TEXT:  
   
   
   
   
   
   
   
   
   
  Episode #01 
   
   
  THE 
  SHADOW 
  PEOPLE 
   
   
   
   
   
  
   
   
  Page 2 
   
   
   
  Sanctum Secorum Podcast 
  Episode #01 Companion 
   
   
  Written By 
  Jen Brinkman 
  David Baity 
  Bob Brinkman 
   
  Interior Art by 
  Hitforsa 
  Pacomtois 
   
  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 
   
  Items 
  Atter-corn #1  
   
   
   
  David Baity 
   
   
  page 4 
  Evil Mushrooms [Illustration]   
   
  “Hitforsa” 
   
   
  page 4 
  Atter-corn #2  
   
   
   
  Bob Brinkman  
   
  page 5 
  Atter-corn #3  
   
   
   
  Jen Brinkman  
   
  page 6 
   
  Magic Items 
  Elfshot  
   
   
   
   
  Bob Brinkman  
   
  page 7 
  The Glain  
   
   
   
   
  Bob Brinkman  
   
  page 7 
  Spirit Drum   
   
   
   
  David Baity 
   
   
  page 8 
  Sword of Merlin  
   
   
   
  Bob Brinkman  
   
  page 9 
   
  Monsters 
  Elves, Underearth #1  
   
   
   
  Elf, Underearth (black) #1 
   
   
  David Baity 
    
   
  page 9 
  Elf, Underearth (gray) #1 
   
   
  David Baity 
    
   
  page 9 
  Death in a Flesh [Illustration]   
   
  “Hitforsa” 
   
   
  page 9 
  Elves, Underearth #2  
   
   
   
  Elf, Underearth (black) #2 
   
   
  Bob Brinkman  
   
  page 10 
  The Ghost [Illustration]  
   
   
  “Hitforsa” 
   
   
  page 10 
  Elf, Underearth (gray) #2 
   
   
  Bob Brinkman  
   
  page 11 
  Elf, Underearth (green) #1 
   
   
  Bob Brinkman  
   
  page 11 
  Elf, Underearth (white) #2 
   
   
  Bob Brinkman  
   
  page 11 
   
  Patrons 
  Sorcerer 1 [Illustration] 
   
   
  Pacomtois 
   
   
  page 12 
  Merlin   
   
   
   
   
  Bob Brinkman  
   
  page 13 
   
  Weapons 
  Elven Club  
   
   
   
   
  Bob Brinkman  
   
  page 15 
  Noose   
   
   
   
   
  Bob Brinkman  
   
  page 15 
  Tattoo Style (Scorpion) [Illustration]   
  “Hitforsa” 
   
   
  page 15 
   
   
  Evil Mushrooms 
  This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License 
  Death in a Flesh 
  This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License 
  The Ghost 
  This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License 
  Sorcerer 1 
  This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License 
  Tattoo Style (Scorpion) 
  This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License 
  
   
   
  Page 4 
   
   
   
  Items 
  Atter-corn #1  
   
  Atter-corn can be found all throughout the dank caverns of Underearth. It is the main food source for the 
  variety of elves that roam the desolate caverns they call home. It consists of a course meal ground down, 
  and mixed with a mushroom that grows readily in the caverns of Underearth. The mushrooms are ground 
  down to a fine powder and mixed in with the meal. The red coloration of the fungus adds it’s hue to the 
  final product, giving it a crimson stain. Atter-corn, though tasteless, is a means of survival in the dark 
  environs, and provides enough nutrients for the elves who roam the caverns deep below the surface 
  world.  
   
   
  In addition to filling a basic nutritional need, the meal causes a euphoria in the sense that anyone 
  ingesting it will begin to hallucinate 1d12 rounds after ingestion. Hallucinations usually consist of the eater 
  becoming various animals, constantly shifting to new forms. The hallucinations last for 1d3 hours and are 
  followed by a dark depression, an unavoidable crash resulting in the need for sleep (DC 13 Fortitude save 
  each hour to remain awake). 
         
   
  When the torpor wears off, those who have ingested the meal will find the “hunger” for the meal a 
  distraction from daily tasks which will grow stronger by the hour. The meal is readily available and a 
  source of escape from the bleak life those existing in Underearth face each day. Anyone wishing to resist 
  eating the hallucinogenic food must pass a DC 10 Fortitude after the third hour from the last meal. The 
  DC increases by one per hour after the first check is made. 
        
  Atter-corn contains no viable protein, causing anyone who uses it as a main source of food to develop a 
  protein deficiency. This results in a constant hunger for meat, causing an almost maddening frenzy in the 
  presence of a readily available protein source. The added sight and smell of blood is overpowering, 
  causing a DC 12 Will save to avoid attacking the source of the blood, friend or foe.  
   
   
  
   
   
  Page 5 
   
   
   
  Atter-corn #2 
   
  A coarse, brick-red, meal of grain and fungus, atter-corn is readily found in the depths of the Underearth. 
  After the meal is manufactured, it is distributed throughout the region and piled onto small plates that are 
  ubiquitous within the dark world. The meal has a distinctive scent - metallic, acrid, and yet cereal - that 
  carries well and which is often used to hunt down the plates of atter-corn left out for consumption. 
   
  The mushrooms used for the creation of the meal are a hallucinogenic mushroom found only in the 
  Underearth. Ingesting the meal causes visions and time distortion. The consumer of atter-corn will 
  immediately begin to hallucinate for, what will seem to them, to be 1d6 hours but, due to the time-
  distorting effect of the meal, perceived time and actual time will differ. To determine the actual amount of 
  time that passes roll 1d7, modified by Luck, and consult the following table. 
   
  Atter-corn Trip Table 
  0 
  1 month passes for each perceived hour of hallucinations 
  1 
  1 week passes for each perceived hour of hallucinations 
  2 
  3 days pass for each perceived hour of hallucinations 
  3 
  1 day passes for each perceived hour of hallucinations 
  4 
  12 hours pass for each perceived hour of hallucinations 
  6 
  6 hours pass for each perceived hour of hallucinations 
  7+ 
  2 hours pass for each perceived hour of hallucinations 
   
  During this time they will imagine themselves to be a number of animals (stag, wolf, goat, rat, lion, etc.). 
  Chronic users of atter-corn can identify which animals other users are hallucinating themselves to be. 
   
  In addition to the hallucinogenic effects, atter-corn is highly addictive to humans, requiring a Fort save of 
  ever increasing difficulty (base 10, plus 1 for each additional instance of consumption) to avoid addiction. 
  Addicted humans will eat the atter-corn to the exclusion of all other things and breaking the addiction may 
  only be done through bloodletting (see below). 
   
  In most elves and half-elves, the presence of atter-corn interacts with the borderlands of the Underearth 
  to prevent departure. The essence of the Underearth that runs through the bloodstream of the atter-corn 
  user physically prevents them from departing. 
   
  The presence of atter-corn may be removed from the bloodstream by a dangerous process of bloodletting 
  to purge it from the addict’s body. This requires the temporary expenditure of physical attributes equal to 
  the number of instances of atter-corn ingestion. Should the number of instances outnumber the available 
  attributes, the addict then begins to sacrifice permanent attributes. The use of certain rituals can negate 
  the need for permanent attribute loss.  
   
   
   
   
   
   
   
   
   
   
  
   
   
  Page 6 
   
   
   
  Atter-corn #3 
   
  Atter-corn is a reddish, coarsely-ground meal with a bitter taste. Its color (and likely its hallucinogenic 
  properties) comes from an unknown fungus. The fungus itself is grown on heaps of barley sprouts in the 
  absolute darkness and near-zero temperatures of the Under-Earth, giving off slight patches of 
  phosphorescence. The fungus-infused grain is then ground in stone mills and presented as a bland food 
  substitute that distorts the imbiber’s sense of time and reality.  
   
  Magical investigation (detect magic spell check of 24 or higher) reveals that the fungal properties could be 
  useful for dealing with nausea (particularly that caused by prolonged weightlessness during interplanetary 
  travel). Offensively, a method may be devised to grind the atter-corn finely enough to mist a 5’x5’ area per 
  ounce of meal. See table below for effects on living creatures. Plant growth is stunted and mildly 
  corrupted when exposed to atter-corn dust. It has no effect on non-organic or un-dead beings. 
   
  Atter-corn Effects 
  1d14 + 
  Luck mod 
   
  Effect when Eaten * 
  Effect when Inhaled (Area of Effect: use 
  attacker’s Luck modifier) 
  0 or lower 
  Overdose/Insanity. -1 Sta (temporary) 
  and -1 Int (permanent), and DC 18 Will 
  save to avoid additional -1 Int loss 
  (permanent). DC 15 Fort save or 
  unconscious/comatose for 2d4 days. 
  Cloud of miniscule spores envelops face and 
  prohibits breathing. Once exposed to this 
  threat, must make DC 18 Fort save or lose 1 
  point of Stamina (permanent) per round until 
  magically healed.  
  1-2 
  Trapped in your own mind. -1 Sta 
  (temporary) and -1 Int (permanent). DC 
  16 Will save for 2d3 hours of fitful 
  unconsciousness (3d6 hours if failed). 
  Phosphorescent fungal cells attach to nasal 
  membranes. -1 Sta (permanent) and unable to 
  concentrate on any action requiring speech for 
  1d5 days, even if magically healed. 
  3-5 
  Demonic visages. -1 Sta (temporary) and 
  -1 Int (permanent). Unable to cast spells 
  for duration of trip (1d6 hours). Must 
  make DC 14 Will save or be fitfully 
  unconscious for 2d3 hours. 
  Lungs on fire. -1 Sta (permanent) and -2d to 
  any actions attempted within area of effect. 
  Must make DC 15 Fort save to be able to 
  speak or cast spells within 3d8 hours (6d8 
  hours if failed). 
  6-9 
  Bad trip. -2 Sta (temporary) and -1 Int 
  (temporary). DC 13 Fort save or spend 
  next 2d3 rounds vomiting. 
  Fungus swirl contaminates airways. -1 Sta 
  (temporary) and incapacitated with sneezing 
  and nausea for 2d3 turns. 
  10-12 
  Hippie fever. -1 Sta (temporary) and -1 
  Agi (temporary). Unable to cast spells. 
  DC 10 Will save to avoid -1d penalty on 
  all attacks and saves for 1d5 hours. 
  Bright flashes of suffocating fog. -1 Sta 
  (temporary) and DC 15 Fort save for -1d 
  penalty on all attacks and saves (-2d penalty if 
  failed). 
  13+ 
  Mild trip. -1 Sta (temporary) and -1 Agi 
  (temporary). -1d penalty on all actions for 
  1d5 hours.  
  Cloud of fungal fog. -1 Sta (temporary) and 
  target is distracted for 4d3 rounds (DC 13 Will 
  save for half). 
   
  * Magical healing has no effect on the orally-ingested trip. 
   
  
   
   
  Page 7 
   
   
   
  Magic Items 
  Elfshot 
   
  Being a projectile the size of a grain of rice, elfshot looks harmless. It is, however, a potent magical 
  ammunition and is greatly feared (rightfully so) by the elves of Underearth. Elfshot is most often used in 
  conjunction with blowguns. A target so struck must make an immediate Fort save (DC 15). Success 
  means that the elfshot has been warded off and there is no further effect. Upon a failure, the elfshot sinks 
  into the skin with a mild prickling sensation causing a single point of damage. Each turn after the initial hit, 
  the target must make an additional Fort save (DC 20), or take an additional 1d5 points of damage as the 
  elfshot slowly burrows through the victim’s body, always heading towards the heart.  
   
  Damage from elfshot may not be healed while the shot remains in the body. The shot may be purged 
  from the body by way of a remove curse spell (needing a spell check result of 22 or greater) or by cutting 
  it from the body. Due to the shot’s burrowing nature, surviving the physical excising of the shot requires a 
  Fort save (DC 25) and causes 1d3 points of permanent Stamina damage. 
   
   
   
   
  The Glain  
   
  “The talisman of talismans, an impenetrable fortress, a place of security and delight.” 
   
  A potent protective artifact of exceptional power created by Merlin, the Glain appears to be an unpolished 
  moonstone with 3 concentric crosses on one side. When activated it creates a shimmering shield of light 
  visible only to those within its protective boundary. 
   
  The Glain has two special properties, usable by the bearer of the stone, regardless of class. The stone’s 
  properties are: 
   
  1. The bearer may create a protective barrier, which mimics the magic shield spell with a spell check 
  result of 32+. This power may be used twice per day. 
  2. The bearer may create a protective barrier, which mimics the magic bulwark spell with a spell 
  check result of 38+. This power may be used once per month. 
   
   
   
    
   
   
   
   
   
   
   
  
   
   
  Page 8 
   
   
   
  The Spirit Drum  
  The origin of the Spirit Drum are unknown. Legend has it that an ancient elf of Underearth created the 
  artifact in hopes to prolong his life for eternity. The drum is roughly the size of a small keg, constructed of 
  a black lacquered wood traced with ornate veins of silver. The head is fashioned from elven skin, with 
  elven scalps sewn into the bottom area.  
  The drum can be played to achieve three effects. These can be enacted the round after the drum is 
  played, with effects growing stronger with each round of continuous play. The three effects may be 
  enacted simultaneously, thus affecting up to three targets at once. This is accomplished by subtle 
  alterations in the pattern and pressure applied to the drum 
  1) The drum can be played to cause paralysis in a humanoid creature. After the second round of 
  play a target chosen by the owner of the drum must pass a DC 12 Will save, or become 
  paralyzed. The DC of the save increases by 2 for each cumulative round to a max DC 20.  
  2) The drum can be played to force one humanoid target to begin to move to the will of the owner of 
  the drum. Victims can be made to do basic actions such as walking, climbing, dancing, etc. A DC 
  12 Will save is allowed after the second round of play, with the DC increasing by 2 for each 
  additional round. If the target fails the save it can be commanded by will. Targets move in a slow 
  and jerky fashion resulting in a penalty of ½ normal movement. At any time the target is forced to 
  do something that would bring undue harm, a second immediate save is allowed in a final attempt 
  to resist the drum. 
  3) The most powerful charm of the drum allows the owner to force the soul of the target out of their 
  own body, thus allowing the owner of the drum to leave his own body to inhabit the vacant husk 
  of the target. This is a permanent effect and requires the owner to spellburn four points from 
  either Strength or Stamina. Once the cost is paid the target and player of the drum enter a battle 
  of wills as the drummer tries to force the target’s soul out of the body. On the second round of 
  play, the two make opposed Will saves. Three of these rounds must be won before the exchange 
  takes place and they do not have to be consecutive. Should the drummer win the rounds, the 
  target’s soul is exiled from its body and forced to live as a harmless spirit until the physical form is 
  destroyed. The drummer’s essence is then transferred into the new host and retains all mental 
  attributes. All of the new host’s physical attributes will replace the possessor. Should the target 
  win the three rounds, it becomes immune to all powers of the drum permanently. 
   
   
   
   
  Sword of Merlin  
   
  “Forged from the crystallized will of Merlin, this sword serves as a potent focus for magic.” 
   
  The sword of Merlin has a four foot long blade, etched with faded runes of unknown origin. Below the 
  blade is a knuckle guard, seven inches long and almost two inches wide, made of a strange golden alloy. 
  The form of the guard is of two long concave arcs, like crescent moons, laid back to back, with an orb 
  between their separated ends. The hilt is wrapped with leather strapping for security of grip and is capped 
  with a flat boss of the same golden metal bearing the sacred sign of the pentacle. 
   
  The Sword of Merlin, artifact, +1 longsword: Int 10; AL N; bane: elves; communication: simple urges; 
  special purpose: to carry out an esoteric task, performing one tiny step in a master plan beyond any 
  man’s understanding; special powers: detect enemies/hostile intent within 10’, spellburn reservoir (up to 5 
  points) 1/day, spell magnifier (wielder casts all wizard spells as +2 caster level). 
  
   
   
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  Monsters 
  Elf, Underearth #1 
   
  The elves that make Underearth their home are a varied lot. 
  Accustomed to a life of cruelty and survival,  rarely will an explorer 
  meet one of the silent striders and find the welcome “warm”.  
    
  Several types can be found while delving into the claustrophobic 
  depths; while each could be classified by subtle variations, all seem to 
  lack any sort of skeletal structure, defying all logic. 
    
  The races are silent, rarely speaking. Instead, variations in breaths and 
  barely-audible whistles fill the gap for communication. All variations of 
  these pitiable creatures will resort to cannibalism when the opportunity 
  arises.  
   
  The lack of protein in their main food source “Attercorn” leaves them 
  deficient and instilled with a blood hunger. At any point during battle 
  should an Underearth elf become wounded, other elves must 
  immediately pass a DC10 Will save to avoid turning on the wounded, 
  killing and eating them. 
   
  Considered the fodder of the race, the gray elf can be identified by its ashen skin and black hair. Gray 
  elves often serve as food for the more domineering variations, in addition to weaker specimens being 
  attacked and eaten by their own. 
   
  Elf , Underearth (gray): Init +0; Atk cudgel+1 melee (+1d6 ); AC 10; HD 1d8; hp 4; MV 30’; Act 1d20; SP 
  dark vision, boneless, move silently, steel weakness; SV Fort +1, Ref +1, Will +0; AL C. 
   
  Dark Vision: Gray elves can see in complete darkness 60’, however any source of light with the 
  equivalent brightness of daylight will affect the creature adversely causing a -1d penalty on the dice chain 
  to all actions. 
  Boneless: Elves of Underearth have a different physiology than that of their above ground cousins. As a 
  result, gray elves may squeeze through tight spaces. A typical gray elf may fit through a gap no less than 
  6’’. Keep in mind that any equipment carried may hinder this ability which is why the gray elves rarely 
  carry much in the way of equipment.  
  Move silently: Use the same rules for the halfling class with regards to movement and advancement. 
  Steel Weakness: Touching any form of steel causes 1 point of damage per round; cuts and wounds 
  cause +1d on the die chain for damage and heal at ½ normal rate. 
   
  Another variation of the Underearth Elf is considered to be on the upper tier of leadership. Skin that is the 
  color of night itself, the black elf stands taller and is considerably stockier than their gray cousins. War 
  parties often consist of a party of gray elves led by one, or two black elves. Black elves prefer clubs for 
  weapons and communicate telepathically.  
   
   
  Elf , Underearth (black) : Init +2; Atk club +3 melee (1d4+2); AC 12; HD 3d8; hp 13; MV 30’; Act 1d20; 
  SP dark vision, boneless, telepathy, move silently, steel weakness; SV Fort +1, Ref +1, Will +0; AL C. 
  Telepathy: Black elves have the ability to communicate by means of telepathy with all other varieties of 
  elves residing in the Underearth. Thoughts can be exchanged within 90’ for black elves. 
  
   
   
  Page 10 
   
   
   
  Elf, Underearth #2 (The Silent People) 
  The hallucinogenic people from Underearth have existed from time immemorial, hidden far beneath the surface of 
  the earth. Their primary form of nourishment is a strange hallucinogenic grain but they hunger for human flesh. 
  Surviving on the addictive atter-corn, as well as the flesh of the unwary, the elves of the Underearth have lithe, 
  highly flexible bodies that allow them to pass through any opening wide enough to accommodate their heads. 
  This adaptation, seen through all castes of the silent people, aids them greatly in their hunting for foodstuffs. In 
  addition, they have a highly developed sense of smell and can scent atter-corn within 1000’. Like their more 
  common kin, Underearth elves are vulnerable to iron. 
   
  Elf, Underearth (Black): Init +2; Atk elven club +4 melee (1d5) or blowgun +4 missile fire (see elfshot); 
  AC 18; HD 2d8; hp 9; MV 30’; Act 1d20; SP infravision 100’, flexible form, iron vulnerability, telepathy 20’, 
  immune to atter-corn; SV Fort +2 Ref +1, Will +1; AL L. 
   
  The skin of the black elf is so dark as to appear to be made of the color black. Their visage absorbs all 
  light, making the elf resemble a man-shaped hole in reality more than a living creature. This effect is non-
  magical in nature and is mediated by whatever garments are worn by the elf. In addition, the black elves 
  have developed a strong telepathic nature and communicate by invasively speaking to and reading from 
  a subject’s mind. This may be resisted with a Will save (DC 15).  
   
  The nobility of the Underearth, black elves tend to be well equipped. In addition, they may freely move 
  between the Underearth and the world above with the ingestion of atter-corn causing no barrier. 
   
   
   
   
   
   
  
   
   
  Page 11 
   
   
   
  Elf, Underearth (gray): Init +0; Atk elven club +1 melee (1d5); AC 11; HD 1d8; hp 5; MV 30’; Act 1d20; 
  SP infravision 100’, flexible form, iron vulnerability; SV Fort +1 Ref +1, Will +0; AL C. 
   
  The most common of the silent people, the gray elves are a race of cunning savages, most of which are 
  trapped below by their addiction to atter-corn. More clever examples of the caste manage to avoid or 
  overcome the addiction so as to move freely into the world above to scavenge for food.  
   
  Often collecting into tribal groups numbering from a mere handful to several score, the gray elves can 
  cooperate with one another to accomplish a common goal but are easily distracted by the scent of blood. 
  Injury to one member of a group requires all other members to make a Will save (DC 10) or turn upon him 
  (and others subsequently injured) in an orgy of cannibalistic violence. 
   
  There do exist examples of a quasi-split within this caste of elves. There are members who are highly 
  intelligent, on par with the black elves, who are able to gather power and exert dominance over others. 
   
   
  Elf, Underearth (green): Init +1; Atk elven club +3 melee (1d5); AC 16; HD 2d8; hp 9; MV 30’; Act 1d20; 
  SP infravision 100’, flexible form, glamour (appear human), immune to atter-corn, iron vulnerability; SV 
  Fort +2 Ref +1, Will +1; AL C. 
   
  While having a naturally green tinge to their skin, green elves have the ability to exude a glamour which 
  makes them look to be perfectly ordinary human to all non-elves who look upon them. It is this, coupled 
  with their immunity to atter-corn, that makes them feared as they are able to move amongst the world 
  above undetected by anything other than rumored magics.  
   
  Movers and shakers of the Underearth, the green elves rank just beneath the black elves in the hierarchy 
  and they are often used to further the strange and dark machinations of the masters of Underearth. 
   
   
  Elf, Underearth (white): Init -2; Atk elven club -1 melee (1d5); AC 9; HD 1d4; hp 3; MV 30’; Act 1d20; SP 
  infravision 100’, flexible form, iron vulnerability; SV Fort +2 Ref -2, Will -4; AL N. 
   
  The lowest caste in the Underearth the white elves are rarely seen. Most often used for basic menial 
  tasks by their masters, these elves are responsible for grinding and distributing the atter-corn and are 
  capable of carrying out other, simple or repetitive, tasks 
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Patrons 
  Merlin 
  Known to most as a wizard of great power, spoken of in rumor and legend, Merlin is actually a wizard  
  from a higher plane who has, in the past, frequented the lower worlds and left traces of his power. Difficult 
  to contact, Merlin is a powerful patron is roused and can grant great boons to his supplicants or greater 
  wrath on those who abuse his patience. 
   
  Invoke Patron check results 
  15-17 Merlin becomes distantly aware of the plea of his petitioner. The caster receives +5 to his next  
  spell check. 
   
   
  18-19 Mildly interested in the plea of the petitioner, Merlin reaches out to bestow magical protection  
  upon the caster, equivalent to magic bulwark with a spell check result of 18.  
   
  20-23 The magical energies of Merlin spill forth from the hands of the caster, surrounding him in a  
  nimbus of crackling energies allowing him to see into the immediate future and choose a  
  preferred outcome. For the next 1d4 actions rolled, the caster may roll twice and select the  
  favored outcome. 
   
  24-27  Stirring from across the dimensional voids, Merlin extends his powers into the word of men at the  
   
  behest of the supplicant wizard. Bolts of raw magical energy shriek out of the spaces between  
   
  worlds and strike all foes within 100’ and does damage to each equivalent to a lightning bolt with  
   
  a spell check result of 22. 
   
  28-29 Answering the beseechments of the aspirant wizard, Merlin extends the vessel of his might. The 
    
  Sword of Merlin appears in the caster’s hand and will remain for one turn before disappearing  
   
  back to from whence it came. During this time all spell checks made directly targeting the affected  
  wizard are made at -2. 
   
  30-31 Merlin recognizes his postulant as one of great favor. The artifact of power, the Glain, appears in  
   
  the caster’s hand and will remain for one turn before disappearing back to from whence it came. 
   
  32+ 
  Merlin extends his full awareness into the world of men and exerts his power via the frail form  
  of his supplicants. Both the Glain and the Sword of Merlin appear in the hands of the caster and,  
  for the next 1d4 rounds, the wizard casts all spells as +5 caster level. Housing such power comes 
  with a great price however, and the petitioner permanently loses Stamina equal to the number of 
  rounds in which they wielded the full might of Merlin. 
   
  Patron Taint:  
   
  Merlin is a difficult patron, slow to stir to action and quick to be impatient with the demands of beings so 
  far beneath his notice. Those in his service must be willing to be used for unknown purposes and be wary 
  of his displeasure. But even in failure there can be great benefits and Merlin can indeed be a benevolent 
  patron 
   
  When a patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints, at 
  any levels there is no need to continue rolling any more. 
   
   
   
   
   
   
  
   
   
  Page 14 
   
   
   
  Roll 
  Result 
  1 
  The caster is struck by how petty and unimportant all things in this reality are. They 
  immediately cease all actions and, for the span of one turn, stand perfectly still 
  while deep in introspective contemplation. The caster is wholly unaware of their 
  surroundings and may not be roused by any means during this period. Should the 
  result be rolled a second time, the duration is extended to a full day. If the result is 
  rolled a third, and final time, they caster loses all connection with the world of men 
  and loses themselves in the deep recesses of their mind, never to awaken again. 
  2 
  The great age of Merlin begins to twist the form of the caster and they instantly 
  age by 1/10th of their racial lifespan. If the result is rolled a second time, the caster 
  immediately reaches a point halfway between their current age and the average 
  racial maximum. If rolled a third time, the caster instantly ages to the greatest 
  known age for their race, becoming haggard and worn, but still having 1d4 years of 
  life remaining. 
  3 
  The caster is touched by Merlin's legendary ability to transform into animals, but 
  only just. The caster may be subjected to transformations into a mundane animal 
  of the Judge's choice for a period of 1d3 rounds, per day. The change is triggered 
  by stress, such as combat or casting, and will take place upon a failed Luck check. If 
  this result is rolled a second time, the duration of is lengthened to 1d5. If the result 
  comes up a third time, the caster is subjected to transformations twice per day. 
  4 
  The distant and distracted manner of Merlin becomes imprinted upon the 
  personality of the caster, reducing their personality by -1. This result may be rolled 
  any number of times, each time reducing the caster's Personality attribute by a 
  further -1 as the caster becomes more and more disengaged with the world 
  around them. 
  5 
  Staring wildly into the void, the caster's very soul is buffeted by the winds between 
  the worlds. The caster must take time to regain mastery of his essence by 
  immediately entering contemplative meditation for 1d3 hours. If the result is 
  rolled a second time, the meditation continues until the caster succeeds in a DC 20 
  Will save (offered every 12 hours). A third instance of this result leads to a mighty 
  mental struggle lasting until the caster succeeds in a DC 25 Will save (offered once 
  per week). Overcoming all three levels of the effect grants the caster special 
  insights into the workings of this universe and grants a permanent ability to cast 
  spells as if +1 caster level. 
  6 
  The caster is swept out of the realm of men and into the upper dimensions to 
  stand before Merlin. This audience, no matter how brief it seems, takes place over 
  the span of one full day in the universe of men. During the audience with Merlin, 
  the caster may learn a single spell of their choosing—wizard or cleric—for the cost 
  of a permanent reduction of -3 Personality. This result may only be gained once. 
  Clerical spells gained via Merlin grant patron taint on all failure results. 
  Patron Spells: Merlin 
  Merlin cannot be bothered to teach spells to all who beseech him for aid. There are no spells unique to 
  Merlin. 
  
   
   
  Page 15 
   
   
   
  Weapons 
  Elven Club 
  A favored weapon in the Underearth, the elven club is made by attaching owl talons, wrapped in sinew, to 
  a wooden club. 
   
  Noose 
  Often used from ambush to strangle or to entangle and otherwise deal with combatants armed with steel. 
  Opponents struck must make a DC 12 Reflex save to avoid being entangled. Entangled foes continue to 
  take damage with no further to hit roll required, until a successful Reflex save is made on a subsequent 
  round. 
   
  Damage 
  Range 
  Cost 
  Elven Club 
  1d5 
  - 
  3 
  Noose† 
  1d2/1d8 
  10 
  1 
   
   
   
    
   
   
  
  Open Game Content:All text from pages 2-11. 
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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 #01 Companion © 2015, 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. 
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  Coming Soon 
  Episode #03 
   
   
  THE 
  LAST 
  CASTLE 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Sanctum Secorum/Sanctum_Secorum_-_Episode_01_Companion.pdf