The Sanctum Secorum podcast plumbs the depths of Appendix N as it applies to DCC RPG. Each show reviews one piece of Appendix N media — be it literature or film — and then discusses how to bring aspects of it to the table for your DCC game. We explore how the selected piece might already easily fit into particular modules and DCC settings, and we highlight one specific DCC module that really ties into the Appendix N material.
We here at the Sanctum Secorum have always been all about the community. From listing upcoming road crew games in the days before the Goodman Games event calendar to publishing a free ‘zine filled with gameable content, our DCC family is all. With that in mind, we want to make certain that everyone in the community is aware of the upcoming fundraising auction for Aaron Koelman, which will be hosted over on the Goodman Games Twitch channel and headed up by auctioneer extraordinaire, Jim Kitchen.
There are so many amazing items going up for auction, and we at the Sanctum are glad to be participating with a few items of our own. Bidding takes place in the twitch comment stream and, as a note, you will need a twitch account to be able to bid
For those unaware of what is going on, the words of Jim Kitchen sum it up for all of us.
In keeping with that holiday spirit, the Sanctum Secorum is releasing another digest-sized, print-copy companion – available from a number of participating judges. Much like the GFA, those Judges have printed those companion issues out on their dime, as an extra bit of awesome for your Free RPG Day. We think that those folks deserve a round of applause.
We would be more than remiss if we didn’t point out that friend of the show (and the man who pretty-much single-handedly introduced DCC to Brazil), Diogo Nogueira has been crowdfunding his own OSR rules light system, Solar Blades & Cosmic Spells. It has blown past its modest funding goal and the campaign ends in 4 days.
For those not living in Brazil? No worries! This project will be fulfilled through DriveThruRPG platform via PDFs and Print on Demand. Just look at the COVER of this project above. We’re betting that will be enough to get you to pledge.
Keeper of Mysteries Bob Brinkman makes a special appearance on the Knights in the North blog of regular Sanctum Companion contributor Ari-Matti Piippo with his contribution of A Field Guide to Giant Man-Apes (available for free download). If you have ever wanted to add bigfoot or his kin to your game, this might be a good place to start.
If you haven’t been following the Knights in the North blog, you have missed out on some great material such as monsters, magic items, alternate rules, and more. What are you waiting for? You really should check it out.
The new Kickstarter for Bears Want to Kill You has already surpassed its funding requirement and is to its final 3 days (). One last stretch goal remains, a slipcase for the hardcover edition! If there is one thing that we DCC folks go crazy for, it is slipcases! Let’s try to make this happen!
Eisner Award winning Artist Ethan Nicolle is a friend of the show, and graciously allows us to use his artistic creations and stat up the mayhem inducing horrors for DCC. Just because he’s nice. Seriously. So let’s return that love and support his book of ursine mayhem!
So, we continue to build on our partnership with Axe Cop co-creator Ethan Nicolle in an effort to warn of the impending bearmageddon as well as bring nightmarish inspiration to your DCC table.
Created by the mad wizard Ethcolle, the tribearatops is an absolute horror of fur and scales. A force of utter devastation, the tribearatops rivals dragons for sheer destructive power. It is thus quite fortunate that the creature is also slow moving – as entire villages have been known to literally relocate their structures out of the monsters path.
Tribearatops: Init +0; Atk bite +6 melee (3d6), gore +8 melee (2d12 + poison), stomp +4 melee (3d10), or tail sweep +10 melee (1d16 + DC 20 Reflex or knocked prone); AC 35; HD 10d14; MV 20’; Act 2d24; SP dragon crits, long tail, maternal, poison, vulnerable spot (AC 18); SV Fort +8, Ref +6, Will +3; AL C.
Long tail: The tribearatops’ tail is long enough that, on a successful hit, additional targets within 5′ must make a Reflex save vs. 15 or also be struck prone.
Maternal: The normally slow moving creature enters a frenzy should its young be threatened, doubling both its Move and number of attacks.
Poison: Tribearatops horns are coated with naturally occurring Oxytocin. Merely coming into contact with the horn requires a DC 15 Fort save while being impaled by the horn increases the DC to 20. Failure results in the victim being overwhelmed by emotion and leaping onto the horn and killing themselves in sacrifice.
Vulnerable spot: There is a single vulnerable spot on the beast which may be successfully targeted with a precision shot Mighty Deed with a result of 6+.
Celebrating the new Kickstarter for Bears Want to Kill You, we continue to build on our partnership with Axe Cop co-creator Ethan Nicolle in an effort to warn of the impending bearmageddon as well as bring nightmarish inspiration to your DCC table.
“The Nocturnal bear bat is known for its massive black leathery wings. Bear bats cannot see very well in light and have sensitive ears that can follow the echoes of their roars. The creatures sleep in large caves or hollowed out buildings while hanging upside down. They sleep in groups of ten or more.” – Dickinson Killdeer, Dickinson Killdeer’s Guide to Bears of the Apocalypse
These fierce and feared creatures descend from the night sky on leathery wings to bring chaos and death in their wake. Even their cubs are known for their especial cruelty, carrying humans aloft only to drop them screaming earthward to their deaths. Frequently encountered in groups of ten or more (referred to as “devastations”) these creatures are reputed to have been magically engineered by a mad wizard determined to commit suicide in the most horrific manner imaginable. If the legend is true, it appears that he succeeded.
Bear bat: Init +3; Atk bite +4 melee (1d14 + poison) or grab +2 melee (1d10 + grab); AC 15; HD 8d8; MV 40’ or fly 60’; Act 1d20; SP breath weapon, poison; SV Fort +8, Ref +6, Will +3; AL C.
Breath weapon: These arcane horrors produce chloroform, which coats their teeth. Once per round a bear bat may exhale at a target within 5′. The victim must make a DC 10 Fort save or be groggy for 1d3 rounds and suffer a -1d penalty to all actions.
Grab: Victims grabbed by the bear bat must succeed in a DC 18 Strength check to break free. While the victim is held, the bear bat automatically hits with its bite attacks.
Poison: Victims bitten by the bear bat must succeed in a DC 15 Fort save or be knocked unconscious for 2d6 rounds and, after waking, continue to be groggy for an additional 1d3 turns.
Many use the term “gonzo” when speaking of DCC RPG. It is part of the embraced culture and there are some really great gonzo content creators out there for DCC and beyond. Outside of DCC, there is one name that stands above them all. A man who created a web comic, that went on to be a television series…featuring a character who did things like this…
The companion in the wild at at Roll for Damage in Grovetown, GA. Thanks to Guardian of Secrets Michael Hearn!
In honor of Free RPG Day 2017, Sanctum Secorum released our first ever physical companion. A very limited release, available in just a handful of locations, this release served as our first test-run for our upcoming “Friends of the Library” program, and introduced our first Guardians of Secrets. Read More