Dungeon Crawl Classics - Sanctum Secorum - Episode 40 - A Martian Odyssey.pdf
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Sanctum Secorum Podcast
Episode #40 Companion
Written By
Bob Brinkman
Interior Art by
Alcinoe
Rob Lavinsky
Kevin Mayle
Frank R. Paul
Matt Sutton
Designed by
Bob Brinkman
Edited by
Jen Brinkman
Published by
Sanctum Media
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Table of Contents
But suddenly there came drifting along…
Classes
Tweel
Magic Items
Crystal Egg
Frank R. Paul
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page 5
Honey Calcite
Monsters
Dire Turkey (poem)
Dire Turkey
Rob Lavinsky
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Dire Turkey
Dreambeast
Pumpkin Bugbear
Pumpkin Bugbear Pie (recipe)
Matt Sutton
Pumpkin Bugbear
Pumpkin Bugbear Mincemeat Pie (recipe)
Kevin Mayle
Alcinoe
Mince Pie
Pyramid Builders
Weapons
Steamgun
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page 10
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But suddenly there came drifting along…
is in the Public Domain.
Honey Calcite
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
Dire Turkey
©2018 Matt Sutton. Used with permission.
Pumpkin Bugbear
©2018 Kevin Mayle. Used with permission.
Mince Pie
is in the Public Domain.
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Classes
Tweel
Tweel are brilliantly intelligent creatures whose closest Aereth analog is that of a tall bird such as a flamingo or an
ostrich. That comparison, though, is a base one, as these creatures are not of Aereth, nor are they birds.
Transported from their home world, the Tweel find it very difficult to communicate in such rudimentary fashions as
Aereth’s inhabitants. The ancient god, Thoth, was a member of the Tweel.
Hit points: Tweel gain 1d8 hit points at each level.
Weapon training: Tweel have difficulty with the use of most common weapons, which are made for bipedal forms
and appendages wholly unlike their own. They suffer a -1d penalty when using terrestrial weapons. Fortunately,
they do carry a weapon of their own manufacture: a steam gun, which they are capable of using with deadly
accuracy. Tweel do not wear armor and instead add their level to their Armor Class.
Alignment: The Tweel do not normally take part in the struggles of Law and Chaos, being far more interested in
the struggle of expanding their knowledge. While an individual Tweel may choose to align with any faction, the
race is predominantly neutral in tone while being anarcho-chaotic by societal inclination.
Displaced brain: While not technically “displaced”, when compared to any “normal” inhabitant of Aereth or its
neighboring dimensional spaces, the placement of the Tweel brain is wholly alien. Protected by the creature’s
ribs, the brain is housed within the torso while the Tweel’s head merely contains sensory organs. As such, Tweel
are immune to most critical hits involving damage to the head and can never be knocked out by a blow to the
head.
Intelligence: At character generation, Tweel are granted a +6 bonus to intelligence. Even the dimmest of Tweel is
an intellectual match for the average sentient. Tweel have a solid understanding of architecture and detect traps
as a neutral thief of 2 levels higher.
Move: While “walking”, Tweel move at a rate of 25’. When free to move as they wish, Tweel traverse their locale
by way of singular leaps capable of carrying them up to 150’ at a rate of 75’ per round. A leap of greater than 75’
requires two rounds to complete, with the Tweel reaching the halfway point at the end of the first round. When
leaping, the Tweel plummet back to the ground, head first.
Languages: A Tweel may learn a number of spoken words in a language equal to its Intelligence. It will use this
small number of words to express complex concepts allegorically or mathematically. Understanding the
communication attempts of a Tweel require an Intelligence check with a DC of 20 minus the number of individual
words used to express the idea.
Action dice: Tweel receive a second action die at 5th level.
Level
1
2
3
4
5
Attack
+1
+2
+4
+5
+7
Crit Die/
Table
1d10/M
1d12/M
1d14/M
1d16/M
1d20/M
Action Die
1d20
1d20
1d20
1d20
1d20+1d20
Detect
Traps
+5
+7
+8
+9
+10
Ref
+2
+2
+2
+4
+4
Fort
+1
+1
+2
+2
+3
Will
+3
+3
+5
+5
+7
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