TEXT:  
   
   
   
   
   
   
   
   
   
  Episode #08 
   
   
  The  
  Life  
  of  
  Eibon 
   
   
   
   
   
  
  Sanctum Sanctorum Podcast 
  Episode #08 Companion 
   
   
  Written By 
  David Baity 
  Bob Brinkman 
   
  Interior Art by 
  Anne Faizuani 
  David Robert Hovey 
  D'haese François 
  Faustissima 
  Hafiz Faisal 
  J L Davis 
  Jim Wampler 
  Joel Harlow 
  Marty Kulma 
  Sigit Wigdagdo 
   
  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 
  Magic Items 
  The Book of Eibon 
   
   
   
  Bob Brinkman  
   
  page 4 
  The Grimoire of Eibon 
   
   
  Bob Brinkman  
   
  page 4 
  Necronomicon [Photo] 
   
   
  Joel Harlow 
   
   
  page 4 
  The Ring of Eibon 
   
   
   
  Bob Brinkman  
   
  page 4 
  The Staff of Hormagor 
   
   
  Bob Brinkman  
   
  page 4 
  Talisman Generator  
   
   
  David Baity 
   
   
  page 5 
  Dark Forest in the Crystal Ball [Illustration] Anne Faizuani  
   
  page 5 
   
  Wizards 
  Alabbac of Mnardis  
   
   
  Bob Brinkman 
   
  page7 
  Terrifying Revelation [Illustration] 
   
  Marty Kulma  
   
  page7 
  Cyron of Varaad 
   
   
   
  Bob Brinkman 
   
  page7 
  Old Wizard [Illustration] 
   
   
  Faustissima 
   
   
  page7 
  Eibon, son of Milaab  
   
   
  Bob Brinkman  
   
  page 8 
  Evil Wizard [Illustration] 
   
   
  J L Davis 
   
   
  page 8 
  Harood of Kalnoora 
   
   
  Bob Brinkman 
   
  page 8 
  Sage Kumbayana Color [Illustration] 
  Sigit Wigdagdo 
   
  page 8 
  Hormagor, the wizard of Abormis 
   
  Bob Brinkman 
   
  page 9 
  Aboriginal Wizard [Illustration]  
   
  David Robert Hovey  
  page 9 
  Morghi the Inquisitor  
   
   
  Bob Brinkman  
   
  page 9 
  The Red Wizard [Illustration]  
   
  Hafiz Faisal 
   
   
  page 9 
  Wampl’rji the Pyromancer 
   
   
  Bob Brinkman  
   
  page 10 
  Jim Wampler [Photo]  
   
   
  Jim Wampler  
   
  page 10 
  Zylac the Enchanter 
   
   
   
  Bob Brinkman  
   
  page 10 
  The Old Wizard [Illustration]  
   
  D'haese François 
   
  page 10 
   
   
  Note: When this issue was originally printed, André Meister’s image “The Last Word” had been 
  mistakenly tagged as being Creative Commons by Deviant Art. As this was an error, the image has 
  subsequently been removed and we thank Mr. Meister for bringing this matter to our attention. Be 
  sure to check out his work at  andremeister.com/ 
   
   
  Terrifying Revelation
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License 
  The Red Wizard 
  This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License 
  The Old Wizard
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License 
  Evil Wizard 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License  
  Old Wizard 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License 
  Sage Kumbayana Color 
  This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.  
  Aboriginal Wizard 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License  
  Necronomicon 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License 
  Dark Forest in the Crystal Ball 
  This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License 
  Jim Wampler ©2015 by Jim Wampler, used with permission 
   
   
   
  Submissions welcomed. Send your art, stats, and comments to TheHub@sanctum.media  
  
  Magic Items 
   
  The Book of Eibon 
  In this case, “book” is a misnomer. The “Book of Eibon” is actually a collection of volumes, each depicting 
  a portion of the life of the great mage Eibon, son of Milaab. Over the centuries, exposed to the magic of 
  both Cyron of Varaad and his apprentice Alabbac of Mnardis, the book has developed an enchanted 
  dweomer. 
   
  Wizards who spend at least one week of time in study with a volume may learn a single spell of one level 
  higher than they normally may attain. Of the four volumes (covering levels 2-5) only three remain. The 
  fifth volume was enchanted and magically guarded…and destroyed itself when improperly used by 
  Harood of Kalnoora.  
   
   
   
  The Grimoire of Eibon 
  The massive spellbook of Eibon carries a number of powerful 
  enchantments designed specifically to aid the wizard and to 
  bolster his strength. When held by a chaotic wizard the grimoire 
  has the following properties 
   
  Comprehend languages: As the spell, 3/day. 
   
  Phlogistanic might: All spell checks are treated as one result 
  higher. 
   
  Spell loss reduction: All results of “spell lost” caused by any 
  result other than a natural 1 are reduced from being lost for the 
  day to being lost for 1 turn. 
   
  Thaumaturgic shield: All saving throws made against spell effects 
  specifically targeting the book’s wielder are made at +1. Saves 
  for non-targeted and area of effect spells are not adjusted. 
   
   
  The Ring of Eibon 
  This ring, while appearing only as a plain band of brass, is in truth a very potent magical device. Said to 
  have been handed down to Eibon by his master, the Ring of Eibon confers the following abilities unto a 
  chaotic wearer: two additional spells of 1st-2nd level, +2 to normal spell checks, and +3 to spell checks 
  during a spell duel. 
   
   
  The Staff of Hormagor  
  The wizard staff of Hormagor is a simple looking item, made of smoothed wood and bearing a pair of 
  feathers and festooned with a few small charms. Its unassuming appearance belies the power of the staff. 
  The staff has the following powers: +2 magical weapon inflicting 1d4+1+10 damage; light 20’ radius at will 
  and of brightness varying from candlelight to sunlight; grants +2 on spell checks for force manipulation, 
  planar step, and transmute Earth; +2 bonus to all saving throws; and +2 bonus to armor class. 
   
  Should the staff ever be destroyed, the wielder immediately takes 10d4 damage.
  
  Talisman Generator 
  So, you’ve decided to place an item of arcane peculiarity in one of your encounters. Remember the old 
  days when you simple thumbed through the Dungeon Master’s Guide to pull something from the magic 
  items section? Times change, and players truly appreciate an item with a bit of story to it. Below you will 
  find a series of tables to “dress up” your talisman. This article is geared for amulets/talismans, but could 
  easily be adapted to different items. Roll once on each table, or choose results that you feel make for a 
  cool vibe for the item you’re designing. This article also assumes you have already determined the 
  magical properties for the item. 
                   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Note that if a result is rolled that doesn’t build  
  a proper image in your mind reroll the result.  
  Obviously, rolling a 13 on the material chart will  
  automatically determine the shape of the talisman. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d20 Result 
  Item Material 
   1 
  Onyx 
  2 
  Animal paw 
  3 
  Silver 
  4 
  Crude stone 
  5 
  Leather 
  6 
  Gold 
  7 
  Jade 
  8 
  Wood (purple heart) 
  9 
  Bone 
  10 
  Meteorite 
  11 
  Iron 
  12 
  Quartz 
  13 
  Human eyeball 
  14 
  Lapis 
  15 
  Obsidian 
  16 
  Citrine 
  17 
  Rhodonite 
  18 
  Turquoise 
  19 
  Coral 
  20 
  Desiccated flesh 
  1d12 Result 
  Shape 
  1 
  Crescent 
  2 
  Rhombus 
  3 
  Square 
  4 
  Circle 
  5 
  Triangle 
  6 
  Pentagon 
  7 
  Hexagon 
  8 
  Rectangle 
  9 
  Ellipse 
  10 
  Oval 
  11 
  Trapezoid 
  12 
  Quatrefoil 
  
  1d6 Result 
  Trimming 
  1 
  Talisman is inlaid with silver, forming arcane symbols. 
  2 
  Bottom edge of the talisman has a row of teeth dangling from it (animal or human). 
  3 
  Talisman is inlaid with gold forming arcane symbols. 
  4 
  Small gems are inlaid around the outer edges of the talisman. 
  5 
  Talisman has veins of a secondary stone running across the surface. 
  6 
  Exotic feathers or animal claws hang from various parts of the talisman. 
   
   
  1d12 Result 
  Odd Quality 
  1 
  Upon activation the talisman emits wisps of sulfuric smoke causing the caster to suffer -1d 
  to all rolls on the following round unless a DC 10 Will save is passed. 
  2 
  Once per every 24-hour period the scream of an imprisoned, tormented soul pierces the 
  area around the owner of the talisman. There is a 1 in 10 chance that this happens during a 
  moment where the party is trying to go unnoticed. 
  3 
  Upon activation, the talisman crumbles into a mass of tiny spiders. The small swarm 
  immediately scales the owner’s neck and enters the ears, nose, mouth; their bites cause 
  intense pain and 1 point of damage. On the following round the talisman reappears. 
  4 
  Talisman always has a soft glow to it. This amounts to a very soft candle light that can be 
  used to light a small 5’ area. 
  5 
  Once the object has been activated, all domestic cats within one square mile will be drawn 
  to the wearer. The cats will follow the caster for 24 hours once they arrive and constantly 
  meow and rub against the wearer. 
  6 
  Activating the talisman temporarily changes the sex of the wearer for 24 hours. 
  7 
  For 24 hours after activating the talisman the wearer loses all hair, and develops a snout. 
  During this time the wearer must pass a DC 10 Will save to resist any food placed in front 
  of him. 
  8 
  When the talisman is activated, small toads will rain down from the sky in a 30’ area around 
  the wearer, causing 1 point of damage to all creatures in the area for 1d3 rounds. 
  9 
  Upon activation the talisman will project a shimmering cloud of colors. The cloud will 
  dazzle/stun all in the area unless a DC 10 Will save is passed. These effects will last for 
  1d3 rounds. 
  10 
  Upon activation, the ground beneath the wearer will turn to a sludge and blood worms will 
  ooze from the earth, biting any feet/ankles in a 20’ area. This does 1 point of damage for 
  1d3 rounds. 
  11 
  The skin of the wearer becomes translucent. All organs and bones are revealed. The effect 
  lasts for one hour and causes any reaction rolls to be made at -1d. 
  12 
  Flying insects are attracted to the wearer upon activation of the talisman. On the following 
  round of activation, a thick cloud of swarming insects will appear and cause all actions 
  requiring vision to be made at -1d penalty for 1d3 rounds. 
   
   
   
  
  Wizards 
   
  In the spirit of our featured adventure, “The 998th Conclave of Wizards”, here are members of a new cabal 
  for use within the wizards’ city. The Hyperborean Cabal is hereafter populated, but their final goals and 
  purposes are left to the judge’s imagination and machinations. 
   
  Alabbac of Mnardis 
   
  Apprentice to Cyron of Varaad, Alabbac was the wizard 
  sage who completed the work if his master, finishing the 
  Life of Eibon. 
   
  Alignment: Neutral. 
   
  Goals: To collect and preserve knowledge. 
   
  Tells: Rubs fingers together. 
   
  Alabbac: Init +2; Atk +2 staff +5 melee (1d6+2) or spell; 
  AC 15; HD 8d6; hp 29; MV 30’; Act 2d20; SP boots of 
  levitation (1/day), diadem of magic missile (2/day), 
  spellcasting (+11 spell check); SV Fort +3, Ref +2, Will 
  +5; AL C. 
   
  Spells known: (Level 1) charm person, color spray, 
  detect magic, force manipulation, magic shield; (Level 
  2) ESP, levitate, mirror image, scare; (Level 3) breathe 
  life, consult spirit, dispel magic, planar step; (Level 4) 
  polymorph, wizard sense. 
   
   
   
  Cyron of Varaad 
   
  The apprentice and biographer of Eibon, son of Milaab. 
  After Eibon left the primary plane of existence to walk 
  the worlds, Cyron dedicated his life to uncovering how it 
  had been done. 
   
  Alignment: Chaotic. 
   
  Goals: To end the rule of the Uzuldarines. 
   
  Patron: Cthulhu. 
   
  Tells: Upper lip twitches. 
   
  Cyron: Init +2; Atk +3 longsword +6 melee (1d8+3) or 
  spell; AC 18; HD 10d6; hp 38; MV 30’; Act 2d20+1d14; 
  SP ring of fireball (3/day), robes of magic shield (1/day), 
  spellcasting (+13 spell check); SV Fort +4, Ref +4, Will 
  +7; AL C. 
   
  Spells known: (Level 1) charm person, darkness (as per 
  cleric spell), detect magic, invoke patron, magic missile, 
  patron bond, sleep; (Level 2) curse (as per cleric spell), 
  forget, mirror image; (Level 3) breathe life, consult spirit, 
  dispel magic, speak with dead (as per cleric spell); 
  (Level 4) control ice, polymorph, wizard sense;  
  (Level 5) magic bulwark, mind purge, replication.
  
  Eibon, son of Milaab 
   
  Clad in tattered robes of grey, and with his unkempt hair 
  and beard, Eibon presents a slightly sinister air. One of 
  the greatest of all Hyperborean magicians, his powers 
  are believed to be near limitless. 
   
  Alignment: Chaotic. 
   
  Goals: Always to seek out greater power and new 
  spells. 
   
  Patron: Tsathoggua 
   
  Tells: Twists his corners of his long mustache. 
   
  Eibon: Init +3; Atk +3 athame (as dagger) +6 melee 
  (1d4+3) or spell; AC 18; HD 10d6; hp 40; MV 30’; Act 
  2d20+1d14; SP the Grimoire of Eibon, Ring of Eibon, 
  spellcasting (+15 spell check); SV Fort +4, Ref +5, Will 
  +9; AL C. 
   
  Spells known: (Level 1) detect magic, invoke patron, 
  magic missile, patron bond, sleep; (Level 2) invisibility, 
  levitate, mirror image; (Level 3) binding, consult spirit, 
  demon summoning, fireball, planar step; (Level 4) 
  control fire, control ice, polymorph, wizard sense; (Level 
  5) Hepsoj’s fecund fungi, magic bulwark, mind purge, 
  replication.  
   
   
   
  Harood of Kalnoora 
   
  Apprentice of Alabbac and last of the line of Hormagor’s 
  tutelage. Greedy for knowledge, Harood sought to 
  plumb the mysteries of the Book of Eibon only to have it 
  crumble away in his fingers, cursing him and forever 
  barring him from greater magics. 
   
  Alignment: Chaotic. 
   
  Goals: Power. 
   
  Patron: Tsathoggua 
   
  Tells: Clenches and unclenches fists. 
   
  Harood: Init +1; Atk staff +2 melee (1d6+1) or spell; AC 
  14; HD 6d6; hp 21; MV 30’; Act 1d20+1d16; SP boots of 
  levitation (1/day), diadem of magic missile (2/day), 
  spellcasting (+9 spell check); SV Fort +2, Ref +2, Will 
  +4; AL C. 
   
  Spells known: (Level 1) detect magic, invoke patron, 
  magic missile, patron bond, sleep; (Level 2) invisibility, 
  levitate, mirror image; (Level 3) binding, consult spirit, 
  demon summoning, fireball, planar step. 
  
  Hormagor, the wizard of Abormis 
   
  Master to Zylac and last of the aboriginal magicians of 
  Epigonian era, and second only to his grand-apprentice 
  in might. Hormagor took an active role in adventuring 
  and seeking out knowledge in far off places and strange 
  lands. 
   
  Alignment: Chaotic. 
   
  Goals: An unquenchable thirst for adventure. 
   
  Tells: None. 
   
  Hormagor: Init +3; Atk +2 staff of Hormagor +7 melee 
  (1d6+4) or spell; AC 12; HD 10d6; hp 48; MV 30’; Act 
  2d20+1d14; SP ring of lightning bolt (3/day), the Staff of 
  Hormagor, spellcasting (+13 spell check); SV Fort +4, 
  Ref +5, Will +9; AL C. 
   
  Spells known: (Level 1) animal summoning, choking 
  cloud, detect magic, force manipulation, magic missile, 
  magic shield; (Level 2) detect invisible, fly, invisibility, 
  levitate, mirror image, wizard staff; (Level 3) haste, 
  planar step, turn to stone; (Level 4) polymorph, 
  transmute earth, wizard sense; (Level 5) Lokerimon’s 
  unerring hunter, magic bulwark, mind purge.  
   
   
   
   
   
   
   
  Morghi the Inquisitor 
   
  Wizard-Hierophant and grand inquisitor of the 
  elk goddess Yhoundeh, and sworn enemy of 
  Eibon. 
   
  Alignment: Chaotic. 
   
  Goals: The destruction of the cult of Tsathoggua. 
   
  Patron: Yhoundeh 
   
  Tells: Stammers while speaking. 
   
  Morghi: Init +0; Atk +1 longsword +5 melee (1d8+1) or 
  spell; AC 16; HD 9d6; hp 32; MV 30’; Act 2d20; SP 
  boots of haste (1/day), hatpin of magic missile (1/day), 
  robe of choking cloud (1/day), spellcasting (+11 spell 
  check); SV Fort +4, Ref +6, Will +5; AL C. 
   
  Spells known: (Level 1) chill touch, detect magic, Ekim’s 
  mystical mask, invoke patron, paralysis (as per cleric 
  spell), patron bond, sleep; (Level 2) fire resistance, lotus 
  stare (as per cleric spell), shatter; (Level 3) binding, 
  dispel magic, eldritch hound; (Level 4) control fire, 
  control ice; (Level 5) Lokerimon’s unerring hunter, mind 
  purge. 
  
   Wampl’rji the Pyromancer  
   
  Even in fabled Hyperborea the exploits of Wampl’rji the 
  pyromancer were legend. His mastery of flames (as well 
  as his love for a dark and bitter tasting brew) was well 
  known amongst the magicians of the epoch. 
   
  Alignment: Neutral. 
   
  Familiar: “Boo”  
   
  Boo (cat): Init +5, Atk claw +2 melee (1d3); AC 11; HD 
  2; hp 5; MV 40’; Act 1d20; SP infravision 60’; SV Fort 
  +1, Ref +6, Will +0, AL N. 
   
  Goals: An unquenchable thirst for adventure. 
   
  Tells: Utters the phrase, “Well, ya know…” 
   
  Wampl’rji: Init +0; Atk +2 quill (as dagger) +5 melee 
  (1d4+2) or spell; AC 14; HD 8d6; hp 37; MV 30’; Act 
  2d20; SP infravision 60’, spellcasting (+10 spell check); 
  SV Fort +3, Ref +3, Will +8; AL C. 
   
  Spells known: (Level 1) find familiar, flaming hands, 
  sleep, ward portal; (Level 2) arcane affinity 
  (pyromancer), fire resistance (d24), scorching ray,  
  strength; (Level 3) fireball (d24), haste, planar step;  
  (Level 4) control fire (d24),control ice (d16), wizard 
  sense.  
   
   
   
   
  Zylac the Enchanter 
   
  The foremost of the disciples of Hormagor and 
  master to Eibon, Zylac is a bedraggled 
  wanderer, much like his master (although far 
  less well-kempt). 
   
  Alignment: Neutral. 
   
  Goals: To ascend to divinity. 
   
  Tells: Runs hand over mouth and beard. 
   
  Zylac: Init +3; Atk club +4 melee (1d6+1) or spell; AC 
  11; HD 10d6; hp 50; MV 30’; Act 2d20+1d14; SP ring of 
  lightning bolt (3/day), the Staff of Hormagor, 
  spellcasting (+12 spell check); SV Fort +4, Ref +5, Will 
  +9; AL C. 
   
  Spells known: (Level 1) animal summoning, chill touch, 
  comprehend languages detect magic, magic shield; 
  (Level 2) fly, invisibility, levitate, spider web, scare; 
  (Level 3) eternal champion, planar step, runic alphabet; 
  (Level 4) control ice, transmute earth, wizard sense; 
  (Level 5) Hepsoj’s fecund fungi, Lokerimon’s unerring 
  hunter, magic bulwark.  
  
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
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  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, Visit www.goodman-games.com or contact info@ goodman-games.com 
   
  Sanctum Secorum Episode #08 © 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 #09 
   
   
  Two  
  From  
  H. P. 
  Lovecraft 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_08_Companion.pdf