TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #20 
   
   
  Tarzan 
  of the 
  Apes 
   
   
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #20 Companion 
   
  Written By 
  David Baity 
  Bob Brinkman 
  Daniel J Bishop 
  Carl Bussler 
  Eric Hoffman 
   
  Additional Concept By 
  Ethan Nicolle 
   
  Interior Art by 
  D. W. Miller 
  Mellon 
  Todd McGowan 
   
  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 
  Tarzan Snake Bit [Illustration] 
   
  D. W. Miller  
   
  page 4  
   
   
   
  Adventure Supplement 
  Tomb of Khaemhet  
   
   
  Eric Hoffman & Carl Bussler page 5 
   
  Campaign Tools 
  Tropical Diseases 
   
   
   
  David Baity 
   
   
  page 7 
  Nature Disease [Illustration]  
   
  Mellon  
   
   
  page 7  
   
  Classes 
  The Jungle Born 
   
   
   
  David Baity 
   
   
  page 8 
  Tarzan2 [Illustration]  
   
   
  Todd McGowan 
   
  page 9 
   
  Men and Magicians 
  Jungle Tribesmen 
   
   
   
  Bob Brinkman  
   
    
   
  Cannibal 
   
   
   
   
   
   
   
  page 10 
   
  Hunter  
   
   
   
   
   
   
   
  page 10 
  Shaman 
   
   
   
   
   
   
   
  page 10 
   
  Monsters 
  Bearantula 
   
   
   
   
  Bob Brinkman  
   
  page 11 
  Bearantula [Illustration] 
   
   
  Courtesy BNN  
   
  page 11 
   
  NPCs 
  Tarzan  
   
   
   
   
  Daniel Bishop  
   
  page 12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tarzan Snake Bit 
   Creative Commons Attribution 3.0 License. 
  The Tomb of Khaemhet ©2014 Stormlord Publishing, used with permission.  
  Nature Disease
  This work is licensed under aCreative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Tarzan2 ©2016 Todd McGowan, used with permission 
  Bearantula concept created by Ethan Nicolle, used with permission 
  Bearantula art used with the permission of Ethan Nicolle and Bearmageddon News Network 
  Submissions welcomed! Send your art, stats, and comments to TheHub@sanctum.media  
  
   
   
  Page 4 
   
   
   
  
   
   
  Page 5 
   
   
   
  Adventure Supplement  
   
  Tomb of Khaemhet 
  Khaemhet was Overseer of the Granaries in the ancient kingdom.  This was a position of great 
  responsibility and respect.  It was also a position that allowed enormous sums of money to be skimmed, 
  the reason behind the relatively lavish tomb of a bureaucrat.   
                    
   
  1.  The entrance to the tomb is large compared to others found on the Isle of Zadabad.  The door is also 
  likewise larger than normal, although still sealed with the typical stone and mortar.  The door must be 
  opened with heavy tools, magic or some other substantial method.  Surprisingly there are no traps on the 
  entrance at all. 
  2.  The first room of the tomb dry and dark.  There are bronze lamps spaced in niches along the walls, 
  although the oil in them is long gone.  The walls are not as adorned as more noble tombs, but there are 
  four niches carved in the wall at knee height. 
   
  a.  Half sized statues of Khaemhet and his family.  The statues are made of hardened clay and 
  some have collapsed with age.  The statue that must represent Khaemhet's wife wears a golden 
  headband in the shape of an asp.  The eyes of the snake have jade eyes.  It is worth 100 GP. 
   
  b.  Diorama of a great ancient harbor city, mostly made of clay.  The focus is on a bustling port 
  with many ships loading or unloading.  The ships are made of electrum and if pried from the display would 
  fetch 50 GP, 200 from a collector or dealer in antiquities. 
   
  c.  The walls of this niche are painted and depict a nude and very fertile female with a snakes 
  head.  Many men in robes and headdresses bow or kneel before her. 
   
  d.  A lone pedestal occupies this niche.  On the pedestal is an ivory scepter with a golden stork 
  ornament at the top.  This was the symbol of office of Khaemhet.  The pedestal is trapped with a pressure 
  plate.  If the weight on top is removed, a wickedly sharp scythe will swing out from the base of the niche 
  at ankle level causing 3d6 damage (Reflex save for half) to anyone within 3' of the alcove.  If the save is 
  failed there is also a chance (Luck check) that a limb is lopped off. 
  
   
   
  Page 6 
   
   
   
  3.  Hundreds of holes adorn both walls of this hallway-like chamber.  The floor is covered with many small 
  pressure plates.  Anyone travelling through this room, and touching the floor, triggers 3d4 dart attacks per 
  round.  The darts roll d20 to attack, do 1 point of damage each.  The poison that coated them is 
  weakened by age and only forces a single Fortitude saving throw per round at DC 12.  Failure results in 
  an additional 2d6 points of damage. 
  4.  The burial hall of Khaemhet is filled with large clay pots.  One has broken open near its bottom and 
  ancient, petrified grain seeds litter the floor in front of it.  Observant characters may notice the skeletal 
  corpses of several large rats buried in the grain.  Detailed investigation of the corpses will show the 
  leathery hides are pierced in multiple places by dual puncture wounds.  
  Anyone who disturbs any of the remaining clay pots will unleash the most potent trap in Khaemhet's 
  tomb, The Kiss of Renenet.  The Kiss of Renenet is a protection of the ancient Goddess of granaries.  
  She is the creature depicted in 2 with the snake head.  When her protection is triggered 3d5 Large Asps 
  will emerge from behind the pots and attack any creatures in the room. 
  Large Asp: Init +4; Atk bite +4 (1d4 + poison DC 14 Fort or 2d6 damage); AC 15; HD 1d8; MV 40'; Act 
  1d20; SP Poison; SV Fort +0, Ref +4, Will +1; AL N. 
  Like room 2, this room has several knee high niches carved into the wall. 
   
  a.  The bier of Khaemhet.  Khaemhet's mummified corpse rests on a small couch made of 
  polished mahogany and leather.  There is nothing remarkable about the corpse, although the couch it 
  rests on is of exceptional quality (worth 60 GP).  Touching the corpse may cause Mummy rot (DC 12 Fort 
  Save).  Mummy rot will cause 1 point of stamina damage per day until magically healed. 
   
  b.  This niche is occupied by a statue of Khaemhet.  The statue appears to be looking down the 
  long hallway towards the entrance of the tomb. 
   
  c.  Apparently Khaemhet thought he would need lots and lots of cash in the afterworld.  This 
  niche is full of small vessels of various kinds (clay jars, wooden boxes, wicker baskets, etc.) full of coins of 
  assorted type.  Total there is 600 GP of precious metal, however it has the weight of 900 as Khaemhet 
  was a notorious counterfeiter and many of the coins mixed in are base metal with a thin cover of silver or 
  gold. 
   
   
  The Tomb of Khaemhet was created by Stormlord Publishing as a part of the Treasure Vaults of Zadabad 
  and was eventually cut due to size constraints. Eric Hoffman and Carl Bussler of Stormlord have 
  graciously allowed us to bring you this previously unseen content. 
  
   
   
  Page 7 
   
   
   
  Campaign Tools 
   
  Tropical Diseases 
   
  Often, we throw our brave band of adventurers into the thick of things without giving thought to the 
  invisible killers known as disease. All sorts of slow and painful deaths can be gifted with but a scratch of 
  the bush, or drink of what seemingly looks and tastes like clean water. Try adding this table of diseases 
  found in most jungle climates to add a little tension to the party. 
   
  River Blindness (Onchocerciasis) 
  This disease is contracted via bites of the black fly often found close to rivers. Character must pass a 
  daily DC12 Fortitude save or begin to lose vision at the rate of -20’ per failure. Healing a combined total of 
  four HD will cure the disease, however once the character has gone completely blind the total is raised to 
  10 HD required to cure the disease. No more than three HD may be applied towards curing the disease 
  per day. 
   
  Sleeping Disease (Trypanosomiasis) 
  Infected via tsetse fly bite, the character must pass a DC12 Fortitude save or find his sleep cycle 
  reversed. During the day, an hourly DC 10 Will save must be passed to remain awake, while at night 
  sleep is impossible. A combined total of six HD must be healed by a cleric. No more than three HD may 
  be applied towards the cure each day. 
   
  Snail Fever (Schistosomiasis) 
  Transmitted by flat worms that live in infected bodies of water, this disease causes aches, fever, fatigue, 
  and organ enlargement. Infection means the character must pass a DC 12 Fortitude save or suffer 1d4 
  Stamina damage per day. Should the character reach zero death occurs. A combined total of 8 HD must 
  be accumulated to heal the character. No more than two HD per day may be applied towards the disease. 
   
   
   
  
   
   
  Page 8 
   
   
   
  Classes 
   
  The Jungle Born 
   
  The dark tropical jungles of the world are home to innumerous species of animal, including indigenous 
  tribes that live in primitive fashion, far away from the wonders of technology and civilized man. On 
  occasion, explorers seek to discover lost civilizations, gold and knowledge that might elevate them in 
  stature. These naïve men often come unprepared for the dangers that await in many forms, and on the 
  rare occasion they opt to bring their families along for the expedition, a rare occurrence can sometimes 
  transpire. Whether by attack by vicious beast, or the end of a cannibal’s spear, often the expeditions only 
  find their doom to be imminent. As a last-ditch effort, small children, and sometimes even infants, are 
  rescued by a local band of primates. The children are raised much in the same way as their sibling 
  primates, making for a unique combination of man with ape-like abilities. 
   
  Weapon training: Jungle born eventually learn to use the weapons of the indigenous tribes that hunt 
  them. Bows, clubs, and spears may be used in addition to the sling. 
  Brachiation: Jungle born have no fear of heights and may use vines, or instinctively leap from limb to 
  limb in any jungle, or forest environment.  Travel is at the rate of 40’ per round, and should the jungle born 
  fall, a DC 10 Reflex save will halve the damage suffered. 
  Ape speak: Jungle born may communicate through howls, grunts, hoots, and whistles to all species of 
  ape. Note: this is limited to basic communication limited to an animal level intelligence. 
  Stealth: Jungle born are natural predators, and are masters of stealth. See the progression chart to find 
  the bonus added to all related rolls during stealth related rolls. 
  Primal roar: The Jungle born may attempt a display of dominance over any creature he faces, and often 
  does so before entering combat. To use primal roar, the Jungle born rolls 1d20 and adds any Strength 
  bonus in addition to level. Any creature or humanoid within 30’ must pass a Will save with a DC matching 
  the primal roar check result. Failure means succumbing to fear and immediately using any available 
  movement to run directly away from the character. 
  Primal strength: Jungle born are considered super-human in stature, and are often able to perform great 
  feats of strength and dexterity. In game terms, the character can roll a primal die during any feat of 
  strength or daring maneuver involving agility. The result is added to any check result normally needed for 
  the task at hand. The primal die may also be used as additional damage for any successful attack 
  delivered during any combat round.  
  Tracking: The Jungle born may track, using all five senses, to determine type, number, and the direction 
  of his prey, assuming the target is native to the territory the character calls home. To make a tracking roll, 
  have the character roll 1d20 and add level in addition to any Intelligence modifier. The DC for the check is 
  typically 8 modified by weather, or any other conditions determined to affect the skill, as determined by 
  the judge.  
  Primitive thinking: Jungle born are not able to read or write; nor are they assumed to be able to speak in 
  common. These skills may be learned from an appropriate source, but until proper time has been 
  dedicated to learning, the character is limited in his means of communication with all intelligent speaking 
  creatures. 
   
  
   
   
  Page 9 
   
   
   
   
  Progression Table 
  Level 
  Attack 
  Crit Die/ 
  Table 
  Action Die 
  Primal 
  Die 
  Stealth 
  Ref 
  Fort 
  Will 
  1 
  +1 
  1d10/II 
  1d20 
  1d4 
  +2 
  +1 
  +1 
  +0 
  2 
  +2 
  1d10/II 
  1d20 
  1d5 
  +3 
  +1 
  +1 
  +0 
  3 
  +2 
  1d12/III 
  1d20 
  1d6 
  +4 
  +2 
  +2 
  +1 
  4 
  +3 
  1d12/III 
  1d20 
  1d7 
  +5 
  +2 
  +2 
  +1 
  5 
  +4 
  1d14/IV 
  1d20+1d14 
  1d8 
  +6 
  +3 
  +3 
  +2 
  6 
  +4 
  1d14/IV 
  1d20+1d14 
  1d10 
  +7 
  +3 
  +4 
  +2 
  7 
  +5 
  1d16/V 
  1d20+1d16 
  1d12 
  +8 
  +4 
  +4 
  +3 
  8 
  +5 
  1d16/V 
  1d20+1d16 
  1d14 
  +9 
  +4 
  +5 
  +3 
  9 
  +6 
  1d20/V 
  1d20+1d16+2 
  1d16 
  +10 
  +5 
  +5 
  +4 
  10 
  +6 
  1d20/V 
  1d20+1d20 
  1d16+2 
  +11 
  +6 
  +6 
  +4 
   
  Level 
  Title 
  1 
  Primate 
  2 
  Tree Stalker 
  3 
  Jungle Brave 
  4 
  Alpha 
  5 
  Lord of the Jungle 
   
   
  
   
   
  Page 10 
   
   
   
  Men and Magicians 
   
  Jungle Tribesman 
   
  While many might make the mistake of believing that members of jungle tribes are primitive or 
  uneducated, such suppositions would be in error and could lead to grave danger. Capable of living in 
  relative harmony with their environment, the collected wisdom of the tribes is far better suited for life in the 
  jungle than all the teachings ever offered by a sage. Often wrongfully labeled as “savages” by outsiders, 
  tribal life tends to be very structured and regimented with even the most chaotically aligned groups being 
  well organized and highly educated in the ways of the land and their people. While their attitudes towards 
  outsiders can vary wildly from tribe to tribe, one should never let the locale of their origin lead to one’s 
  underestimating these potential friends or foes. 
   
  Cannibal: Init +4; Atk bite +4 melee (1d3), spear +4 melee (1d6), or poisoned blow-dart +8 missile fire 
  (1d3 + poison); AC 14; HD 3d6; MV 30’; Act 2d20; SP poison (Fort DC 16 or death, 1d10 damage + 1d3 
  Stamina loss on successful save), thief skills 50% (sneak silently, climb, hide in shadows), steal power; 
  SV Fort +3, Ref +8, Will +4; AL C. 
   
  Steal power: Upon successfully slaying a foe, the cannibal may select a portion of the corpse to dine 
  upon, consuming its power. Preparation for this ritual feast requires at least one hour and only one portion 
  per corpse can be prepared in such a fashion. The ritual draws back the fleeting soul-essence of the 
  vanquished enemy and focuses it into a single area, allowing the cannibal to devour the flesh and gain a 
  portion of their foe’s power. In practice this grisly meal temporarily adds the value of any stat bonus to the 
  statistic of the cannibal. This lasts for one week. The corresponding organs are: heart/strength, 
  hands/agility, liver /stamina, brain/intelligence, tongue/personality, and eyes/luck. 
   
  Greatly feared by their enemies for their soul devouring magic as well as their flesh-eating ways, 
  cannibals are indistinguishable at first glance from other men. While they may reveal themselves by 
  behavior or trophies, they take care not to make themselves overtly obvious (such as by filing their teeth 
  to points) so as to avoid detection and identification when initiating contact with other tribes. 
   
   
  Hunter: Init +2; Atk dagger +4 melee (1d4) or bow +4 missile fire (1d6); AC 12; HD 2d8; MV 40’; Act 
  1d20; SP thief skills 35% (sneak silently, climb, hide in shadows); SV Fort +1, Ref +2, Will +2; AL varies. 
   
  The most commonly encountered members of a tribe outside their village, hunters are responsible for the 
  day to day feeding of their tribe and sometimes travel far afield for weeks at a time to bring down exotic 
  prey. It is worth noting that particularly valuable kills, such as an elephant, often lead to the relocation of 
  the tribe as it is easier to move the village than the massive corpse. 
   
   
  Shaman: Init -2; Atk punch -2 melee (1); AC 9; HD 1d4; MV 30’; Act 1d20; SP knowledge, spells; SV Fort 
  -2, Ref -2, Will +2; AL varies. 
   
  Spells: A shaman may know any three spells (judge’s discretion) regardless of class or level. 
   
  The wiseman of a tribe, a shaman is learned in general studies and well-educated in 1d4+1 subjects. 
  There is a base 35% chance that the shaman knows the answer to any general question. Within the 
  scope of his subjects of expertise, this chance increases to 60%. Very easy questions are 10-20% more 
  likely to be known, while difficult questions are 10-20% less likely to be known. A shaman generally 
  requires some small service or boon in return for their aid unless it is to the greater benefit of the tribe. 
  Determine the shaman’s subjects of expertise by rolling 1d20: (1) history (local); (2) history (regional); (3) 
  religion (tribal); (4) religion (regional); (5) economics; (6) literature; (7) tracking; (8) art; (9) music; (10) 
  politics; (11) magic (arcane); (12) magic (divine); (13) zoology; (14) geography; (15) weather; (16) law; 
  (17) agriculture; (18) poisons; (19) medicine; (20) hunting. 
  
   
   
  Page 11 
   
   
   
   
  Monsters 
   
  Bearantula 
   
  “An investigation following the path 
  of the long-sought winged horse, 
  Pegasus, ended with the grizzly 
  discovery of its corpse, sapped of its 
  innards and tangled in webs in an 
  abandoned barn in Threeson, 
  Arizona. The discovery shocked the 
  paranormal science community until 
  investigators realized that the 
  webbing the horse was encased in 
  was made up of tarantula and grizzly 
  bear DNA. Soon after, the 
  researchers on the scene were 
  snatched up by giant hairy legs, 
  wrapped in webbing and devoured 
  by an enormous half-tarantula, half-bear.” 
       – Ethan Nicolle, Bearmageddon News Network 
   
  A horrific hybridization of spider and bear, the bearantula is capable of bringing down even some of the 
  toughest foes. With its combination of webbing and paralytic poison, this nightmarish hell-beast is more 
  than a match for the unwary. Commonly found in abandoned buildings with large, open spaces (such as 
  barns, underground salt mines, etc), the bearantula is another sign of the impending Bearmageddon. 
   
  Bearantula: +3;Atk bite +6 melee (2d5 + poison) or slam +8 melee (1d8+5); AC 15; HD 6d8; MV 40’ or 
  climb 20’; Act 4d20; SP rend for additional 1d8 damage if more than 2 slam attacks hit same target in one 
  round, poison, webbing; SV Fort +10, Ref +6, Will +2; AL C.  
   
  Poison: The bearantula is armed with a paralytic poison injected via its bite. Victims must make a DC 18 
  Fort save or be paralyzed for 1d3 turns. 
   
  Webbing: In place of two of its actions, the bearantula may create a sticky web with which to entrap its 
  prey. A creature that touches the web becomes stuck, only escaping with a DC 25 Strength or Agility 
  check. The web can be burned off or cut with a very sharp blade by a creature not already caught (AC 16, 
  5 hp to free one creature).  
   
   
   
   
  The bearantula is 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 
  bearantula at Bearmageddon News Network.  
   
   
   
   
   
   
  
   
   
  Page 12 
   
   
   
  NPCs 
   
  Tarzan the Ape-Man (6th level Thief): Init +3; Atk by weapon +8 melee (by weapon +4) or by weapon +7 
  ranged (by weapon); AC 13; HD 6d6+15; hp 40; MV 45’; Act 1d20+1d14; SP thief skills, brachiate, track 
  by scent, Luck die (d8), crit 1d24/II; SV Fort +5, Ref +7, Will +3; AL L. Str 20, Agl 18, Sta 18, Int 15, Prs 
  14, Luck 18. Loincloth, dagger (1d4), spear (1d8), short bow and 12 arrows (1d6), rope. 
   
  Relevant Thief skills: Backstab +9, Sneak Silently +12, Hide in Shadows +14, Climb Sheer Surfaces +14 
  (d24), Disguise Self +6. 
   
  Tarzan is stronger than a human being, and as agile as humanly possible. He is smart, but not always as 
  smart as everyone around him. He can be imposing, but he can also blend into a crowd, and an actor can 
  take his role successfully, fooling even Jane, so Tarzan’s Personality is definitely lower than Conan's 
  sheer animal magnetism.  
   
  Tarzan is, on the other hand, extraordinarily lucky. In DCC, when reduced to 0 hp, you get a chance to 
  "recover the body" by rolling under Luck; this is the best mechanic to describe Tarzan's repeated survival 
  from things like getting shot in the head. 
   
  In terms of Tarzan’s strength, he has thrown a spear that passed through a charging Rhino, and can 
  successfully (and easily) wrestle apes into submission or death even as a youth. By the time we are 
  witnessing Tarzan at his prime, he can handle dinosaurs, giant cave bears, any form of ape he 
  encounters, lions, leopards, etc. Where the animals of the forest feared Tarzan before for his cunning, 
  they now also fear him for his strength. It is notable that Tarzan can brachiate (see below) while carrying 
  an adult male human being with no noticeable loss of speed or effort. 
   
  (Conan also handles a “dragon” which appears to be a dinosaur, but he does it with poison.) 
   
  Birth auger for Tarzan is “Wild Child”, granting him a +15’ bonus to movement. He is also a polyglot, able 
  to learn any language he encounters, and is even able to speak to beasts in a limited fashion. As a 
  special ability, Tarzan can brachiate, travelling through forest as though on a road in terms of speed. He 
  can climb at the same rate as he walks. When taking his time, he rolls 1d24 for Climb checks. Due to his 
  incredible sense of smell, he can track at speed using 1d24 for checks, even when he is brachiating and 
  tracking something that passed on the ground. 
   
  Several things that Tarzan does could be represented by either a high Deed Die (indicating a very high 
  Warrior level), or a higher than normal chance to gain a critical hit. I am going to assume the second, and 
  give Tarzan the Thief class. This follows from his known abilities for stealth, disguise, climbing, and 
  attacking from ambush. Moreover, the Thief class has an unusual relationship to Luck that models Tarzan 
  well. If you want to understand just how lucky Tarzan is, consider this: He finds his father’s dagger just in 
  time to kill a gorilla with it (and he is not yet 15!). Over the years, and in many stories, things happen 
  where that knife should have been lost many, many times. Somehow, Tarzan always manages to recover 
  it. Although non-magical, it is never broken, and never so worn or damaged that Tarzan must replace it. 
   
  Tarzan is immortal, having gained perpetual youth through both science and magic. At some point 
  beyond the time of the Edgar Rice Burroughs novels, Tarzan could obtain a far higher level, simply 
  because he will not grow old. Within the ERB stories, Tarzan tops out at 7th level. 
   
  Alignment-wise, Tarzan is Lawful in DCC terms. He has a group of warriors he is chief of throughout most 
  of his career. He clearly sides with civilized people over natives, imposing British rule in the parts of Africa 
  nearest his home. He longs to be free in the jungle, but volunteers for military service, and often travels to 
  the Americas or Europe, living for extended periods in Great Britain. He is loyal to a fault, and correct 
  enough in his behaviour to allow a friend to kill him in a duel over a misunderstanding (the man, 
  obviously, does not kill Tarzan). 
  
   
    
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  3. Offer and Acceptance: By Using the Open Game Content you indicate your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant you a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If you are contributing original material as Open Game Content, you represent that your Contributions are 
  your original creation and/or you have sufficient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game 
  Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written 
  permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then you may not use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
   
  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 #20 © 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 #21 
   
   
  The 
  Dying 
  Earth 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_20_Companion.pdf