. Instead, the Curator 
  allows the caster to tap into his own insight and subconscious understanding, thus adding the 
  wizard’s Intelligence modifier to the value of his next spellburn. 
  18-19 
  The Curator’s understanding of the motivation of the wizard’s foes grants a +2 bonus to his 
  AC for the next turn. 
  20-23 
  The Curator grants the knowledge of the safest route to any one location. 
  24-27 
  The Curator allows the wizard to understand and communicate in any one spoken or written 
  language for the period of one hour. 
  28-29 
  The Curator’s knowledge of nature allows the wizard the knowledge to create an antidote to 
  any one poison. The wizard must still find and gather all the requisite materials (judge’s 
  discretion). 
  30-31 
  The Curator bestows knowledge of an arcane nature upon the wizard, allowing him to negate 
  any one single spell targeted at him in the next hour. 
  32+ 
  The Curator informs the wizard of the exact moment of his expected death. The wizard must 
  immediately make a Fort save (DC 18) or immediately die of shock (which will thus have 
  been the prediction). If a successful save is made, the wizard gains an additional Luck check 
  the next time his body is recovered, representing their foreknowledge of events. This result 
  may only be bestowed once. Treat future rolls as result 30-31. 
   
  Patron Taint: The Curator 
  When patron taint is indicated for the Curator, roll 1d4 on the table below. When a caster has acquired all 
  taints at all levels of effect, the caster’s soul is cast out of their body, which becomes the new vessel for 
  the Curator. 
   
  Roll 
  Result 
  1 
  The Curator requires knowledge possessed by the caster, permanently stealing one point of 
  Intelligence. This may not be recovered by any means, mundane or mystical. On the second 
  instance of this taint, the cost doubles and, on the third and final acquisition of this taint, it 
  doubles again. 
  2 
  The skin of the wizard’s chest becomes covered in scrawling writing that details every event 
  in his life. On this result being rolled a second time, the script enlarges as it spreads across 
  the wizard’s legs. A third result spreads the text across the wizard’s arms. The fourth and final 
  result spreads the script across the wizard’s face, with the most recent information being 
  there. This allows anyone to literally read the wizard’s intentions on his face. 
  3 
  The caster’s will is weakened by the crushing knowledge of the Curator, resulting in a 
  permanent loss of one point of Personality. This may not be recovered by any means, 
  mundane or mystical. This result may be obtained repeatedly, potentially reducing the 
  wizard’s Personality to 3. 
  4 
  The caster’s skin takes on an unnaturally pale cast, as if they have never seen the light of 
  day. If the wizard’s skin is touched by the sun he immediately begins to sunburn for 1 point 
  per round. This damage may be healed normally. This affect may only be rolled once. 
  
    
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  Patron Spells: The Curator 
  The Curator has knowledge of all 666 wizard spells as well as knowledge of all spells granted by patrons 
  and deities. He is willing to extend some of this knowledge to those who follow him, allowing even spells 
  thought forever lost to history, or even from other worlds, to be embedded into the mind of his followers. 
  Level 1: Any one 1st level spell (Wizard or Cleric) – judge’s discretion 
  Level 2: Any one 2nd level spell (Wizard or Cleric) – judge’s discretion 
  Level 3: Any one 3rd level spell (Wizard or Cleric) – judge’s discretion 
   
  Because of the varying nature of cleric versus wizard spells, all clerical spells so gained are cast with a 
  reduction of one die type. When casting these spells, on a result of natural 1, the wizard suffers a 50% 
  chance of major corruption or misfire, rolling on the generic tables as appropriate. 
   
  Spellburn: The Curator 
  The Curator makes specific demands of those who call upon him to increase their arcane might. When a 
  caster utilizes spellburn, roll 1d4 on the table below. 
   
  Roll 
  Spellburn Result 
  1 
  The wizard draws a quill across his skin, slicing into flesh and tendon (reflected with an 
  expenditure of Strength, Agility, or Stamina). The blood is absorbed into the quill which floats 
  into the air and traces out the instructions of the spell, releasing the pent up energies into the 
  successful casting of the chosen spell. 
  2 
  The caster begins reciting knowledge wholly unknowable to himself, or any other, still-living, 
  mortal being. So disconcerting is this that the wizard is able to burn Personality as part of his 
  spellburn. This attribute is regained per normal spellburn rules. 
  3 
  The wizard’s spellburn is additionally fueled by the theft of knowledge from a single target. For 
  every 5 points of spellburn, the chosen target loses a point of Intelligence, which is added to 
  the spellburn total of the caster. Once burned, the information stolen is transferred to the 
  consciousness of the Curator. 
  4 
  The Curator grants the caster the ability to burn Intelligence as part of their spellburn. The 
  caster benefits at a two-for-one ratio – but cannot be combined with the burning of physical 
  attributes. 
   
  
    
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  Pandelume 
   
  Pandelume is a vastly powerful magician who lives in Embelyon, a land of his creation both of and not of 
  the Earth. He is a master mathematician, the first since Phandaal, and knows all spells that were ever 
  wrenched and molded from space. By his own law, no one may gaze upon Pandelume, and he always 
  keeps his face and form hidden - to see Pandelume is to go mad. He appears to supplicants as an 
  unseen man who speaks with a mellow voice of illimitable melancholy. Pandelume believes the universe 
  is methodized by symmetry and balance; and in that every aspect of existence is this equipoise observed. 
  Consequently, as a patron, he deals fairly with those that seek his aid, but always requires an equal gift in 
  return from them. Even in the most trivial of dealings, this equivalence must be maintained. 
   
  Invoke Patron check results: 
  12-13 
  Pandelume grants the caster a glimpse of the underlying symmetry and beauty of the 
  universe. The caster receives +4 to Will saves for the next hour. 
  14-17 
  Pandelume is too busy to provide a response, but sends a piece of Embelyon to the caster in 
  the form of a perfectly formed gem. The shifting prismatic light cast from the jewel can be 
  used to detect enchantments and invisible beings in a 10’ radius. The gem will crack and 
  break into dull facets after 1d6 rounds 
  18-19 
  The caster hears the voice of Pandelume offering a bargain: Pandelume will imprison one of 
  the caster’s enemies in a pocket universe for 1d6 rounds, but the caster must immediately 
  spellburn 5 points of Strength, Stamina, or Agility. The caster can designate any target within 
  100’. After returning, the target suffers -4 to all rolls for the same number of rounds it was 
  imprisoned. 
  20-23 
  Pandelume sends a perfectly shaped vat-creature imbued with limited intelligence to fight 
  alongside the caster. After 1d6 rounds, the vat-creature dissolves into an iridescent formless 
  mass that leaches into the ground.  
   
  Vat-creature: Init +1; Atk fist +4 melee (1d6); AC 12; HP 30; MV 30’; Act 1d20; SV Fort +4, 
  Ref +4, Will +4; AL N. 
  24-27 
  Pandelume recognizes the urgent need of the caster and temporarily invests the knowledge 
  of a random level 3 wizard spell into the caster’s mind. Knowledge of the spell will last until it 
  is successfully cast or for one day, whichever comes first 
  28-29 
  Pandelume grants an audience with the caster. A violent cloud carries the caster to 
  Embelyon, where she is summoned before Pandelume in his manse. There Pandelume will 
  accept the caster into an apprenticeship and spend the next several months teaching the 
  caster of the underlying patterns of magic. Afterwards the caster is returned to the Earth 
  where only a few moments have passed, receiving a +2 bonus on all spell checks for the next 
  hour. 
  30-31 
  The caster and all her allies within 30’ are whisked away to the safety of Embelyon where 
  they may spend up to 1d6 days idling among its peaceful glens and dells. Afterwards they are 
  returned to the location from which they were summoned. For each day spent in Embelyon, 
  characters must make a DC 5 Will save or lose all desire to return to the real Earth.  
  32+ 
  With a shocked intensity, Pandelume appears before the caster’s enemies, revealing himself 
  to them and driving madness into their souls. All creatures within 100’ must make a DC 20 
  Will save or attempt to drive the vision from their sight for the next 1d6 rounds by fleeing, 
  throwing themselves prone, gouging out their own eyes, etc. Sightless creatures or those 
  covering their eyes, such as the caster’s allies if properly warned, are not affected. 
   
   
   
   
   
   
   
   
   
   
   
  
    
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  Patron Taint: Pandelume 
  When patron taint is indicated for followers of Pandelume, roll 1d6 on the table below. When a caster has 
  acquired all six taints at all levels of effect, there is no need to continue rolling any more. 
  Roll 
  Result 
  1 
  Pandelume requires part of the caster - a finger, a toe, an ear, etc. - for use in his 
  experiments. If the result is rolled a second time, she must relinquish an organ or limb. If the 
  result is rolled a third time, she must provide her brain to the vat-creature and after 1d4 days 
  emerges as a clone of herself, re-rolling all her attributes and hit points. 
  2 
  The caster’s form takes on aspects of Pandelume’s disturbing appearance as she becomes 
  difficult to gaze upon, receiving a permanent -2 to Personality. If the result is rolled a second 
  time, she takes on further aspects, altering her appearance in such as way to force those who 
  view her to turn away in disgust, further reducing Personality by the same amount and 
  causing -2 to all rolls made against her. If the result is rolled a third time, her appearance is 
  significantly altered and her abilities are inhibited in such as way to permanently lower her 
  Personality to 3, but causing those who see her true form a -4 to all rolls against her. 
  3 
  The caster has a longing to leave the ruined pavilions of Earth and spends more and more of 
  her time in isolation away from society. If the result is rolled a second time, she starts 
  withdrawing further from the world, losing interest in the affairs of men and any material 
  riches. If the result is rolled a third time, she abandons her friends and family and spends all 
  of her time seeking a way to Embelyon. 
  4 
  The caster becomes increasingly focused on ensuring the balance of all things. If the result is 
  rolled a second time, she feels compelled to restore her actions to an equilibrium (e.g., if 
  eating a fruit, she must plant a seed; if she kills a creature, she must save another from 
  death). If the result is rolled a third time, she becomes so paralyzed with the consequences of 
  her actions that she suffers a -4 to all initiative rolls. 
  5 
  The caster must perform a request for Pantelume to recover an object located within 1d4 
  days of travel. Until the object is retrieved, the caster is haunted by the muffled sounds of a 
  screeching creature hunting her seemingly across space and time. Only she can hear it, and 
  it seems to get closer each day. Subject to the judge’s discretion, if the caster fails to recover 
  the item within a set time, a type IV demon will seek the caster until it finds and destroys her. 
  If the result is rolled a second time, the item is guarded by a powerful enemy of Pandelume 
  and some 1d4 weeks distant. If the result is rolled a third time, the item is a relic stolen by a 
  demi-god or powerful spirit from another plane, requiring 1d4 months of dangerous travel.  
  6 
  The caster becomes obsessed with understanding the underlying mathematical patterns of 
  magic. If she pursues this compulsion and spends the next 1d4 days in uninterrupted febrile 
  study, she is granted +1 to all spell checks for one random spell. This result can be rolled up 
  to three times. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
    
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  Patron Spells: Pandelume: 
  To Pandelume, all magic has the same underlying mathematical foundation, whether it has a divine or 
  scientific basis. Pandelume grants the knowledge to cast spells from the cleric spell list as follows: 
  Level 1: Random 2nd level Cleric spell 
  Level 2: Random 3rd level Cleric spell 
  Level 3: Random 4th level Cleric spell 
   
  Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell 
  checks when casting it. When casting these spells, on a result of natural 1, the wizard suffers a 50% 
  chance of major corruption or misfire, rolling on the generic tables as appropriate. 
   
  Spellburn: Pandelume 
  Pandelume responds to those who seek his aid with the patient understanding of long eons. When a 
  caster utilizes spellburn, roll 1d4 on the table below. 
   
  Roll 
  Spellburn Result 
  1 
  An intricate pattern of magical energy appears on the ground before the caster, through which 
  she must strain to navigate, drawing out the chosen ability scores (expressed as Stamina, 
  Strength, or Agility loss). 
  2 
  The caster is transported to Embelyon where Pandelume sits in unseen judgement. If the 
  caster is judged worthy, she is sent back weakened by the effort (expressed as Stamina, 
  Strength, or Agility loss). 
  3 
  The equipoise of the universe requires the caster to take the spellburn equally from each 
  ability: Strength, Stamina, and Agility (divided equally, rounded up). If refused, the spellburn 
  cost is doubled. 
  4 
  Pandelume offers the caster the ability to spellburn up to 10 points without any ability damage. 
  Instead, the spellburn is randomly drawn from the ability scores of one of her companions in 
  her place. 
   
  
    
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  Page 20 
   
   
   
  Spells 
     
  Spell  
  Life Gong 
  Level 
  3 
  Range  
  Self 
  Duration 
  Varies 
  Casting Time  1 Week or more (see below) 
  Save  
  Will vs. Spell Check DC 
  General 
  This lengthy ritual entraps the soul of a target creature to the will of the caster, binding 
  it to a magical bronze gong that can be used to compel the target into acting in the 
  caster’s service. It is often used by guileful wizards seeking dominion over their magical 
  rivals to force them to answer questions or reveal hidden knowledge. Once the binding 
  is made, the caster can strike the gong a number of times based on the results of the 
  spell check, causing the target intense pain as the resulting tone resonates along the 
  connection to their life, and summoning a vision of the target before the caster. The 
  spell check is made upon completion of the ritual, and a minimum spellburn of 10 
  points is required to cast this spell. On a successful casting, the caster may choose to 
  invoke any effect of equal to or less than his spell check, allowing a range of options 
  with every successful casting to produce a weaker but potentially more useful result.                               
   
  The gong and hammer must be forged while the spell is cast. The caster must spend a 
  minimum of 1000 gp to acquire the basic precious metals used in its construction and 
  engage a master blacksmith to forge the instrument, as well as an additional amount 
  equal to the spell check number × 100 gp. 
   
  Destroying the life gong also destroys any portion of lifeforce entrapped within it, 
  causing the target to lose 1d4 hit points permanently 
  Manifestation  N/A 
  Corruption 
  Roll 1d8: (1-4) minor; (5-7) major; (8) greater.  
  Misfire 
  Roll 1d4: (1) the caster’s own life force is sucked into the gong, leaving her body a dull 
  vessel that writhes in pain each time the instrument is struck. The caster can only be 
  released by destroying the gong; (2) an imprisoned portion of the lifeforce of a powerful 
  wizard is released from the gong - the caster must make a DC 20 Will save or be 
  possessed by the spirit. The spirit will attempt to conceal its presence from the caster’s 
  allies while it seeks for a way to make the possession permanent. The Will save can be 
  rerolled each week of possession; (3) the gong shatters into fragments, inflicting 1d6 
  points of damage on the caster and destroying objects within 5’; (4) both the caster’s 
  and the target’s lifeforces are trapped within the gong for 1d4 rounds and forced into a 
  contest of wills as positive and negative energies of phlogiston clash and surround 
  them. Each round they must make opposed Personality checks, with the loser gaining 
  a major corruption. If the gong is destroyed while the two beings are trapped, they must 
  struggle against each other eternally. 
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint 
  + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire. 
  Unlike normal spells, the spell is lost for an entire month, not simply one day. 
  2-11 
  Lost. Failure. Unlike normal spells, the spell is lost for an entire month, not simply one 
  day. 
  12-15  
  Failure, but spell is not lost. 
  
    
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  16-17 
  The target creature is linked to the life gong and may be summoned up to once per 
  week. The target must be known to the caster and the caster must have a personal 
  item or physical component (blood, hair, fingernails, etc.) of the target. Each week, the 
  target may make a Will save vs. the spell check to break the link and dissolve the 
  connection to the life gong. When summoned, the target must truthfully answer a single 
  question from the caster or suffer a -2 penalty to all attack rolls, damage rolls, skill 
  checks, spell checks, and saving throws for 1d4 days. Each time the caster summons 
  the target, the caster feels weak for several hours afterwards and loses 1d3 point of 
  temporary Strength. 
  18-21 
  The target creature is linked to the life gong and may be summoned up to once per 
  day. The target must be known to the caster and the caster must have a personal item 
  or physical component (blood, hair, fingernails, etc.) of the target. Each week, the 
  target may make a Will save vs. the spell check to break the link and dissolve the 
  connection to the life gong. When summoned, the target must truthfully answer a single 
  question from the caster or suffer a -2 penalty to all attack rolls, damage rolls, skill 
  checks, spell checks, and saving throws for 1d4 days. Each time the caster summons 
  the target, the caster feels weak for several hours afterwards and loses 1d3 point of 
  temporary Strength. 
  22-23 
  The target creature is linked to the life gong and may be summoned up to once per 
  day. The target must be known to the caster and the caster must have an inkling of the 
  target’s lesser secret name. Each month, the target may make a Will save vs. the spell 
  check to break the link and dissolve the connection to the life gong. When summoned, 
  the target may be compelled to reveal a piece of hidden knowledge or truthfully answer 
  a single question from the caster or suffer a -3 penalty to all attack rolls, damage rolls, 
  skill checks, spell checks, and saving throws for 1d4 days. Each time the caster 
  summons the target, the caster feels weak for several hours afterwards and loses 1d3 
  point of temporary Strength. 
  24-26 
  The target creature is linked to the life gong and may be summoned up to once per 
  day. The target must be known to the caster and the caster must know the target’s 
  lesser secret name. Each month, the target may make a Will save vs. the spell check to 
  break the link and dissolve the connection to the life gong. When summoned, the target 
  may be compelled to reveal a piece of hidden knowledge or truthfully answer a single 
  question from the caster or suffer a -4 penalty to all attack rolls, damage rolls, skill 
  checks, spell checks, and saving throws for 1d4 days. Each time the caster summons 
  the target, the caster feels weak for several hours afterwards and loses 1d3 point of 
  temporary Strength. 
  27-31 
  The target creature is linked to the life gong and may be summoned up to twice per 
  day. The target must be known to the caster and the caster must know the target’s 
  lesser secret name. Each month, the target may make a Will save vs. the spell check to 
  break the link and dissolve the connection to the life gong. When summoned, the target 
  may be compelled to take an action requested by the caster or suffer a -4 penalty to all 
  attack rolls, damage rolls, skill checks, spell checks, and saving throws for 1d4 days. 
  Each time the caster summons the target, the caster feels weak for several hours 
  afterwards and loses 1d3 point of temporary Strength. 
  32-33 
  The target creature is linked to the life gong and may be summoned up to three times 
  per day. The target must be known to the caster and the caster must know the target’s 
  greater secret name. Each month, the target may make a Will save vs. the spell check 
  to break the link and dissolve the connection to the life gong. When summoned, the 
  target may be compelled to take an action requested by the caster or suffer a -4 
  penalty to all attack rolls, damage rolls, skill checks, spell checks, and saving throws for 
  1d4 days. Each time the caster summons the target, the caster feels weak for several 
  hours afterwards and loses 1d3 point of temporary Strength. 
  
    
  Page 22 
   
   
   
  34-35 
  The target creature is linked to the life gong and may be summoned up to three times 
  per day. The target must be known to the caster and the caster must know the target’s 
  greater secret name. The target may make a Will save vs. the spell check to break the 
  link and dissolve the connection to the life gong once a year. When summoned, the 
  target may be compelled to take an action requested by the caster or suffer a -4 
  penalty to all attack rolls, damage rolls, skill checks, spell checks, and saving throws for 
  1d4 days. Each time the caster summons the target, the caster feels weak for several 
  hours afterwards and loses 1d3 point of temporary Strength. 
  36+ 
  The power of the ritual permanently links the target creature to the life gong and the 
  target may be summoned up to four times per day. The target must be known to the 
  caster and the caster must know the target’s greater secret name. When summoned, 
  the target may be compelled to take an action requested by the caster or suffer a -4 
  penalty to all attack rolls, damage rolls, skill checks, spell checks, and saving throws for 
  1d4 weeks. Each time the caster summons the target, the caster feels weak for several 
  hours afterwards and loses 1d3 point of temporary Strength. 
   
   
   
  
    
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  Transportation 
   
  Live Boots 
   
  Live Boots are a type of magical creature crafted by powerful wizards to enable effortless travel over long 
  distances. When donned, Live Boots impart their movement rate to the wearer, but squirm with 
  impatience to be underway, making them difficult to restrain. 
   
  Live Boots: Init +0; Atk none; AC 10; HD 1d4; MV 60’; Act N/A; SP can be worn; SV Fort +0, Ref -2, Will 
  +0; AL N. 
   
  As a type of living creature, Live Boots can suffer damage, and impetuous magicians have been known to 
  wear them out to death. For each turn of use, the Live Boots must make a DC 10 Fort save or suffer 1 hp 
  of damage. Judges should secretly roll for the hit points of the boots when they are created. For each hit 
  point of damage taken, the live boots MV is reduced by -5’. If the boots drop to 0 hp, they become flaccid 
  and flax and inert. While worn, Live Boots inflict a -2 to Ref saves due to the constant efforts the wearer 
  must make to control them. 
   
   
  Oasts 
   
  Oasts are a giant race of men raised to be used as mounts by the uncivilized tribes living below the crags 
  of Fer Aquila. Hulking men 8’-9’ tall, they have waxy faces with dull expressions and watery blue eyes, 
  and communicate in an unintelligible hoarse snuffling. It is said that properly braised and kettled, oast-
  flesh is especially delicious. 
   
  Oast (8’-9’ tall, 700 lbs.): Init -1; Atk fist +4 melee (1d8+4); AC 14; HD 5d10; MV 40’; Act 1d20; SP crit 
  on 19-20; SV Fort +6, Ref +2, Will +4; AL N. 
   
  Oasts carry their riders atop their massive shoulders and run with long loping strides. Due to their size, 
  attacks made while riding an oast against unmounted or horse-mounted opponents gain a +1 bonus, and 
  their height grants a +1 AC. Unlike horses, oasts cannot be used for charging. 
   
  Though docile mounts, characters used to riding horses find it difficult to stay on an oast running at full 
  speed and can do little else but cling to their long shocks of yellow hair. Oasts are also easily spooked; if 
  an oast is struck in combat, their rider must make a DC 10 Agility check or be flung from the oast’s back. 
  A character trained in oast-riding rolls 1d20 on this check; untrained characters roll 1d10. A character 
  flung from an oast lands prone and must spend his next round standing up. 
  
    
  Page 24 
   
   
   
  Weapons 
   
  Lasso 
   
  Roll to attack like normal. Be sure to include any bonuses from being hidden, on higher ground, and from 
  Backstab. If the attack roll is equal to or higher than the DC, it successfully entangles the target. If the 
  target is living, it gets a Reflex save against the attack roll total to escape; otherwise, it is constrained. A 
  constrained target cannot move or take any action other than to talk. Once constrained, the target can 
  attempt on future rounds to escape with a Strength or Agility check (to burst the rope or wiggle free) 
  against a DC of 20. The rope can also be cut, of course. 
   
  Target Size  
   
   
   
  DC 
  Animal-sized (like a bull or a lion)  
  10 
  Man-sized  
   
   
   
  15 
  Small, like a man’s hand or weapon  
  20 
   
  A man-sized lasso cannot lasso anything smaller or larger than what is listed above. 
   
  An example: 
   
  Tarzan, with the class of Jungle Born, is hiding in a tree above where Sabor, the lioness, is walking. 
  He is hidden (+2), on higher ground (+1), and at close range. He is trained in the use of the lasso 
  so rolls a d20. He rolls a measly 9 but with his bonuses, he gets a 12. The judge may also rule that 
  this is a feat of strength for the Jungle Born and Tarzan may also roll a Primal Die. In this case, the 
  d4 is rolled, adding another 2 to the attack roll, giving Tarzan a total of 14. 
   
  Since 14 is higher than the animal-sized DC of 10, Sabor is entangled. She can attempt to escape 
  by rolling a Reflex save equal to the attack roll total of 14. She only rolls a 12 so she is constrained  
  and cannot move or take any action except to growl. Tarzan then lifts the lioness up into the tree 
  and savagely stabs her in the heart with his hunting knife. 
   
   
  Damage  
  Range   
  Cost 
  Lasso  
  1  
   
  10/20/30  
  3 sp 
   
  
   
    
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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 #21 © 2017, 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 #22 
   
   
  The  
  Gary Con 
  Special 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_21_Companion.pdf