TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #09 
   
   
  Two  
  From  
  H. P. 
  Lovecraft 
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #09 Companion 
   
   
  Written By 
  David Baity 
  Bob Brinkman 
  Daniel J. Bishop 
   
  Cartography By 
  David Baity 
   
  Interior Art by 
  Bjarne Henning Kvaale 
  Joel Harlow 
  Mihail Bila 
  Troy Tucker 
   
  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 
  The Sinister Schooner Sketch [Illustration] 
  Troy Tucker  
   
  page 4 
   
  Character Backgrounds 
  Born of the Old Ones  
   
   
  Daniel J. Bishop 
   
  page 5 
   
  Character Classes 
  Deep One Hybrid 
   
   
   
  Bob Brinkman  
   
  page 6 
  Moonlight Vigil [Photo] 
   
   
  Joel Harlow 
   
   
  page 6 
  Innsmouth Vagrant [Photo] 
   
   
  Joel Harlow 
   
   
  page 7 
  More Advanced Innsmouth Taint [Photo] 
  Joel Harlow 
   
   
  page 9 
   
   
  Featured Adventure 
  Escape from Innsmouth 
   
   
  David Baity/Bob Brinkman 
  page 10 
  Innsmouth Waterfront [Illustration]  
  Mihail Bila  
   
   
  page 10 
  Innsmouth [Map] 
   
   
   
  David Baity  
   
   
  page 16 
   
  Magic Items 
  Crown of Dagon 
   
   
   
  Bob Brinkman  
   
  page 17 
  The Monolith  
   
   
   
  Bob Brinkman  
   
  page 17 
  Vigelandsparken Monolith 6 [Image]  
  Bjarne Henning Kvaale 
       & Bob Brinkman   
  page 17 
   
  Weapons 
  Barbed Mace  
   
   
   
  Bob Brinkman  
   
  page 18 
  Hooked Net  
   
   
   
  Bob Brinkman  
   
  page 18 
  Shell-headed Club 
   
   
   
  Bob Brinkman  
   
  page 18 
  Strange Dreams of Innsmouth [Illustration] Joel Harlow 
   
   
  page 18 
   
   
   
   
   
   
   
   
   
   
   
  Born of the Old Ones by Daniel J. Bishop is designated as OPEN GAME CONTENT (OGC) as per the Open Game License 
   
  The Sinister Schooner – Sketch ©2013 by Troy Tucker, used with permission. 
  More Advanced Innsmouth Taint 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Moonlit Vigil 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Innsmouth Vagrant 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Innsmouth Waterfront – Concept Art 
  This work is licensed under aCreative Commons Attribution-Noncommercial-Share Alike 3.0 License. 
  Innsmouth Map ©2016 by David Baity, used with permission. 
  The Original Vigelandsparken Monolith 6 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  Manipulated Vigelandsparken Monolith 6 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  Strange Dreams of Innsmouth 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
   
   
  Submissions welcomed. Send your art, stats, and comments to TheHub@sanctum.media  
  
   
   
  Page 4 
   
   
   
  
   
   
  Page 5 
   
   
   
  Character Backgrounds 
  Born of the Old Ones 
  By Daniel J. Bishop 
   
  In The Shadow over Innsmouth, H.P. Lovecraft’s protagonist discovers himself to have the blood of the 
  Deep Ones running through his veins. This isn’t an uncommon occurrence in a Lovecraft story, and it can 
  be leveraged in DCC. The important consideration is that the judge should be offering her players 
  interesting choices, rather than seeking to take over their character. 
   
  For instance, when running The Portsmouth Mermaid, which takes The Shadow over Innsmouth, Dagon, 
  and The Festival as primary inspirations, the judge may decide to have one or more characters related to 
  the Deep Ones through distant blood. Characters whose names or starting occupations suggest a “fishy” 
  past are prime candidates. The judge can then make a simple table of temptations, rewards, and side 
  effects based on the adventure.  
   
  It is important that the judge inform the player of both the temptation and the reward. For a Lovecraftian 
  feel, the judge should not indicate what side effect may occur until it is too late. Temptations must be 
  accepted in the order given in order to have any game effect, but the player need not be told that. For 
  instance, a PC may offer a human sacrifice to Dagon, but only gain the effect of offering a blood sacrifice. 
   
    
  Temptation 
  Reward 
  Side Effect 
  1 
  Offer a blood sacrifice 
  to Dagon or Cthulhu. 
  Gain the ability to 
  swim using a +1d 
  bonus on the dice 
  chain. 
  None. 
  2 
  Swear an oath of fealty, 
  binding your soul to 
  Dagon or Cthulhu. 
  Gain the ability to 
  breathe underwater 
  for up to 30 minutes. 
  Develop the “Innsmouth look”. If you have 
  access to The Portsmouth Mermaid, roll 
  1d3 times on the “Deformities” chart on page 
  15. 
  3 
  Successfully mate with 
  a Deep One. 
  Gain the ability to 
  breathe underwater 
  indefinitely. 
  Suffer 1d3 temporary Stamina damage every 
  third day without complete immersion for at 
  least 1 hour. 
  4 
  Offer a human sacrifice 
  to Dagon or Cthulhu. 
  Aging process slows 
  to half normal. 
  Suffer 1d3 temporary Stamina damage every 
  day without complete immersion for at least 1 
  hour; this stacks with the Stamina damage 
  described above. The “Innsmouth look” 
  becomes more pronounced (if you have The 
  Portsmouth Mermaid, roll on page 15 for 
  1d3 additional deformities). 
  5 
  Offer the sacrifice of at 
  least three humans to 
  Dagon or Cthulhu at a 
  site sacred to them 
  (such as Devil’s Reef). 
  Become immortal 
  barring accidents or 
  injury. 
  Become a Deep One. The judge may declare 
  the character an NPC. 
  
   
   
  Page 6 
   
   
   
  Character Classes  
  Deep One Hybrid 
  “I think their predominant colour was a greyish-
  green, though they had white bellies. They were 
  mostly shiny and slippery, but the ridges of their 
  backs were scaly. Their forms vaguely suggested 
  the anthropoid, while their heads were the heads 
  of fish, with prodigious bulging eyes that never 
  closed. At the sides of their necks were palpitating 
  gills, and their long paws were webbed. They 
  hopped irregularly, sometimes on two legs and 
  sometimes on four. I was somehow glad that they 
  had no more than four limbs. Their croaking, 
  baying voices, clearly used for articulate speech, 
  held all the dark shades of expression which their 
  staring faces lacked. 
  But for all of their monstrousness they were 
  not unfamiliar to me. I knew too well what they 
  must be—for was not the memory of that evil tiara 
  at Newburyport still fresh? They were the 
  blasphemous fish-frogs of the nameless design—
  living and horrible—and as I saw them I knew also 
  of what that humped, tiaraed priest in the black 
  church basement had so fearsomely reminded me. 
  Their number was past guessing. It seemed to me 
  that there were limitless swarms of them—and 
  certainly my momentary glimpse could have 
  shewn only the least fraction. In another instant 
  everything was blotted out by a merciful fit of 
  fainting; the first I had ever had.” 
  -H. P. Lovecraft, ‘The Shadow Over Innsmouth’ 
   
  Along the coast, hidden within decaying fishing ports, the worship of Dagon and Cthulhu flourishes 
  amongst a depraved and alien populace. Performing strange rites and making dark sacrifices in honor of 
  their aquatic lords, the human followers of Dagon interbreed with his servitor race, the deep ones, often 
  creating twisted hybrids. Those who are not stillborn slowly transform and change, becoming more and 
  more like their water-breathing parent and becoming less and less human.  
   
  Deep one hybrids start life fairly normal although they have a chance of having some form of physical 
  deformity. As they age and gain experience their transformation begins and, as their body evolves, their 
  strength and power rapidly increases. Because of their human heritage, deep one hybrids may also take 
  on any class available to their human kin. While still enjoying the benefits of being a hybrid, the stress of 
  forcing themselves to maintain their humanity wrecks havoc with their physiology. In such a case, the 
  human class benefits (mighty deeds of arms, spell casting, etc) are gained as per the human class while 
  other class details remain as listed below. 
   
  Hit Points: A deep one hybrid gains 1d8 hit points per level. For 0-level funnels use 1d4 for hp. Deep one 
  hybrids who have chosen to embrace a human class use the appropriate class hit die divided by 2, 
  halving their hit points at each level. While there are a number of hybrid clerics to Dagon, understandably, 
  war-wizards are most often found amongst the pure-bred deep ones. 
   
  Weapon Training: Deep one hybrids are versed in the use of a small number of specialty weapons: 
  barbed mace, hooked net, and shell-headed club. The hybrids are also capable of using other simple 
  
   
   
  Page 7 
   
   
   
  weapons such as daggers, clubs, and short 
  swords. They do have a preference for their 
  specialty weapons though, and will use them at 
  every opportunity. Deep one hybrids are able to 
  use leather, studded leather, or hide armor and 
  often use custom created versions of those armor 
  incorporating aquatic elements such as shark skin 
  or the hide of sea serpents. 
   
  Alignment: While, by birth and upbringing, it is 
  possible for a deep one hybrid to begin play being 
  of any alignment, they inevitably become chaotic. 
  The alignment of a non-chaotic hybrid inexorably 
  shifts one step towards chaotic beginning at second 
  level and again at third.  
   
  Call of Dagon: All deep one hybrids, should they 
  survive long enough, eventually become deep ones 
  subject to the call of the sea. Upon earning enough 
  experience to achieve 7th level, the hybrid is no 
  longer able to resist the lure of the depths and must 
  descend into the fathomed wastes. Such a journey 
  may take several months (judge’s discretion) and 
  should the character return they may never again 
  stray from the sea for more than 24 hours before 
  beginning to dry out and take 1d10 damage per 
  day. This damage may only be healed upon 
  returning to the sea. 
   
  Movement: A deep one hybrid has a base land movement speed of 30’. They can swim 20’ + 10’ per 
  level. 
   
  Patron Bond: Upon achieving 1st level, deep one hybrids automatically receive a check to be bonded 
  with Dagon. Deep one hybrids may have no other patron. Successfully bonded deep one hybrids who 
  have chosen to be clerics or wizards gain the full benefits of the patron bond as shown in FT2 – The 
  Portsmouth Mermaid from Purple Duck games. 
   
  Rubbery Hide: As the hybrid grows in power, their skin begins to toughen, giving them an increasing 
  boost to their armor class. This may manifest as hardening scales or a thickening of their skin.  
   
  Voice of the Deep: For reasons inexplicable via normal physiology, deep one hybrids can communicate 
  unfettered while underwater. Whether it is some form of sub-vocalization undetectable to normal hearing, 
  or a form of oceanic telepathy is left to the judge’s discretion. The hybrids also have the ability to 
  communicate with marine life, although they cannot exert any form of unnatural control over them using 
  this method. 
   
  Deformity: Twisted at birth, deep one hybrids often show signs of their inhuman parentage. There is a 
  25% chance that any hybrid carries a deformity from birth. Should the hybrid have a deformity, consult the 
  following table. Such hybrids are considered “blessed by the Old Ones” and gain a point of permanent 
  Luck. 
   
   
   
   
   
  
   
   
  Page 8 
   
   
   
  Die Roll 
  (1d6) 
  Deformity 
  1 
  The look: The character has large, staring eyes that rarely blink, and a wide, gaping mouth 
  with rubbery lips. Unless these traits are somehow concealed the hybrid suffers a -1 penalty 
  to all checks involving Personality. 
  2 
  The mark: The hybrid has a deformed arm that is flipper-like and near-useless for normal 
  tasks. If the hybrid must use the limb for a task, rolls are made at -2d on the die chain and 
  the hybrid suffers a -1 penalty to all checks involving Personality. 
  3 
  The mark: The hybrid has a deformed leg that is misshapen and fluke-like, making 
  movement difficult and slightly painful. The hybrid's movement is reduced by 10' and 
  running is not possible. The wearing of armor is difficult and any armor must be custom-
  made at double the regular cost (this cost does not increase if both legs are affected). 
  Unless concealed via robes or the like, this deformity causes the hybrid to suffer a -1 
  penalty to all checks involving Personality. 
  4 
  The touch: The skin of the hybrid is strange and inhuman, ranging from mildly scaly to the 
  rubbery hide of a whale. The hybrid gains an additional +2 to their AC but unless totally 
  covered the hybrid suffers a -4 penalty to all checks involving Personality. 
  5 
  The kiss: The deep one hybrid has partially formed gills that allow them to breathe under 
  water for one turn per character level. If these are left uncovered the hybrid suffers a -2 
  penalty to all checks involving Personality. 
  6 
  The curse: Roll twice. Duplicates are possible and crushingly awful as penalties stack up. 
   
   
  Level 
  Attack 
  Crit die/ 
  Table 
  Action Dice 
  Ref 
  Fort 
  Will 
  AC 
  Bonus 
  1 
  +1 
  1d10/III 
  1d20 
  +1 
  +1 
  0 
  0 
  2 
  +2 
  1d12/III 
  1d20 
  +1 
  +1 
  0 
  0 
  3 
  +2 
  1d14/III 
  1d20 
  +1 
  +2 
  +1 
  +1 
  4 
  +3 
  1d16/III 
  1d20 
  +2 
  +2 
  +1 
  +1 
  5 
  +3 
  1d20/III 
  1d20+1d14 
  +2 
  +3 
  +1 
  +2 
  6 
  +4 
  2d10/III 
  1d20+1d16 
  +2 
  +3 
  +2 
  +2 
  7 
  +4 
  1d24/III 
  1d20+1d20 
  +3 
  +4 
  +2 
  +3 
  8 
  +5 
  2d12/III 
  1d20+1d20 
  +3 
  +4 
  +2 
  +4 
  9 
  +5 
  1d30/III 
  1d20+1d20 
  +3 
  +5 
  +3 
  +5 
  10 
  +6 
  1d30+2/
  III 
  1d24+1d20 
  +4 
  +5 
  +3 
  +6 
   
   
   
  Level 
  Title by Alignment 
   
  Lawful 
  Neutral 
  Chaotic 
  1 
  Heretic 
  Disfavoured 
  Chosen 
  2 
  - 
  Disfavoured 
  Blessed 
  3 
  - 
  - 
  Favoured 
  4 
  - 
  - 
  Squamite 
  5 
  - 
  - 
  Deep One 
  
   
   
  Page 9 
   
   
   
  
   
   
  Page 10 
   
   
   
  Featured Adventure  
  Escape From Innsmouth 
  A 0-level funnel 
   
  This is a funnel adventure suitable for one night of play, or a Con session. Most funnels center around a 
  group of meddling peasants trying to find their way through some perilous dungeon, or quest that will 
  leave them with heavy pockets filled with coin, and the privilege of choosing a new 1st level class. 
    
  Escape from Innsmouth is a twist on the typical funnel! You begin the adventure as a faithful follower of 
  Dagon, Lord of the Deep. Being a faithful servant of Dagon has many benefits. You never go hungry, as 
  Dagon always keeps the nets you and the fellow villagers cast filled with the ocean’s bounty, including 
  sunken treasure from time to time. The true favor of the Lord of the Deep is the promise of immortality, 
  and the privilege to spend eternity amongst your Brothers and Sisters. The process of immortality takes 
  several decades, as the body needs to be changed to a form more favorable to life beneath the dark 
  tides. Strange mutations appear randomly through the years, until finally the faithful servant is ready to 
  waddle to the shore, and begin his swim to Devil’s Reef.  
   
  You and your fellow players will assume the role of a small group of faithful on the cusp of finally being 
  ready to cast aside your human shells and make the swim to join your true family. Unfortunately, one too 
  many of the neighboring villagers has gone missing. Your village tries to keep the human sacrifices 
  limited to strangers traveling down the coast, but occasionally one “slips through the net” and has family 
  in one of the neighboring communities. On this fateful night under a low hanging blood moon, your little 
  town is plunged into a state of chaos. Villagers from two neighboring communities have stormed the area 
  with the intent of killing you and all those who kneel to your gilled savior.  
   
  Your only means of escape is to make it to the shores of Innsmouth where you can find safety amongst 
  your siblings. Once in the dark ocean you will be safe, as no one dares enter the waters during the black 
  of night. 
   
   
  
   
   
  Page 11 
   
   
   
  Judges: This is a fun twist for you to run for a group of 18-20 zero-level characters. They will begin their 
  adventure in the upper levels of the Church of Dagon, where they have been awaiting their final changes 
  to be fully prepared to join those who have gone before them to join Dagon. Have the players roll in 
  standard fashion for their ability scores and hit points, but use the included occupation tables to determine 
  the trade of the characters. Once your players have rolled their characters, have them roll twice on the 
  table of gifts to determine what strange changes their bodies have developed over the years. Keep in 
  mind that characters average in age from 30-50 years of age, as the changes develop over time. Once 
  the changes begin to manifest, the “gifted” are taken to the church where they are allowed to stay until the 
  change is complete. 
   
                        Innsmouth Occupation Table 
  Die Result 
  Innsmouth Occupation 
  Random Equipment 
  1 
  Net maker 
  Needle & twine 
  2 
  Fisherman 
  Gaff (1d4) 
  3 
  Butcher 
  Cleaver (1d6) 
  4 
  Sail maker 
  Large bundle of cloth 
  5 
  Inn keeper 
  Ring of keys 
  6 
  Sailor 
  Dagger 
  7 
  Cook 
  Iron pot 
  8 
  Lighthouse attendant 
  Lantern 
  9 
  Clergyman 
  Holy symbol (Dagon) 
  10 
  All-spice 
  Large seabass 
  11 
  Hermit 
  Bottle of cheap whiskey 
  12 
  Apothecary 
  Healing salve (1d4, one use) 
  13 
  Barber 
  Straight razor (1d4) 
  14 
  Baker 
  Rolling pin 
  15 
  Cartographer 
  Ink and quill 
  16 
  Blacksmith 
  Hammer (1d4) 
  17 
  Carpenter 
  Saw (1d4) 
  18 
  Cooper 
  Small barrel 
  19 
  Legger 
  Boat oar (1d5) 
  20 
  Merchant 
  Spices 
   
   
   
   
   
  Gifts of Dagon (roll twice ignoring the same result if rolled twice.) 
  Die Roll 
  (1d20) 
  Gift 
  Game Effect 
  1 
  Character has large flippers 
  instead of feet, causing him 
  to waddle and walk uneasily. 
  Character must treat all ground movement as difficult, but 
  gains a slap attack (1d6 damage) and may swim at his normal 
  movement rate. 
  2 
  Character’s eyes have grown 
  wide apart, giving him an 
  unsettling appearance. 
  Character is immune to surprise attacks, and may startle 
  normal humans with his unsightly unblinking eyes. Targets must 
  pass a DC 10 Will save, or flee for 2 rounds. 
  
   
   
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  3 
  Scales replace skin, giving the 
  character a fishlike 
  appearance. 
  Character gains a natural armor class of +3, but must immerse 
  himself for one hour each day, or suffer -1 Stamina per day, 
  accumulatively. 
  4 
  The character’s mouth grows 
  to gigantic proportion, giving 
  it a fishlike appearance. 
  The character loses all normal teeth, and instead develops 
  sharp piranha-like teeth. The character is unable to speak, and 
  can only make weird fishlike gurgles, but gains a vicious bite 
  attack (1d8). 
  5 
  The character’s eyes are lost, 
  replaced by crab-like stalks 
  with dark orbs at the end. 
  Character is repulsive to look at, but gains a unique 360-degree 
  vision. All reaction rolls are at -1 die on the chain. 
  6 
  Tentacles replace the 
  character’s legs, covered with 
  slime and suckers. 
  The character must treat any land movement as difficult 
  terrain, but gains the ability to climb walls, and a constriction 
  attack (1d6). All reaction rolls with non-worshippers of Dagon 
  are at -1 die on the chain. 
  7 
  An ink gland grows under the 
  chin of the character, giving 
  him a tumorous bulge where 
  the Adam’s apple would 
  normally be. 
  The character is repulsive to those not loyal to Dagon, but gains 
  the ability to vomit an ink cloud. The cloud covers everything in 
  a 10’ area, blinding any who fail a DC 12 Reflex save for 1d4 
  rounds. All reaction rolls with non-worshippers of Dagon are at 
  -1 die on the chain. 
  8 
  Character grows a large bone 
  carapace upon his back, 
  giving him the look of a sea 
  snail. 
  Character is only able to crawl 10’ due to the large shell on his 
  back. The shell grants +5 to AC and the character may retreat 
  into the shell when threatened, adding a total of +7 to natural 
  AC. All reaction rolls with non-worshippers of Dagon are at -1 
  die on the chain. 
  9 
  Character’s mouth is filled 
  with tendrils that constantly 
  hang. The tendrils resemble 
  that of the jelly fish, and are 
  capable of stinging. 
  Character loses the ability to speak, but gains a grapple attack. 
  Should the character win the grapple his opponent must pass a 
  DC 11 Fortitude save or become paralyzed for 1d3 rounds in 
  addition to suffering 1 point of damage. All reaction rolls with 
  non-worshippers of Dagon are at -1 die on the chain. 
  10 
  Character’s arms are 
  replaced by flippers, while his 
  nose elongates and he grows 
  a row of serrated teeth. 
  Character is unable to grasp or manipulate items. He may swim 
  at the rate of 60’ and gains a vicious bite attack (1d8). All 
  reaction rolls with non-worshippers of Dagon are at -1 die on 
  the chain. 
  11 
  Thousands of spines protrude 
  from the character’s body, 
  giving him the appearance of 
  a sea urchin. 
  Unable to wear clothes, the character does gain a spine attack. 
  Upon a successful hit, roll 1d3 to see how many spines are left 
  in the victim. Each spine inflicts 1d3 damage. All reaction rolls 
  with non-worshippers of Dagon are at -1 die on the chain. 
   
  12 
  The character’s neck 
  elongates like that of an eel. 
  Character is reviled by anyone not loyal to Dagon, but gains the 
  ability to extend his neck 3’ in any direction. All reaction rolls 
  with non-worshippers of Dagon are at -1 die on the chain. 
  13 
  Character loses all legs and 
  arms, growing six tentacles 
  just below the torso instead. 
  Considered an abomination by anyone not loyal to Dagon, the 
  character will be attacked on sight. Movement is halved, but 
  the character can cling to sheer surfaces and climb walls. He 
  also gains a constriction attack (1d6). All reaction rolls with non-
  worshippers of Dagon are at -1 die on the chain. 
  
   
   
  Page 13 
   
   
   
  14 
  Character loses all his human 
  teeth and finds them 
  replaced with row upon row 
  of shark teeth. 
  Character suffers -1 die on the chain to all reaction rolls, but 
  gains a bite attack for 1d8 damage and can track by the scent of 
  blood.  
  15 
  Character loses his human 
  hands and finds them 
  replaced by webbed claws. 
  Character can no longer manipulate items or open doors, but 
  gains a claw attack (1d6) and may swim at the rate of 40’. All 
  reaction rolls with non-worshippers of Dagon are at -1 die on 
  the chain. 
  16 
  Gills sprout just below the 
  character’s jaw line. 
  The character may breathe normally, or while underwater 
  through the gills. 
  17 
  Character’s arms are 
  replaced with crab-like legs 
  and pincers. 
  Character no longer has hands, but has two large crab claws 
  giving him a pincer attack (1d6). All reaction rolls with non-
  worshippers of Dagon are at -1 die on the chain. 
  18 
  Character’s face is replaced 
  by one large circular mouth, 
  filled with razor-sharp teeth 
  like those of a lamprey. 
  The character can still see, but at a reduced range of 10’ due to 
  his eyes shrinking. He develops a horrific bite attack capable of 
  inflicting 1d10 damage. All reaction rolls with non-worshippers 
  of Dagon are at -2 dice on the chain. 
  19 
  Character’s entire body is 
  transformed into that of a 
  fish, with only his head 
  remaining. 
  Character is only capable of moving by flopping around at the 
  rate of 15’ a round. He gains a natural +5 bonus to AC and may 
  breathe normally, or under water through gills. The character 
  may also use his tail for a slap attack (1d6). The character’s 
  head remains and he may communicate normally. All reaction 
  rolls with non-worshippers of Dagon are at -1 die on the chain. 
  20 
  Truly chosen, the character 
  becomes a deep one. 
  Character is transformed into the classic Lovecraftian deep one. 
  Skin is replaced by hard scales granting a +3 AC bonus, while 
  webbed claws replace hands, granting a claw attack (1d6). The 
  character may also breathe under water. The deep one may 
  also communicate with fish. This gift replaces any other rolled 
  in succession with it. All reaction rolls with non-worshippers of 
  Dagon are at -1 die on the chain. 
   
   
  Using the Map 
  The goal of your players is to escape by way of sea. Unfortunately, they start the adventure at the furthest 
  point from those dark depths. Feel free to print out the map to show the players and allow them to devise 
  the best route for escape. Each block or “square” is a generic representation of the village of Innsmouth. 
  The village overflows with small shacks and run-down cottages. Multistory buildings lend plenty of 
  shadows to the alleys at night, some still functioning as businesses out of necessity, while most lie 
  abandoned. Feel free to let your imagination fly with your descriptions of the area, and remember to 
  describe each square foot as eroded by salty winds blowing inward from the sea, and seemingly 
  abandoned. The only thing out of the ordinary for your characters in this remarkably dank town are the 
  torch-bearing villagers storming the streets, shouting for the heads of any “Innsmouth-devils” they find. It’s 
  these cretins that have disrupted the little cult town by the sea, and now your characters must escape, 
  while possibly taking a few pesky non-believers out in the process. Once characters reach the sands just 
  past Water St. they have only 60’ to reach freedom.  
   
   Any characters wishing to try and take the cowardly way out by jumping in the Manuxet River will 
  probably perish in the jump from the wall to the river bank below. The fall is 20’ and the water is too 
  shallow to aid in the landing. Characters jumping will suffer 2d6 damage – and remember, any roll of a “6” 
  means a bone has been broken.  
   
  
   
   
  Page 14 
   
   
   
  Encounters 
  Unlike most published adventures, Escape from Innsmouth is run entirely by rolling on the random 
  encounters table. Characters will try to duck and dodge by way of shadow and stealth through the alleys 
  and dark streets of Innsmouth. Each square, or block, represents 60’. With each block, roll on the 
  encounter table to see what – or who – the characters discover. Should you roll the same encounter 
  twice, reroll until you have an encounter your characters have yet to run through. 
   
   
  Die Roll 
  (1d16) 
  Encounter Result 
  1 
  A raging group of angry villagers crowds the street with two of Dagon’s tadpoles. They’re 
  dousing them with oil and about to set them afire. Characters can try and sneak past using 
  the shadows, or intervene by attacking the villagers. Sneaking past the mob requires a DC 12 
  Agility check. Any characters failing the roll are discovered and must be put to the flame as 
  well! 
   
  Angry villagers (6): Init +2; Atk club +1 melee (1d4); AC 11; HD 1d6; hp 3 each; MV 30’; Act 
  1d20; SP none; SV Fort +1, Ref +0, Will +1; AL L. 
  2 
  The characters’ scents have been picked up by hounds brought in by the neighboring villagers. 
  Two hounds accompanied by four villagers will pursue and attack. Trying to escape is 
  pointless unless the characters can come up with a way to throw the hounds off of their 
  scent. 
   
  Hounds (2): Init +2; Atk bite +2 melee (1d4); AC 12; HD 1d6; hp 4, 3; MV 40’; Act 1d20; SP 
  track by scent (DC 10 to remain on the trail); SV Fort +2, Ref +1, Will +0; AL N. 
   
  Angry villagers (6): Init +2; Atk pitchfork +1 melee (1d6) or club +1 melee (1d4); AC 11; HD 
  1d6; hp 3 each; MV 30’; Act 1d20; SP none; SV Fort +1, Ref +0, Will +1; AL L. 
  3 
  Strange sounds come from one of the dark alleys the group is passing by. A child of Dagon lies 
  floundering, having made his change too soon. The poor soul is complete fish, with the 
  exception of his fat human face. The fish-man will plead that his Brothers help him get to the 
  shore. Unknown to the characters, should they help him they will all benefit from a strange 
  power granted to the fish-man. While in the poor soul’s presence, each member gains +1 to 
  all rolls. 
  4 
  A large mob of children are bullying a fellow Dagonite. The poor soul has changed into 
  something resembling a harmless jellyfish, amounting to no challenge for the neighboring 
  children. The characters may stop and attack the bullies, or sneak past while they hear the 
  gurgling screams of their doomed Brother as he’s torched to the cackling glee of the kids. 
   
  Bullying Kids (10): Init +2; Atk rocks +1 ranged (1d3); AC 9; HD 1d3; hp 2 each; MV 30’; Act 
  1d20; SV Fort +0, Ref +1, Will +0; AL L. 
  5 
  A large net is cast from the roof of a tall building the characters are passing. Characters must 
  pass a DC 12 Agility check or become entangled by the rope net. The attacker will then begin 
  yelling for nearby mobs to come finish them off. Characters may cut themselves free by doing 
  10 points of damage to the net, or passing a DC 18 Strength check. An angry mob will appear 
  in 1d4 rounds and gain +1d for attacks while characters are still under the net. 
   
  Angry mob (4): Init +2; Atk club +1 melee (1d4); AC 11; HD 1d6; hp 3 each; MV 30’; Act 1d20; 
  SV Fort +1, Ref +0, Will +1; AL L. 
  
   
   
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  6 
  Characters stumble upon a gruesome scene. Some of their Brothers have been slain, but in 
  the process they took out the villagers who had initiated the attack. The hounds that led the 
  villagers to the Dagonites are enjoying some “sushi”, devouring the dying corpse of a man-
  tuna hybrid. The dogs turn on the party and attack! 
   
  Hounds (3): Init +2; Atk bite +2 melee (1d4); AC 12; HD 1d6; hp 4, 3, 5; MV 40’; Act 1d20; SP 
  track by scent (DC 10 to remain on the trail); SV Fort +2, Ref +1, Will +0; AL N. 
  7 
  Springing from an alleyway come a weathered-looking whaler captain and a few of his 
  crewmen, all armed with harpoons. Long jealous of the oceanic riches off the shore of 
  Innsmouth, they’ve come looking to even a few scores.  
   
  Captain: Init +2; Atk harpoon +1d3 melee (1d8+1d3); AC 12; HD 1d10; hp 8; MV 30’; Act 1d20; 
  SP Mighty Deed of Arms; SV Fort +1, Ref +0, Will +1; AL L. 
   
  Whalers (3): Init +2; Atk harpoon +1 melee (1d8+1); AC 12; HD 1d6; hp 4 each; MV 30’; Act 
  1d20; SV Fort +1, Ref +0, Will +1; AL L. 
  8 
  Characters pass by a general sundry shop that has been pillaged by the marauding band of 
  villagers. Entering and searching they will find a few weapons to help them make the 
  remaining journey more safely. Characters will find 50’ rope, 2 flasks of lantern oil, 1 pitchfork 
  (1d6), 1 short sword, 4 darts. 
  9 
  The glimmer of torchlight rounds the corner and a small portion of the roving mobs has come 
  upon the characters. The slapping sounds of boot leather on cobblestone can clearly be heard 
  as the mob gives chase. If the party attempts to flee, the mob will not catch the party until 
  they stop for a subsequent encounter. In addition, pursuit may be lost via a successful Luck 
  check made by the character with the lowest Luck. This check may be made only once. 
   
  Angry mob (3): Init +2; Atk pitchfork +1 melee (1d8); AC 10; HD 1d4; hp 2 each; MV 30’; Act 
  1d20; SV Fort +1, Ref +0, Will +1; AL L. 
  10 
  A disheveled figure reeking so strongly of vomit, urine, and cheap wine that it can be smelled 
  even from a distance, stumbles from an alleyway, the neck of a broken bottle clenched in 
  each fist. Only one man smells so repugnant: Zadock Allen. He has long hated the Dagonites, 
  and now, fueled by the last of his rotgut courage, he seeks to slay as many as he can before 
  he falls. 
   
  Zadock Allen: Init +4; Atk broken bottle +1 melee (1d4); AC 12; HD 1d6; hp 5; MV 30’; Act 
  2d16 or 1d20; SP two-weapon fighting (as halfling); SV Fort +1, Ref +3, Will -1; AL C. 
  11 
  The smell of burned flesh hangs in the air as one of the most elevated amongst Dagon’s 
  followers, a fully-transformed deep one, clutches at its face and strikes out wildly. The 
  creature’s eyes are blackened and burst from the flames of villager’s torches and, driven mad 
  by fear and pain, it attacks. 
   
  Blind Deep One: Init -1; Atk claw (1d5+1) -8 melee; AC 13; HD 1d8+2; hp 3; MV 20’ or swim 
  40’; Act 1d20; SP blind; SV Fort +3, Ref -2, Will +3; AL C. 
  12 
  The sounds of screams trail off into the wet ripping of flesh. A group of Dagonites and deep 
  ones are finishing the massacre of several villagers. They pause to feast on the flesh of their 
  victims, enrapt in what they have accomplished. They wave the characters on, moving to 
  block any pursuit. Characters gain +1 Luck and any pursuing encounters are lost. 
  
   
   
  Page 16 
   
   
   
  13 
  Cries of alarm and the flicker of approaching torches can be seen in the not-so distant night. A 
  large crowd of villagers spots the party and gives pursuit. If the party attempts to flee, the 
  mob will not catch the party until they stop for a subsequent encounter. In addition, pursuit 
  may be lost via a successful Luck check made by the character with the highest Luck. This 
  check may be made only once. 
   
  Angry mob (8): Init +2; Atk pitchfork +1 melee (1d8); AC 10; HD 1d4; hp 2 each; MV 30’; Act 
  1d20; SV Fort +1, Ref +0, Will +1; AL L. 
  14 
  Flaming rubbish and debris block the street here, making the way impassable. The characters 
  must backtrack and find a new route. 
  15 
  Innsmouth residents attack from above, lashing out at the Dagonites that have kept them 
  living in fear for so long. A rain of bottles, vases, plates, and anything else the locals can lay 
  hands on come showering down from the windows of the two tenements that line this part of 
  the street. All characters must make a DC 13 Reflex save or suffer 1d3 damage. 
  16 
  The corpse of a villager lies in the street, roughly bisected by what could only have been the 
  claws of a deep one. Lying on the ground next to him is a harpoon (treat as a spear). 
   
  
   
   
  Page 17 
   
   
   
  Magic Items 
  Crown of Dagon 
  “Even now I can hardly describe what I saw, though it was clearly 
  enough a sort of tiara, as the description had said. It was tall in front, 
  and with a very large and curiously irregular periphery, as if designed 
  for a head of almost freakishly elliptical outline. The material seemed 
  to be predominantly gold, though a weird lighter lustrousness hinted 
  at some strange alloy with an equally beautiful and scarcely 
  identifiable metal. Its condition was almost perfect, and one could 
  have spent hours in studying the striking and puzzlingly untraditional 
  designs—some simply geometrical, and some plainly marine—
  chased or moulded in high relief on its surface with a craftsmanship 
  of incredible skill and grace.” 
  -H. P. Lovecraft, ‘The Shadow Over Innsmouth’ 
   
  Worn by priests and high priests among the deep ones and their 
  hybrid offspring, this tiara imbues its wearer with increased magical 
  abilities and favor with their dark and strange gods. Once attuned to 
  the headpiece – requiring at least an hour of wear – the priest may 
  ignore the first failed spell check resulting in deity disapproval once 
  per day. 
   
   
  The Monolith 
  “Across the chasm, the wavelets washed the base of the Cyclopean 
  monolith; on whose surface I could now trace both inscriptions and 
  crude sculptures. The writing was in a system of hieroglyphics 
  unknown to me, and unlike anything I had ever seen in books; 
  consisting for the most part of conventionalised aquatic symbols such 
  as fishes, eels, octopi, crustaceans, molluscs, whales, and the like. 
  Several characters obviously represented marine things which are 
  unknown to the modern world, but whose decomposing forms I had 
  observed on the ocean-risen plain.” 
  -H. P. Lovecraft, ‘Dagon’ 
   
  This ancient and massive monolith serves to focus the efforts of the 
  followers of Dagon. A circle of casters working ritual magic around 
  the monolith grant three-quarters of their spell check totals to the 
  primary caster (rather than half). In addition, clerics of the Old Ones 
  (Dagon, Cthulhu, et al.) who spend one hour in physical contact with 
  the monolith and praying to their dark god absolve themselves of all 
  disapproval. 
   
  Monoliths such as this are normally found far beneath the waves but 
  the ground on which they lay has been known to surface on rare 
  occasions, as if rejected by all that is good beneath the waters. In 
  such places there is a cumulative chance of 10% per day that a deep 
  one will visit the site. Such locations remain above the water for 2d12 
  days before sinking back to the bottom of the sea floor.  
   
   
   
   
  
   
   
  Page 18 
   
   
   
  Weapons 
  Barbed Mace 
  Damage: 1d6+2 
  This weapon is covered with wicked barbs meant to catch and tear flesh upon a strike. The crushing blow 
  of the mace itself is enhanced by 2 additional points of damage as the weapon rends skin and sinew. So 
  great is the damage from this weapon that those so struck must make a DC 10 Fort save else begin to 
  bleed at a rate of 1 hit point per turn until such time as a full round can be taken to staunch the wound. 
   
  Hooked Net 
  Range: 20’ 
  Damage: 1d3 (subdual) 
  The hooked net is meant more as a means of capture than of harm, and only inflicts damage in 
  subsequent rounds should the target struggle to free themselves. Upon scoring a hit, the victim is 
  entangled within the net and is at a -1d penalty on all actions until they can free themselves. Freeing 
  oneself requires a Strength check vs. DC 15 or cutting the net for a total of 8 points of damage. Because 
  of the constriction of the net, only small weapons (such as daggers or short swords) may be used to cut 
  free from within, although no attack roll is required.  
       Each round the target takes any action other than remaining still, they are subject to the damage of the 
  net. These nets are greatly feared and are used for the gathering of slaves. The hooks are not long 
  enough to cause damage but instead cling to flesh and clothing to aid the tightening of the net. The longer 
  a person struggles against the net the tighter it becomes, eventually squeezing the air from their lungs 
  and leaving them unconscious. 
   
  Shell-headed Club 
  Damage: 1d5 
  This club is tipped with pointed shells and razor-like pieces of coral, wedged into an otherwise normal 
  club. Victims struck with this preternaturally sharp weapon must make a DC 8 Fort save else begin to 
  bleed at a rate of 1 hit point per turn until such time as a full round can be taken to staunch the wound. 
   
  Barbed Mace   
  Damage: 1d6 
   
   
  Cost: 10 gp 
  Hooked Net 
   
  Damage: 1d3 
  Range: 20‘ 
  Cost: 20 gp 
  Shell-headed Club 
  Damage: 1d5 
   
   
  Cost: 5gp 
   
  
   
  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 #09 © 2016, Sanctum Media and the individual authors 
   
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-
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  OPEN GAME CONTENT: The article “Born of the Old Ones” is designated as Open Game Content as per the OGL.
  
   
   
   
   
   
   
   
   
   
   
  Coming Soon 
  Episode #10 
   
   
  The  
  Maker  
  of  
  Gargoyles 
   
   
   
   
   
  
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