Tomes of Blasphemous Knowledge (6282227)
Tomes of Blasphemous Knowledge (6282227)
RESOURCE PACK #1
TOMES OF
BLASPHEMOUS
KNOWLEDGE
BY ADRIAN GAWAIN JONES
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Andrej Katic (order #6282227)
Tomes of Blasphemous Knowledge
they once inhabited, on a huge island in the south- PNAKOTICA
ern hemisphere. It then goes on to describe vari- Author: Unknown
ous entities, such as Chaugnar Faugn and the
Watcher, their worshippers, and ways to contact Format: Handwritten Transcript
them. The book then goes on to mention a place Rarity: Ultra Rare
called the Dreamlands, how the Dreamlands can
be accessed, and some of the inhabitants that can Language: Greek
be found there. The final section is concerned with Reading Time: 25 Weeks study
what it terms “gateways” into other existences,
Spells: For to Call on the Power of Human Sacrifice,
and how these gateways can be used to traverse
For to Contact the Watcher, For to Contact a Yithian,
time and the aether. For to Travel to The Dreamlands*, For to Traverse
The known versions of The Pnakotic Fragments Distance*
include: Skill Bonus: +10% Lore (Cthulhu), +15% Lore
Pnakotica which is the most complete version, (Dreamlands), +5% Lore (Occult)
supposedly translated from the original and writ- Horror Rating: -10%/2d6
ten in Greek.
The Pnakotic Fragments, which was transcribed PNAKOTIC FRAGMENTS
from the Greek edition into English, sometime in Author: Unknown
the early fifteenth century. A small number of Format: Printed Book : Quarto
printed (rather than hand-written) books were
produced in the 1480’s. Rarity: Ultra Rare
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Andrej Katic (order #6282227)
Tomes of Blasphemous Knowledge
may fail horribly, or send the caster to some other
NEW SPELLS plane of existence that man was not meant to
know, at the Games Master’s discretion). On a
FOR TO TRAVEL TO THE DREAMLANDS Casting Fumble, irrespective of the points spent,
Instant, Duration 8 Hours, Magnitude 3 the GM should be inventive. Suggested destina-
Upon a successful casting the target (which can be tions should a Fumble occur include : R’leyh,
the Caster), who must be a willing participant, Carcosa, Azathoth’s Court, or possibly a Fair One
falls into a deep slumber and finds themselves at city on Pluto. Note: For To Traverse Distance
the top of the Seventy Steps of Light Slumber, doesn’t permit travel between alternate dimen-
which is the first stage for those seeking entrance sions or through time (i.e., into the past or future).
to the Dreamlands. After descending those stairs, Travel through the portal is instantaneous, irre-
the target has to convince the gatekeepers, Nasht spective of the distance, but the alien sensation of
and Kaman-Tha, of his or her worthiness to con- such travel will result in the need for a Sanity
tinue. The gatekeepers are immune to all forms of Check (at -10%/1d6). Such portals are very unsta-
attack and can dispatch those they deem unsuita- ble and unpredictable, unless reinforced by other
ble back to their bodies. Should the target pass the magicks, and will close without warning after
test, then he or she will be allowed to descend the D100 minutes. A portal can be reopened by recast-
Seven Hundred Steps of Deeper Slumber and ing the spell.
emerge in the Enchanted Wood.
Note: Time passes at a different rates in the
BESTIARY
Dreamlands and can vary from one hour Earth-
THE WATCHER (GREAT OLD ONE)
time equals 1 week in the Dreamlands, to an hour
STR 100 CON 100 DEX 10
lasting several years. When the sleeping target
SIZ 80 INT 40 POW 30
awakens (whether due to the spell coming to an
CHA n/a
end, or if forcibly woken), the Dreamlands perso-
DM +10D6 HP 90 MWL 45
na will simply disappear.
Move 5
FOR TO TRAVERSE DISTANCE Armour 10/5 (Hide/Nightgaunts)
Duration D100 minutes, Magnitude Varies Weapons: Pseudopod 35% 4D6+10D6, Special*
(50/100/150)
Skills: Lore (All) 75%, Perception 50%,
This spell creates a “portal” allowing fast travel Persistence 90%, Resilience 90%, Stealth 25%,
between two points in space. The point where the Unarmed Combat 35%
portal exits must be known by at least one of the
HR: -40%/3D6
casters, or they must have a suitably exact de-
scription, from a book or other source, to envision Spells: All alchemy, witchcraft and Mythos spells
it. The Games Master should consider margins of at will
error, if appropriate. When cast, a shimmering , Other: Regeneration: Regains 10 HPs per round
roughly 4 metres square, portal opens, that will
reveal the (hopefully) desired destination. If there Ressurection: If “killed” then the Watcher
is someone (or something) in the place where it reforms 24 hours later in the Jungle of Kled
opens, then he, she or it, can also see and travel located in the Dreamlands
through the portal. A Magnitude 50 portal will *Special - The Watcher can send forth 4D6 Gaunts
allow travel to anywhere on Earth, 100 to within each round to attack any assailants.
the Solar System, and 150 for any location outside
the Solar System. (Note that in Clockwork & Cthul- ”...Tall it stood and about its huge and pulsating ,
hu, there is nothing “outside the solar system” writhing body that undulated to unknown rhythms
gathered faceless winged things that seemed to merge
unless it is Heaven. With such a range the spell
with it. Though shrouded I could make out a multitude
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Andrej Katic (order #6282227)
Tomes of Blasphemous Knowledge
of eyes that appeared and moved seemingly of their own causes a most debilitating tickling sensation ren-
will, yet burned with an intelligence far beyond my dering the target inactive due to laughter and
ken.” disorientation for 1D6 rounds. The target can
The Watcher is a Great Old One who has passed make a Persistence save for the effects to last just
from the waking world into the Dreamlands. It is 1 round.
said that its eyes can see into any other dimension “Shocking and uncouth black beings with smooth, oily,
or point in time or space and, because of this, has whale-like surfaces, unpleasant horns that curved in-
unlimited access to information. In the distant ward toward each other, bat-wings whose beating made
past it was worshipped by the Yithians and more no sound, ugly prehensile paws, and barbed tails that
recently by Hyperborean Wizard Cults. In this lashed needlessly and disquietingly. And worst of all,
day, the Watcher is an obscure figure known only they never spoke or laughed, and never smiled because
to a few but regarded by them as a font of knowl- they had no faces at all to smile with, but only a
edge and power. When seen it will be accompa- suggestive blankness where a face ought to be. All they
nied by 10D10 Gaunts with a further 1D10 ever did was clutch and fly and tickle; that was the way
arriving and 1D10 leaving. These creatures ap- of night-gaunts.”
pear to latch on to the Watcher and are absorbed – The Dream-Quest of Unknown Kadath by
into it while at the same time another will crawl Howard Phillips Lovecraft
out of its flesh and fly off. Although the Watcher
resides now in the Dreamlands it can be sum- Gaunts are a servitor race that dwell within the
moned briefly to Earth. Dreamlands but can also be found elsewhere and
may be summoned to Earth. They are regarded as
GAUNT (SERVITOR) pests who delight in causing despair and discord.
STR 3D6 (11) CON 3D6 (11) DEX 3D6+3 (14) They usually are found in packs and have a varie-
SIZ 3D6+6 (16)INT 1D6+3 (5) POW 3D6 (10) ty of attacks at their disposal with their favourite
CHA n/a being the Tickle one. Another favourite trick is to
DM +0 HP 10 MWL 5 grab unwary targets and fly them to a distant
Move 10 Ground / 25 Flying location and leave them bewildered and unsure of
Armour 2/1 (Hide) where they are. If really threatened, or if ordered,
their tail is a deadly weapon capable of slicing
Attacks: Claws 30% damage 1D6, Barbed Tail through most armour.
30% damage 1D6+2 , Grapple 30%, Tickle* 30%
Skills: Dodge (Flying only) 40%, Perception 35%, CREDITS
Persistence 35%, Resilience 35%, Stealth 75%, Tomes of Blasphemous Knowledge © 2013 by Adrian
Gawain Jones
Unarmed Combat 30%
HR: -0%/1D6 Edited by Peter Cakebread and Ken Walton
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Andrej Katic (order #6282227)
Cthulhu Mythos Tomes
Roleplaying in
of Blasphemous Knowledge
Dark Streets: The Adventures of the Bow Street Runners in their battle against the minions of the Cthulh Mythos
● A campaign guide and maps of the grim and dangerous streets of Georgian London
● An extensive adventure – Gin and St. Giles (and don’t miss Flintlock & Steel #2: Hellfire, also for Dark Streets!)
156 pages. Available as a PDF or in print from Cubicle 7 Entertainment. Requires the Renaissance Deluxe core rulebook.