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The Litany to Thasaidon

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The Litany to Thasaidon


A grey-bound octavo printed anonymously in the USA in around 1937, the Litany purports to be a vision of the world in several million years time. It primarily concerns the gods and magic of Zothique, the last habitation of mankind. Sanity Loss 1D6/2D6; Cthulhu Mythos +8 percentiles; average one month to study and comprehend. Spells: Contact Thasaidon (avatar of Nyarlathotep)*, Contact Mordiggian, Devil-Mist of Namurra (Create Mist of Releh)*, Create Revenant/Destroy Revenant, Command Revenant, Enchant Globe of Growth, Nightmare, Remortification*, Send Dreams, Summon Stallions of Thamogorgos*. Spells marked * only work in Zothique. Summon Stallions of Thamogorgos To cast this spell, the caster must be in Zothique, and with arms outstretched towards the sunset, must utter twelve names which it is perdition to utter, followed by the invocation gna padambis devompra thungis furidor avoragomon. Otherwise, this works as any other summon creature spell, with the exception that the Stallions of Thamogorgos cannot be bound, and that a small herd of the Stallions will appear. It is usually advisable to get out of the way after having summoned the colossal creatures. . Create Revenant/Destroy Revenant Cast on any intact corpse, no matter what its state of decomposition, this spell raises the corpse as a semi conscious slave. Corpses raised in this method retain some of their intelligence and memory, although their past remains dim and cloudy. Stats remain as they were in life, except that DEX and INT are halved, and APP is reduced by 1 for every week the Revenant has been dead; it continues to deteriorate by 1 for every week after the Revenant's creation.It costs 0/1D8 SAN to view a Revenant. This spell costs 10mp and 1D8 SAN to cast, but requires no components or actions other than the incantation itself, which takes instant and permanent effect. Usually coupled with Bind Revenant (below), this spells power is such that Revenants it creates remain animated until destroyed by magic or by the reverse of this spell (the reverse incantation costs 10mp and no SAN; if the Revenant in question is unwilling to return to the grave, the caster must succeed in a POW vs. POW struggle against the Revenant). Every month, a Revenant must roll POWx1. If she succeeds, she regains her full intelligence as in life (restore INT to original level) and can no longer be bound. The Revenants fate is then her own concern. Most Revenants do not appreciate being raised from the dead. Bind Revenant This works like every other Bind spell, with the exception that a Revenant which gains consciousness automatically breaks any binding upon it. Enchant Globe of Growth This spell enables the creation of the Globe of Growth (see above). The spell involves a succession of plant, animal and human sacrifices, and a series of vile incantations,cast over the space of three weeks. It costs 1D20 SAN and a total of 100mp, invested every night over the three weeks. the form of colossal monsters with heads and members somewhat resembling those of stallions. Rearing terribly, they trod down the sun like an extinguished ember; and racing as in some hippdrome of Titans, they rose higher and vaster Zotulla saw that these were not immaterial couds, but actual living forms that had come forth to tread the earth in macrocosmic vastness. Clark Ashton Smith, The Dark Eidolon These colossal, hoofed alien creatures resemble gargantuan horses They are, thankfully, not often seen in this dimension. When they appear, they devastate great swathes of land, trampling all before them, before returning to the macrocosmic dimension from whence they came.
Stallions of Thamogorgos, titan coursers Average STR 1D100x10 505 CON 1D100+250 300-301 SIZ 1D100x10 505 INT 1D6 3-4 POW 5D6 17-18 DEX 2D6 7 Hit Points 403 Move 30 Damage Bonus: About equal to an earthquake (average of 44D6!) Armour: 10-point hide Spells: None. SAN: 1/1D10 SAN to see a Stallion of Thamogorgos. Skills: None that matter. Attack % Damage Attacks Trample 40% 1D20+DB

The Globe of Growth


The garden, planted and tilled so privily, and sealed by its metal roof from the orbs of heaven, was illumined solely by a strange, fiery globe that hung in mid-air at the centre. Adompha regarded this globe with awe, for its nature and purveyance were mysterious to him. Dwerulas claimed that it had risen from hell on a moonless midnight at his bidding, and was levitated by infernal power, and fed with the never-dying flames of that clime in which the fruits of Thasaidon

Stallions of Thamogorgos (greater independent race)


it seemed that great ebon clouds of thunder beetled against the sun. Lining the horizon, the clouds took

The Litany to Thasaidon


swelled to unearthly size and enchanted savour. It gave forth a sanguine light, in which the garden swam and weltered as if seen through a luminous mist of blood. Even in the bleak nights of winter, the globe yielded a genial warmth; and it fell never from its weird suspension, though without palpable support; and beneath it the garden flourished balefully, lush and exuberant as same parterre of the nether circles. Clark Ashton Smith, The Garden of Adompha The Litany of Thasaidon contains the instructions for the creation of this object, A garden or forest where the globe has been summoned gains the attributes of Adomphas garden in 1D10 months: trees grow to strange shapes, while breeds of plant unseen for hundreds of thousands of years begin to grow in the vicinity. If someone dies in the area of the globes influence, some of the bodily parts of the dead person might end up on the plants; indeed, body parts sewn onto plants (as was the practice of Adomphas magician Dwerulas) will always become part of the plant. If someone of great magical power dies in the grove, then the plants in the garden may gain the victims intelligence and animate some of the plants in the grove. The plants may have the ability to entrance their victim, drawing him in. Death is certain if this succeeds. It costs 0/1D4 SAN to see a grove where the globe has done is work, 1D3/1D10 SAN to see one where people have died, and another 0/1D6 SAN if the plants are animate.
Animated plants Average STR 6D6 21 CON 5D6 17-18 SIZ 8D6 28 INT 3D6 10-11 POW 3D6+3 13-14 DEX 4D6 14 HP 23 Move 0 Armour: Varies: sometimes none, sometimes 1-8 points of bark. Attack % Damage Attacks Branches 55% 1D6+DB (and grapple) Entrap POW vs POW Lured to struggle certain death

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