TEXT:  
   
   
   
   
   
   
   
   
   
   
  Episode #15 
   
  Kamandi: 
  The Last 
  Boy on 
  Earth 
   
   
   
   
   
   
  
   
  Sanctum Secorum Podcast 
  Episode #15 Companion 
   
   
  Written By 
  David Baity 
  Bob Brinkman 
  Andrew Branstad 
   
  Interior Art by 
  Dadio46 
  Darren Barlow 
  El Ultimo Códice 
  Jeff Preston 
  MaliceAndMacarons 
  Nerdmaso 
  Nils-Petter Norlin 
  Susan Skaar 
  Uberjeff 
  Val-Verde 
   
  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 
  In Memory of Jack Kirby 2 [Illustration] 
  El Ultimo Códice 
   
  page 4 
   
  Character Classes 
  Canine Scientist 
   
   
   
  Bob Brinkman  
   
  page 5 
  Manimal6 [Illustration] 
   
   
  Jeff Preston 
   
   
  page 5 
  Dr.lab 2 with the tube [Illustration] 
   
  Nerdmaso 
   
   
  page 6 
  Human, Earth AD 
   
   
   
  Bob Brinkman  
   
  page 7 
  Just Some Art [Illustration] 
   
   
  El Ultimo Códice 
   
  page 7 
  EUC Self-Portrait [Illustration] 
   
  El Ultimo Códice 
   
  page 8 
  The Hybrid 
   
   
   
   
  David Baity 
   
   
  page 9 
  Adam-Ilthiad [Illustration] 
   
   
  Jeff Preston 
   
   
  page 9 
  Breaking Up Reality [Illustration] 
   
  El Ultimo Códice 
   
  page 11 
  Nu-Men 
   
   
   
   
  Bob Brinkman  
   
  page 12 
  Kirby Krackle 01 [Illustration]  
   
  Val-Verde 
   
   
  page 12 
  Good Morning, Capital  
       Wasteland! [Illustration] 
   
   
  Darren Barlow  
   
  page 13 
   
  Monsters 
  Beast of Monster Lake  
   
   
  Bob Brinkman  
   
  page 14 
  Monster Crab – Front View [Photograph] 
  Uberjeff 
   
   
  page 14 
  Zone Devil 
   
   
   
   
  Bob Brinkman  
   
  page 14 
  Insect Thingy [Illustration] 
   
   
  Nils-Petter Norlin 
   
  page 14 
   
  Patrons 
  The Star Child for DCC 
   
   
  Andrew Branstad 
   
  page 15 
  Star Child [Illustration] 
   
   
  MaliceAndMacarons  
  page 16 
  Absent Eye [Illustration] 
   
   
  Dadio46 
   
   
  page 17 
   
  Jack Kirby [Photograph] 
   
   
  Susan Skaar 
   
   
  page 18 
   
  In Memory of Jack Kirby 2  - Original © 2012 – Released to Creative  Commons Sept. 21, 2012 
  This work is licensed under a Creative Commons 
  Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Manimal6 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Dr.lab 2 with the tube 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Just Some Art 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  EUC Self-Portrait - Original © 2012 – Released to Creative  Commons Oct. 21, 2012 
  This work is licensed under a Creative Commons Attribution-
  Noncommercial-No Derivative Works 3.0 License. 
  Adam-Ilthiad 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Breaking Up Reality - Original © 2012 – Released to Creative  Commons Nov. 22, 2012 
  This work is licensed under a Creative Commons 
  Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Kirby Krackle 01 
  This work is licensed under a Creative Commons Attribution-Noncommercial 3.0 License. 
  Good Morning, Capital Wasteland! 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Monster Crab – Front View 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Insect Thingy 2012 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  Star Child 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Absent Eye 
  This work is licensed under a Creative Commons Attribution 3.0 License. 
  Jack Kirby 
   This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported license. 
    
  Submissions welcomed. Send your art, stats, and comments to TheHub@sanctum.media  
  
   
  
   
   
  Page 5 
   
   
   
  Character Classes  
  Canine Scientist 
   
  Having had the safest evolutionary path, the 
  canine species were able to develop the 
  greatest intelligence of the “common” races of 
  Earth A.D. (After Disaster). Having begun the 
  process as domesticated and protected 
  species, the canines had greater protection 
  during the early days of the great disaster, 
  giving them a head start on the other species 
  fighting for supremacy. 
   
  Using their superior intellect, many canids 
  have found themselves high ranking positions 
  as advisors to warlords of the other species 
  (most notably Doctor Canus, who serves 
  Caesar, the warlord of the Tigers). 
   
  Using their knowledge of super-science, 
  canine scientists can be formidable foes 
  indeed. 
   
  Physically, Canids stand as tall as the 
  average human. Their skulls have developed 
  a more rounded shape as it has evolved to 
  contain their advanced brain. 
   
  Hit points: A canine scientist gains 1d6 hit 
  points per level. 
   
  Weapon training: Canine scientists rarely use weapons but are capable of learning how to use nearly 
  any weapon. Starting able to use a club and dagger, a canine scientist may decipher the workings of any 
  technological weapon (gun, laser, chainsaw, etc.) by succeeding in a DC 15 Intelligence check. Doing so 
  represents the scientist’s inherent ability to rapidly grasp advanced technological concepts. This ability 
  may be used once per turn, per item. 
   
  Item enhancement: Using their superior intellect, a canine scientist may enhance the performance of any 
  item that they understand by granting a bonus to rolls with that item. This presumes that they have the 
  time (1d3 turns) and the necessary tools and materials (judge’s discretion). This requires an Intelligence 
  check against a DC of 18 + the desired increase. To enhance an item to have a +1 modifier would require 
  a DC 19 while a +5 would require a DC 23. Enhancements do not stack. 
   
  Alignment: While the majority of canines are neutral, the scientists among them are adaptable and often 
  their alignment will reflect that of the war leader they serve (although not always). 
   
  Mighty Deed of Intellect: Canine scientists are capable of great feats of intelligence. The result of the 
  deed die may be added to any action requiring above average intelligence (deciphering a code, 
  understanding technology, jury-rigging an item, etc.). 
   
  Heightened senses: Canine scientists can see in the dark up to 60’ and can pick up a scent within 500’. 
   
  Movement: A canine scientist has a base movement speed of 30’. 
   
  
   
   
  Page 6 
   
   
   
   
   
   
   
   
  Level 
  Action 
  Dice 
  Deed 
  Die 
  Reflex 
  Fort 
  Will 
  1 
  1d20 
  +d3 
  +0 
  +1 
  +1 
  2 
  1d20 
  +d3 
  +1 
  +1 
  +1 
  3 
  1d20 
  +d4 
  +1 
  +2 
  +2 
  4 
  1d20 
  +d4 
  +2 
  +2 
  +2 
  5 
  1d20 
  +d5 
  +2 
  +3 
  +3 
  6 
  1d20+1d16 
  +d5 
  +3 
  +3 
  +3 
  7 
  1d20+1d20 
  +d6 
  +3 
  +4 
  +4 
  8 
  1d20+1d20 
  +d6 
  +4 
  +4 
  +4 
  9 
  1d24+1d20 
  +d7 
  +4 
  +5 
  +5 
  10 
  1d24+1d24 
  +d8 
  +5 
  +5 
  +5 
   
  Title by Alignment and Origin 
  Level 
  Lawful 
  Neutral 
  Chaotic 
  1 
  Academian 
  Researcher 
  Adept 
  2 
  Adventurer 
  Analyst 
  Philologist 
  3 
  Authority 
  Master 
  Chemurgist 
  4 
  Pundit 
  Dilettante 
  Experimentalist 
  5 
  Scholar 
  Doctor 
  Mad Scientist 
   
   
  
   
   
  Page 7 
   
   
   
  Human, Earth A.D. 
   
  When the great disaster struck earth, mankind fell into 
  barbarism. Unable to cope without the benefit of their 
  technologies, humanity rapidly devolved into a primitive 
  state. Mostly dwelling in caves and ruins, these last 
  vestiges of humanity fight not for glory, but for their own 
  survival. Characters of this race are often taken on as 
  pets and will loyally serve with their friends. 
   
  Rudimentary Intellect: When rolling to determine their 
  Intelligence, humans of Earth A.D. roll 2d5+1 vs. 3d6. 
   
  Primitive: Humans of Earth A.D. are incapable of 
  speaking any language other than their own simple 
  tongue of grunts, hoots, and whistles. They are also 
  illiterate. Humans are capable of learning to repeat 
  simple phrases (Will save of DC 14 + number of words) 
  although they do not understand the meaning of those 
  phrases and will repeat them at random. 
   
  Titles: These beings have no titles. There is only 
  himself and other. 
   
  Names: The true names of these humans are guttural 
  grunts and hoots that are wholly unintelligible, and often 
  unpronounceable, to intelligent beings. Most often, their 
  companions will give the humans a nickname. 
  Sometimes these nicknames are quite simple (Spot, 
  Fred, or Smash) while others are quite elaborate (Duke 
  Elderberry IV or His Highness Gronk of the Idiot 
  People). Constant repetition of the name used in reference to the human of Earth A.D. will allow him to 
  recognize the nickname as referring to himself. Once per week the human may make a DC 20 Will save 
  to allow them to remember, and even gutturally repeat, their assigned nickname.  
   
  Hit Points: Humans of earth A.D. gain 1d8 hit points per level. 
   
  Weapon training: All humans are familiar with both the club and spear. They do not wear armor. 
   
  Alignment: The harsh life of the surviving humans of Earth A.D. has left them as roving bands of chaotic 
  marauders. Incapable of forming more than a loose collective, the tribesman shun those who seek to rule 
  over them, fighting against any yoke – whether it be one of oppression or one of higher learning. 
   
  Raw human strength: Humans of this period are incredibly strong and are capable of pushing 
  themselves with animalistic single-mindedness. Humans of Earth A.D. may burn Strength after the fact to 
  add to any Strength check (any associated penalty taking effect after resolution of the roll). Humans 
  regain Strength burned in this fashion at 1 point per level per day. 
   
  Bestial rage: When fighting their greatest foes, these savages surrender more and more of themselves, 
  becoming more animalistic while trying to slay their opponent. Humans of Earth A.D. may permanently 
  burn Personality or Intelligence to add +1d12 to a damage roll. 
   
  Mighty Deed of Arms: Humans of Earth A.D. have a savage heritage that focuses on overcoming one’s 
  foes as quickly and as brutally as possible. Like warriors, they can perform Mighty Deeds of Arms in 
  combat but are limited to the Pushback, Trip and Throw, and Rending (as per battleaxe) Deeds. 
   
  Movement: A human has a base movement speed of 30’. 
  
   
   
  Page 8 
   
   
   
   
   
   
   
   
   
  Level 
  Attack 
  (Deed Die) 
  Crit Die/ 
  Table 
  Action Dice 
  Ref 
  Fort 
  Will 
  1 
  +d3 
  d12/III 
  1d20 
  +1 
  +1 
  +0 
  2 
  +d3 
  d14/III 
  1d20 
  +1 
  +1 
  +0 
  3 
  +d4 
  d16/IV 
  1d20 
  +1 
  +2 
  +1 
  4 
  +d4 
  d20/IV 
  1d20 
  +2 
  +2 
  +1 
  5 
  +d5 
  d24/V 
  1d20 
  +2 
  +3 
  +1 
  6 
  +d5 
  d30/V 
  1d20 +d14 
  +2 
  +4 
  +2 
  7 
  +d6 
  d30/V 
  1d20 +d14 
  +3 
  +4 
  +2 
  8 
  +d6 
  d30/V 
  1d20+d16 
  +3 
  +5 
  +2 
  9 
  +d7 
  2d20/V 
  1d20+d20 
  +3 
  +5 
  +3 
  10 
  +d7 
  2d20/V 
  1d20+d20+d14 
  +4 
  +6 
  +3 
   
  
   
   
  Page 9 
   
   
   
  The Hybrid 
   
       Playing in a Post-Apocalyptic world can be more fun 
  than you can shake a dosimeter at; whether exploring 
  irradiated ruins of ancient civilizations, or fighting 
  malevolent creatures horribly mutated from the 
  miasmic radiation-filled territories they stalk, rarely 
  does a player walk away and not want a second 
  “exposure”. 
       One of the most endearing elements of most PA 
  games has to be the mutated animals available as a 
  character class. Judges wishing to add an element of 
  the apocalyptic in their campaign might consider 
  adding a hybrid of man and animal to their game. The 
  DCC system lends itself well to this sort of addition, 
  and below you’ll find a set of tables you or your players 
  can use to create a human hybrid class with a little 
  more “bite”. 
       The first step in creating the hybrid class is to 
  determine the animal that will help shape the 
  character/NPC you desire to play. The animal table 
  contains just a smattering of beasts that exist in your 
  present world, so feel free to work your own type up 
  should you have a great idea for your own hybrid.  
   
   
  Roll 
  Result 
  (1d24) 
  Genus 
  Dominant Characteristics 
  1 
  Bear 
  Natural +2 AC bonus; natural attacks: claw 1d6, bear hug 1d8 
  2 
  Shark 
  Natural +2 AC bonus; natural attack: bite 1d10; track by scent (blood) 
  3 
  Horse Fly 
  Fly 40’; +2 Reflex save; immune to surprise; natural attack: bite 1d6 
  4 
  Crow 
  Fly 30;, +1 Reflex save; +2 Fort save; natural attack: peck 1d4 
  5 
  Rat 
  +2 Reflex save; +3 Fort save; immune to effects of disease but may be a carrier; 
  natural attack: bite 1d5 
  6 
  Tiger 
  Natural +2 AC bonus; +3 stealth rolls; natural attacks: claw 1d8, bite 1d6 
  7 
  Gorilla 
  +4 Fort saves; +4 climb checks; natural attacks: fist 1d8, bite 1d5 
  8 
  Crocodile 
  Natural +4 AC bonus; +3 swim; natural attacks: bite 1d10, tail slap 1d6 
  9 
  Eagle 
  Fly 40’; +2 Reflex save; +4 spot hidden; natural attacks: claw 1d6, beak 1d5 
  10 
  Possum 
  Night vision; prehensile tail; pouch; play dead; natural attack: bite 1d5 
  11 
  Snapping 
  Turtle 
  Natural +6 AC bonus; +4 Fort save; move 20’; natural attack: bite 1d8 
  12 
  Hippo 
  Natural +2 AC bonus; +4 Fort save; +4 swim; natural attack: trample 1d10 
  13 
  Wolf 
  +2 Fort save; +2 Reflex save; +3 track by scent; natural attack: bite 1d8 
  14 
  Spider 
  +4 Reflex save; +6 climb walls; immune to surprise; natural attack: bite 1d6 + 
  venom (DC 12 Fortitude save or additional 1d6 damage for six rounds) 
  15 
  Frog 
  +2 Reflex save; leap 40’; +3 swim; 10’ tongue grab; natural attack: bite 1d6 + 
  venom (DC 14 Fortitude save or paralyzed for six rounds) 
  16 
  Elephant 
  Natural +4 AC bonus; prehensile trunk; natural attacks: tusk gore 1d8, slam 1d10 
  
   
   
  Page 10 
   
   
   
  17 
  Boar 
  +2 Reflex save; +2 Fort save; +4 vs. surprise; natural attack: tusk 1d6 
  18 
  Wolverine 
  +2 Fort save; +2 Will save; immune to fear; natural attacks: claw 1d8, bite 1d6 
  19 
  Mosquito 
  Fly 50’; +4 Reflex save; infravision; natural attack: proboscis 1d6 + blood drain 
  (additional 1d6 each round until victim passes opposed grapple check)   
  20 
  Bat 
  Fly 30’; +2 Reflex save; echo-location; natural attack: bite 1d6 + blood drain 
  (additional 1d6 each round until victim passes opposed grapple)   
  21 
  Cobra 
  Natural +2 AC bonus; +4 stealth; natural attack: bite 1d7 + venom (additional 1d7 
  each round until target passes DC 15 Fort save)   
  22 
  Hyena 
  Natural +2 AC bonus;+2 Fort save; +3 tracking; natural attack: bite 1d8 
  23 
  Lion 
  Natural +2 AC bonus; +2 Fort save; +2 Will save; natural attacks: bite 1d10, claw 
  1d8 
  24 
  Marmoset 
  Natural +4 AC bonus (based on size); only 2’ tall; +4 Reflex save; +6 climb; 
  prehensile tail; natural attack: bite 1d4 
   
  Hit Points: Hybrids begin with the d8 hit die, which may or may not be modified by the determined animal 
  type. 
   
  Weapon training: Often the hybrid will have a natural attack they prefer to use, but in a pinch they are 
  proficient in the use of battleaxe, club, crossbow, dagger, dart, hand axe, longsword, mace, shortbow, 
  short sword, sling, spear, staff, and warhammer. 
   
  Alignment: Hybrids are free to choose any available alignment. 
   
  Attack modifier: Hybrids gain their normal bonus to attack and damage with a high Strength modifier, 
  but the class truly shines when it uses the natural attack included with each genus result. When using the 
  natural attack, the hybrid gains the use of the “genus die” which acts much like a warrior’s deed die. The 
  result is added to both attack and damage rolls.  
   
  Critical hits: The hybrid’s critical threat range is increased to a natural roll of 19-20 when using a natural 
  attack.* 
   
  Initiative: Hybrids often fight with a primal fury in combat, intimidating their foes. To represent this, the 
  genus die is also rolled and added to the standard d20 initiative roll during combat. 
   
  6th sense: The hybrid is known for using its senses far more than the standard human, thus it rarely 
  suffers from the effects of surprise. In game terms, the hybrid gains his Luck bonus with all rolls pertaining 
  to spotting hidden objects/creatures or avoiding surprise.  
   
  Level 
  Genus 
  Die 
  Crit Die/ 
  Table 
  Threat 
  Range* 
  Action Dice 
  Ref 
  Fort 
  Will 
  1 
  +d3 
  d12/III 
  19-20 
  1d20+d14 
  +1 
  +1 
  +0 
  2 
  +d4 
  d14/III 
  19-20 
  1d20+d14 
  +1 
  +1 
  +0 
  3 
  +d5 
  d16/IV 
  19-20 
  1d20 +d14 
  +1 
  +2 
  +1 
  4 
  +d6 
  d20/IV 
  19-20 
  1d20 +d14 
  +2 
  +2 
  +1 
  5 
  +d7 
  d24/V 
  18-20 
  1d20+d16 
  +2 
  +3 
  +1 
  6 
  +d8 
  d30/V 
  18-20 
  1d20+d20 
  +2 
  +4 
  +2 
  7 
  +d10 
  d30/V 
  18-20 
  1d20+d20 
  +3 
  +4 
  +2 
  8 
  +d10+1 
  d30/V 
  18-20 
  1d20+d20 
  +3 
  +5 
  +2 
  9 
  +d10+2 
  2d20/V 
  17-20 
  1d20+d20 
  +3 
  +5 
  +3 
  10 
  d10+3 
  2d20/V 
  17-20 
  1d20+d20+d14 
  +4 
  +6 
  +3 
  
   
  
   
   
  Page 12 
   
   
   
  Nu-Men 
   
  Altered by ancient, lost science to survive the greatest environmental threats that mankind might ever 
  face, the nu-men are spoken of in whispers, and rarely, if ever, encountered. At first glance they can pass 
  for human, although their civilized behavior and ability to speak immediately sets them apart from all other 
  humans of Earth A.D. 
   
  Hit points: Nu-Men gain 1d12 hit points per level. 
   
  Weapon training: Nu-Men are proficient with all weapons. Nu-Men are unable to wear armor, instead 
  being required to wear special lead-lined suits to prevent the radioactivity of their bodies from causing 
  harm to others. 
   
  Radioactive: To prevent the radioactive forces of their bodies from harming others, nu-men wear special 
  suits when traveling with companions of other races. Those exposed to nu-men who are not wearing their 
  protective suits begin to suffer from the harmful effects of the radiation. 
   
   
  Exposure 
  Damage 
  1st Turn 
  None 
  2nd Turn 
  1d3 
  3rd Turn 
  1d5 
  4th Turn 
  1d7 
  5th Turn 
  1d10 
  6th Turn 
  1d12 
  7th Turn 
  1d14 
  8th Turn 
  1d16 
  9th Turn 
  1d20 
  10th Turn 
  1d24 
  11th Turn 
  1d30 
  12th Turn 
  Death 
   
   
  Radioactive transformation: Nu-Men’s bodies emit radiation via their cyclo-heart. This organ is covered 
  with a round, pressure sensitive, disk. When the disk is depressed, an explosive wave blasts away from 
  the nu-man’s body, striking everything within 10’ x the nu-man’s level. All struck must make a DC 12 
  Reflex save or be knocked prone. The second effect of the cyclo-heart’s activation is that of a striking 
  physical transformation of the nu-man’s body into living steel. This grants the nu-man an effective armor 
  class of 14 + current level. The transformation lasts for 1d3 turns and the nu-man may make this 
  transformation 1 + level times per day.  
   
  Rad-punch: The nuclear forces contained within the cyclo-heart of a nu-man can be channeled into a 
  blow of terrific power. The rad-punch of a nu-man does 1d5+1 points of damage. Each subsequent blow 
  against the same foe adds an additional point of damage as the radioactive forces begin to build up in the 
  target’s body. While using this power the nu-man’s fists glow brightly with green glowing energy. 
   
  Movement: Nu-Men have a base movement speed of 30’. 
   
   
   
  
   
   
  Page 13 
   
   
   
  Level 
  Attack 
  Bonus 
  Crit Die/ 
  Table 
  Action Dice 
  Ref 
  Fort 
  Will 
  1 
  +1 
  D10/III 
  1D20 
  +1 
  +1 
  +0 
  2 
  +1 
  D12/III 
  1D20 
  +1 
  +1 
  +0 
  3 
  +2 
  D14/III 
  1D20 +D14 
  +1 
  +2 
  +1 
  4 
  +2 
  D16/IV 
  1D20 +D14 
  +2 
  +2 
  +1 
  5 
  +3 
  D20/IV 
  1D20+D16 
  +2 
  +3 
  +1 
  6 
  +3 
  D24/V 
  1D20+D16 
  +2 
  +4 
  +2 
  7 
  +4 
  D30/V 
  1D20+D20 
  +3 
  +4 
  +2 
  8 
  +4 
  D30/V 
  1D20+D20 
  +3 
  +5 
  +2 
  9 
  +5 
  2D20/V 
  1D24+D20 
  +3 
  +5 
  +3 
  10 
  +6 
  2D20/V 
  1D24+D24 
  +4 
  +6 
  +3 
   
  Title by Alignment and Origin 
  Level 
  Lawful 
  Neutral 
  Chaotic 
  1 
  Acolyte of Fission 
  Acolyte of the Void 
  Acolyte of the Wastes 
  2 
  Shaper of the Rad 
  Follower of the Void 
  Walker of the Wastes 
  3 
  Fission Knight 
  Defender of the Void 
  Defender of the Wastes 
  4 
  Fission Champion 
  Champion of the Void 
  Champion of the Wastes 
  5 
  Fission Master 
  Void Master 
  Master of the Wastes 
   
    
  
   
   
  Page 14 
   
   
   
  Monsters  
  Beast of Monster Lake 
  Towering 30’ tall with a shell that is easily 50’ 
  around, this crab-like aberration is found within 
  the aptly named “Monster Lake.” While it may 
  have evolved from some sort of crab, as 
  evidenced by its shell, pinchers, and eye 
  stalks, it is far more than just a giant crab. The 
  fore of its shell is open, revealing a horrific face 
  with a gaping maw and another set of brightly 
  burning eyes that seethe with radioactive fire.  
   
  Beast of Monster Lake: : Init +4; Atk 2 claws 
  +10 melee (2d16 each) and bite +10 melee 
  (1d24), or rad-vision; AC 20; HD 10d8; MV 60’; 
  Act 2d20+1d16 (or special); SP rad-vision, 
  rend; SV Fort +10, Ref +10, Will +10; AL C. 
   
  Rad-Vision: In lieu of attacking physically, the beast’s glowing eyes can generate waves of crackling red 
  energy capable of turning a target into a gelatinous mass in short order. All targets within a chosen 20’ 
  radius must succeed in a DC 15 Reflex save or be bathed in destructive radioactive energy. Those 
  caught in the blast suffer 3d14 damage and a loss of 1d5 points of Stamina as the flesh sloughs off their 
  bones. Survivors may heal the damage as normal but the Stamina loss caused by the radiation is 
  permanent. 
   
  Rend: Upon hitting a single target with both claws, the beast may immediately attempt to rend the foe in 
  two by squeezing and pulling with its massive pinchers. The target takes an additional 3d24 points of 
  damage and slain foes are immediately bisected in a horrifically gory fashion. Creatures greater than 20’ 
  in size (height or length) are immune to this attack due to their greater bulk. 
   
   
   
   
  Zone Devil 
  “From behind the distant barrier, something emerges! 
  Something monstrous! 
  - Jack Kirby, ‘Kamandi: The Last Boy on Earth,’ issue #21 
   
  Of all of the horrors spawned by radiation, the giant 
  insectile creatures often referred to as devils are certainly 
  out of the collective nightmares of humanity. An amalgam 
  of untold insect genus and species, these creatures dwell 
  in radioactive zones, where their DNA brews ever greater 
  abominations. While no two of these creatures are 
  completely alike, they share enough common features to 
  be identified together. 
   
  Zone devil: Init +4; Atk sting +8 melee (3d6 plus poison) 
  or bite +6 melee (2d8); AC 15; HD 5d8; hp 23; MV fly 50’; 
  Act 1d20; SP poison (DC 12 Fort save or 1d4 Stamina 
  loss); SV Fort +8, Ref +7, Will +3; AL N. 
   
  
   
   
  Page 15 
   
   
   
  Patrons  
  The Star Child 
   
       Somewhere across the infinite realms of time, space, and possibility, there stands the greatest 
  possible achievement of architectural design: a monolithic solid whose perfect and precise dimensions 
  exist in a ratio utterly pleasing to the cosmos itself. Not only are the monolith’s height, width, and depth in 
  perfect harmony with the divine ratio, but so too are its invisible dimensions, on into infinity across the 
  breadth of time, substance, and all meaning. To behold this wonder is to behold the splendor of creation. 
  To touch it is to touch the very fabric of perfection.  
       In rare cases, a mortal creature’s natural vibrations are such that contact with the monolith causes a 
  spontaneous and dramatic transformation. The formerly mortal creature rapidly ascends to a new state, 
  one merged with the infinite conscious of reality. This entity is known as the Star Child (for there is only 
  one, multitudinous yet singular). It roams the valleys and plateaus of time, seeking after things beyond the 
  ken of mere three dimensional minds. Certain spells and incantations can draw the Star Child’s attention. 
  Though endlessly mysterious, the enlightened being seems disposed to help those who call upon its aid. 
   
  Invoke Patron check results: 
   
  12-13 
  The caster can hear the psychic vibrations of all living things, allowing him to tap into the 
  collective conscious of the universe. The caster gains +1d4 Intelligence (maximum 20) for 
  the next 24 hours. However, any harmful action on the caster’s part disrupts this connection. 
  The effect ends and the Intelligence bonus immediately vanishes if the caster attacks or 
  otherwise harms another creature (either by direct violence, spellcasting, or other means).  
  14-17 
  For the next 24 hours, The Star Child imbues the caster with the power of telekinesis. 
  Whenever he concentrates, the caster can manipulate a single object within a range of 100’ 
  and weighing up to 150 lbs. For all purposes, treat this effect as the equivalent of Strength 
  15.  
  18-19 
  A field of visible, soothing lavender energy emanates from the caster, forming a 30 foot 
  sphere of pacifistic intent. All living creatures within this area (including the caster’s allies) 
  must succeed on a Willpower save (DC = spell check) in order to take any action that causes 
  damage to another character. Failure means the creature stands quietly instead of carrying 
  out its intended action. The pacifism field remains for 1d6 rounds + caster’s Intelligence 
  modifier.  
  20-23 
  The Star Child decides that the best way to assist the character is to extract him from linear 
  time. In an instant, the caster ceases to exist, replaced by a stardust simulacrum. This is an 
  exact duplicate of the caster, fully under control of the original player, although it lacks a soul 
  and therefore casts no shadow. If the simulacrum dies or after 24 hours have passed, the 
  duplicate creature melts into a glittering miasma and is replaced by the caster 1 round later.  
  24-27 
  The Star Child removes one of the threats facing the caster by teleporting a single enemy 
  within 200 feet of the caster to a location where it cannot harm him or his allies. This effect 
  targets the enemy creature with the most HD or highest level (determine randomly in the 
  case of a tie). That creature must make a Willpower save (DC = spell check) or be 
  temporarily erased from space-time for 1d6 rounds. After the time expires, the creature 
  reappears, unharmed, but 3d20 miles away in a safe and neutral location of the Judge’s 
  choosing. If the first creature succeeds on its saving throw, move on to the enemy with the 
  next highest HD. Continue until the spell succeeds or you run out of hostile creatures in 
  range.  
  
   
   
  Page 16 
   
   
   
  28-29 
  The Star Child open’s the caster’s fourth eye, allowing him to see time from below and thus 
  better plan for the near future. The caster rolls 3d20. Over the next 1d6+CL rounds, after the 
  caster or an ally rolls an action die, the caster may choose to replace the result with one of 
  his pre-rolled dice. Once a die is used, it is spent and the roll cannot be used again. At the 
  end of the duration, the caster immediately suffers 1d3 temporary Personality damage if he 
  did not assign all three dice.  
  30-31 
  The Star Child transforms the caster into a being of pure energy. For 1d6+CL rounds, he 
  gains 300’ infravision, telekinesis (as above, except the caster may use it freely once per 
  round in addition to normal actions), and the ability to levitate and fly at a rate of 60’. He is 
  totally immune to all physical attacks and spells are only 50% likely to affect him. However, 
  he cannot physically interact with the world (other than via telekinesis) and his own spells are 
  likewise only 50% likely to have any effect while he is in this state.  
  32+ 
  The Star Child attempts to destroy one of the caster’s enemies while simultaneously 
  imparting a powerful and enlightening lesson on its supplicant. The caster chooses one 
  target that he can see within a range of 100’. That target is instantly disintegrated on the 
  molecular level and then reassembled, suffering 10d20 damage. The creature can make a 
  Fortitude save (DC = spell check) for half damage. Any creature killed by this effect is 
  reduced to an impossibly black void filled with stars that fades away after a few moments. 
  The caster, meanwhile, comes a step closer to understanding that all matter is merely 
  energy condensed to a slow vibration, that we are all one, and that death is just an illusion. 
  This revelation is difficult for the mind to grasp, and the caster suffers 1d3-1 temporary 
  Personality damage as a result. 
   
   
  Patron Taint: The Star Child 
       The Star Child is a distant and alien being, 
  evolved far beyond the understanding of the 
  mortal races. From its perspective, physical 
  suffering, illness, and even death are merely 
  temporary setbacks of little consequence. Its 
  help often comes in the form of aid that simply 
  removes the caster from harm’s way. The Star 
  Child would much rather evolve its supplicants 
  to the point where they are released from such 
  petty concerns as pain and suffering than 
  continually intervene on their behalf. 
       Whenever patron taint is indicated, the 
  character temporarily loses 1d6 points of 
  Personality, which represents the gradual 
  erasure of the caster’s psyche as he becomes 
  more and more harmonized with the universal 
  conscious of the Star Child. In addition, the 
  character randomly experiences one of the 
  effects below. A character can only gain each 
  taint once. Once he has acquired all six, there 
  is no need to roll any more, although he still 
  loses Personality as above.  
   
   
   
   
  Total Ascension 
  Should the caster’s Personality ever drop to 0 or below, whether through patron taint, an invoke patron 
  check, or by other means, he immediately transcends the mortal realms. His mind leaves his body 
  immediately, merging with the cosmic intellect of the Star Child. The caster’s body remains behind, alive 
  
   
   
  Page 17 
   
   
   
  but utterly catatonic. Once a character ascends, no known power can bring him back. 
  Roll 
  Result 
  1 
  The caster evolves beyond the need for a physical body. To facilitate this, the Star Child remotely 
  and magically extracts the caster’s brain and places it in a small glass case. The caster is now 
  functionally a brain with the psychic ability to control his body remotely. This ability is limited to a 
  range of 150’, so the caster’s body must generally carry the brain around. Should one die, the 
  other dies as well.  
  2 
  The caster gains death-sight, the psychic ability to sense the moment of his imminent demise. 
  Unfortunately, this ability is highly imprecise without continued practice and refinement and 
  manifests primarily as strange, disturbing dreams. Any time the caster would restore any mental 
  attribute through rest, check Luck. On a failure, the character temporarily loses a point of the 
  attribute instead.  
  3 
  The caster’s head grows to one-and-a-half times its original size in order to accommodate his 
  newly expanding intellect (even if his brain is now external). He gains the ability to communicate 
  telepathically up to a range of 30’. This ability allows him to send his thoughts to others, but it does 
  not allow him to receive their thoughts in return; they must still speak to him normally.  
  4 
  The caster mentally experiences several years in an instant. He gains 1d3 points of Intelligence 
  (maximum 18), but he immediately ages 3d6 years and permanently loses all hair on his head.  
  5 
  The caster’s physical body begins to break down in order to fuel his growing intellectual power. He 
  gains 1 point of Intelligence but permanently loses 2 points of a random physical attribute and 1 
  point of a different random physical attribute.  
  6 
  Contact with the power of the Star Child is making the caster less and less reliant on his physical 
  body. The caster gains the ability to leave his own body after a single round of concentration. In 
  this form, the caster is invisible an unable to interact with the physical world in any way. He is 
  tethered to his body, which remains in a comatose state, by an unbreakable and invisible 15’ cord. 
  The caster can theoretically stay in this astral form until his body starves or dies of thirst, although 
  the death of the physical form kills the astral as well. 
   
   
   
  
   
  
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
   
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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 #15 © 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-
  games.com or contact info@goodman-games.com. 
   
  
   
   
   
   
   
   
   
   
   
   
  Coming Soon 
  Episode #16 
   
  Purple 
  Priestess  
  of the 
  Mad Moon 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_15_Companion.pdf