Dungeon Crawl Classics - Sanctum Secorum - Episode 41 - Gone with the Gods.pdf
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Sanctum Secorum Podcast
Episode #41 Companion
Written By
Bob Brinkman
Jen Brinkman
Additional Concepts By
Daniel J. Bishop
Mystic Bull Games
Interior Art by
Anonymous
George Forrest Browne
Margaret A. McIntyre
Papapishu
Cartography by
Bob Brinkman
Designed by
Bob Brinkman
Edited by
Jen Brinkman
Published by
Sanctum Media
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Table of Contents
The Tribe of Ogg and the Trials of Moss
Featured Adventure
The Tribe of Ogg and the Trials of Moss
Margaret A. McIntyre
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Crocodile
Overland Map
A Hunter Attacking a Brown Bear
Tassili Mushroom Man
Cavern Map
The Lioness Attacks
Ice-Cave in the Surtshellir
Pregenerated Character Sheets
Blank Subhuman Character Sheets
Monsters
Rhizomorph
Bob Brinkman
Papapishu
Margaret A. McIntyre
Anonymous
Anonymous
George Forrest Browne
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page 6
page 7
page 9
page 10
page 11
page 13
page 14
page 17
page 23
Jen Brinkman
Honey Mushrooms
Spells
Mystic Paint (amended)
Bob Brinkman
page 25
page 25
page 26
The Tribe of Ogg and the Gift of Suss
©2015 by Daniel J. Bishop, released by Mystic Bull Games. Concepts used with permission.
Hunter from the Stone Age
is in the Public Domain.
Crocodile
is in the Public Domain.
Overland Map based on the work of Daniel J. Bishop.
A Hunter Attacking a Brown Bear
is in the Public Domain.
Tassili Mushroom Man
is in the Public Domain.
The Lioness Attacks
is in the Public Domain.
Ice-Cave in the Surtshellir
is in the Public Domain.
Honey Mushrooms
is in the Public Domain.
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Featured Adventure
The Tribe of Ogg and the Trials of Moss
A 1
st
-level DCC adventure inspired by Andrew J. Offutt’s
Gone with the Gods
and Daniel J. Bishop’s
The Tribe of Ogg and the Gift of Suss
This adventure is meant to be run for a group of 4 to 6 1
st
-level “subhuman” characters (see
Sanctum Secorum
#25
for full Subhuman class details), but may be run with other traditional or third-party character classes as the
judge sees fit. This adventure begins twenty years after the events of
The Tribe of Ogg and the Gift of Suss.
INTRODUCTION
Time-traveling novelist Harvey Moss came back in time with the plan to establish himself as the origin of a
number of historical events. What he hasn’t accounted for is that his travels have taken him into a different
timeline, where his future is not assured to occur. This being his first attempt to set himself as a god to a primitive
tribe, there are a number of things he hasn’t factored in – such as the pre-existence of a pantheon of
actual
deities who might not be pleased with his charade.
Unbeknownst to the Tribe of Ogg, before the arrival of Moss, Tahor the Thunderer appeared to the shaman of
Koh. The god warned of the coming of the false-god Moss as well as the location of Ogg’s new tribal home. The
tribe of Koh, who have a long and violent history with the tribe of Ogg, sent out war parties to delay the Ogg
warband while hoping to secure the caves for themselves. Of course, getting to the caverns is the easy part;
passing the challenges placed there by Moss is another thing entirely.
Running Cave People
The characters in this adventure are primitive pre-humans living a stone age existence. While the tribe has
advanced through their shaman’s use of the gift of Suss, the tribe as a whole remains fairly primitive. To help set
the mood and to enforce their role as primitives, enforce a rule that the players may only speak to one another by
using one-syllable words. Any time a player breaks this rule, their PC loses a point of Luck. Once a player has
spent Luck for their character to know a polysyllabic word, they can use that word without spending any more
Luck.
ADVENTURE START
It has been a generation since the elders crossed the hunting plain and entered the dread forest in search of the
gift of Suss. The most powerful hunters of the tribe left on the quest, but few were seen again. Those who did
return were forever changed and spoke of strange wonders that mighty Suss had shown them. They spoke of
terrifying beasts, alien hunting grounds under strange stars, and many other things. With the knowledge that they
brought back, the tribe has done well and has learned much. Now, the great shaman Dajbi has returned from his
self-enforced hermitage to tell of a new god who has come to him in the wilderness.
Moss, Breaker of the Sky, came to him in a clap of thunder so mighty that the ground shook and Dajbi’s lean-to
was smashed as if by a great hand from the sky. As he emerged from the dust and wreckage, he saw the god
emerge from his sky-chariot. Moss pointed to him and spoke, but even Dajbi’s mind was not wise enough to
understand the words of the gods. Moss’ wisdom slipped from his mind like water through his fingers. Patiently,
the great sky-god explained what he desired.
A war rages in the heavens above, the gods themselves doing battle with demons who dwell in the sky. Moss
blessed the aged shaman with a ride in his sky-chariot, taking him deep into the Border Hills – to what Moss
decreed will be the new home of the Tribe of Ogg. Moss used his sky-chariot to rip the ground asunder, creating
an entrance to a gigantic cave complex. Moss told Dajbi that it was here that the tribe may live in safety, protected
from the sky people, once it has been cleared. Then, Moss returned Dajbi to his ruined hermitage. The ancient
shaman knows that the new homeland lies to the east of his old home and directs your warband to secure the
caves and face the trials of Moss. You load supplies and weapons into canoes and prepare to set off upriver on
the first leg of your journey.
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