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The
Devil's PactAn adventure in the 1920s
by Keith Herber, translated by Frank Heller
Machine Translated by Google
HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

imprint Overview of Cthulhu publications

Rules and source books Cthulhu worlds


Cthulhu Player’s Handbook, Cthulhu Worlds #10 (Magazine)
editorial staff Second Edition (Rulebook) Cthulhu Worlds #11 (Magazine)
Cthulhu Game Master’s Guide, Cthulhu Worlds #12 (Magazine)
Frank Heller
Second Edition (Rulebook) Cthulhu Worlds #13 (Magazine)
Game master screen (game master material) Cthulhu Worlds #14 (Magazine)
Author Necronomicon – Secrets of the Mythos Cthulhu Worlds #15 (Magazine)
Keith Herber (Source volume) Cthulhu Worlds #16 (Magazine)
Arcana Cthulhiana (Quellenband) Cthulhu Worlds #17 (Magazine)
Dementophobia (source book) Terror Britannicus (adventure book)
Translation, proofreading and Weapons Manual (Source Book) From Aeons (Adventure Book)
additional text Cthulhian Land (Quellenband) Pale Moon (Adventure Book)
Malleus Monstrorum – Second Edition Beyond the Threshold (Adventure Book)
Frank Heller
(Source volume) Mysterious Morocco (Source and
USA – superpower under the stars and stripes Adventure Book)
Design & Layout (Source volume)
Christian Hanisch Arkham – Witch City on the Miskatonic Out of print publications
(Source volume) HP Lovecraft’s Cthulhu – The Roleplaying Game
Middle Ages – The Dark Years (Core Rules)
Illustrations (Rules) Cthulhu Player’s Handbook,
Earl Geier First Edition (Rulebook)
Source and adventure books Cthulhu Game Master’s Guide,
Germany – Bloody Wars & Golden First Edition (Rulebook)
Handout design Years (Source and Adventure Box) The Dreamlands (Source &
Thorsten Kettermann London – In the fog of the Thames Adventure book)
(Source & Adventure Book) Death in Aylesbury + Game Master Screen
Sentence control Ghost Ships (Adventure & Source Book) (Adventure & Game Master Material)
Festival obscure (source & America – In cities and forests
Frank Heller, Bettina Scholten
Adventure book) (Source volume)
Expeditions – Into the Heart of Darkness On the Islands (Campaign Box)
Illustration (Adventure & Source Book) Berlin – In the heart of the big city
No Man’s Land – Trench Warfare & Home Front (Source & Adventure Book)
Pascal Kamp
(Source & Adventure Book) Cthulhu 1000 AD (Source and
Horror in Arkham Adventure book)
Editor-in-Chief Cthulhu (Adventure book) Behind the Veils (Adventure Book)
Frank Heller In Labyrinths – Dark Paths in the
The campaign East (Adventure Book)
Horror on the Orient Express (4 volumes In Nyarlathotep's Shadow (Campaign Box)
Publishing management with box) Children of the Beetle (Adventure Book)
Jan Christoph Steines Chaugnar Faugn's Curse (Campaign Book) Small Peoples – Dark Goblins from Er-
destiefen (source & adventure book)
Malleus Monstrorum – Creatures, Gods &
Cthulhu Now Forbidden Knowledge (Sourcebook)
Cthulhu Now (Source & Adventure Book) Around Ulm (sources &
Incredible Powers (Adventure Book) Adventure book)
Classified Information – Handbook for Investigators Wales – Wild land of the Celts and
(Source volume) Ghosts (Source & Adventure Book)
Night (Kampagne) Timeless Fears (Adventure Book)
Cthulhu Worlds #1-#9 (Magazine)
The Sorcerer of Salem
Wolfgang Hohlbein's The Sorcerer of Salem
(Basic Rules)
When angels fall (adventure and short story
collection)
Fu Manchu's Devil's Plan (adventure and short
story collection)
Days of the Moon (Adventure and
Short story collection)

Call of Cthulhu is a registered trademark (TM) of Chaosium Inc.


German edition by Pegasus Spiele GmbH under license from Chaosium Inc.

Copyright © 2009 by Pegasus Spiele GmbH, Friedberg.


All rights reserved. Reprinting, even in part, photomechanically or with other
media is prohibited.
WWW.PEGASUS.DE

2
imprint
Machine Translated by Google
The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

Devil's Pact by
The
Keith Herber Translation and
additional text:
Frank Heller
In which the characters have to deal with a witch from the past and perhaps travel back in time
to the ancient city of the Elder Beings.

This scenario involves the characters in a The dead woman in the cemetery
strange death at the old Fairfax Cemetery in Salem, Massachusetts. The An article appears in the Boston Globe with a report

characters will about a body found at the Fairfax Cemetery in Sa-

must use his mind to avoid a dangerous confrontation with a powerful lem, Massachusetts. A young woman was found dead there by a passing
witch. milkman at around 4:45 a.m. The milkman told police that he had noticed
the body because he had seen a moving blue light in the cemetery. The
dead woman was Amy Hanover, a freelance writer from Boston.
Introduction to the scenario
In this scenario, the characters are tasked with investigating the death of
a young woman (Amy Hanover) in Salem's Fairfax Cemetery. There may
be more

There may be more reasons why the characters act. There is no evidence of a violent death. The forensic pathologist, Dr.
Here are some examples and suggestions: Sarnowski, believes the cause of death was simple heart failure. No
j The characters fi nd the corpse and are interested further information is available from the press.
therefore responsible for the crime.

j The characters are described as private detectives or


If known investigators of friends or relatives

Amy Hanover's investigators have been hired to investigate her


death because the police are not investigating the case any further.
j One or more of the characters were friends with Amy Hanover or were
at least roommates.

neighbors.
j One of the characters, who already has experience with the Mythos and
is in possession of Mythos artifacts or books, experiences a vision of
the dead woman lying in the cemetery at night, so that he becomes
aware of the case when he reads about it in the newspaper in the
morning. He decides to investigate the matter, which seems to have
a special significance due to the vision. It is up to the game master to
invent the background of the vision, i.e. why such a vision occurred.
He can tie this in particularly to the background of his own campaign.

j If the characters conduct a séance, read cards, or otherwise divine, the


Game Master may direct them to the death of Amy Hanover

to draw attention.

So young and already so dead: Amy Hanover.

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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

Mercy still visits our world, but her body


takes on a ghostly form that cannot make any sound and cannot move objects. For
such purposes, however, she can temporarily take over her old mummified corpse.
Through this she can speak, move and cast spells.

The block containing Mercy's old house was demolished in 1892 to make way for a
cluster of apartment buildings. Work was temporarily halted after workmen broke
through the ceiling of Mercy's secret room. Professor Michael Hagerty of Boston
University was called in to examine the find.

Hagerty was a recognized expert on the colonial history of America and had been
commissioned by the Salem City Council to assess the historical value of the find.

The milkman is not much help in clarifying the matter. While investigating the secret room, Hagerty was contacted by Mercy, who promised
to reveal incredible secrets if he could keep the room and her existence secret.
Background for the game master

In 1692, several people were killed in Salem, Massachusetts. Hagerty announced shortly afterwards that the room had no significant historical
and hanged as witches. Most of these people were innocent and victims of mass value, so that work could continue. However, Hagerty bribed the construction company
hysteria that was also raging in England and Western Europe at the time. What is with a sum of US$2,000.00 and thus managed to keep the room, close it and simply
particularly perverse about the Salem witch trials is that those who confessed to the build the new building over it.

witchcraft they were accused of (usually under torture) were pardoned, while those
who insisted on their innocence were executed. There was one major exception,
however, and that was the trial of Mercy Booth and the members of her coven. Ghoultunnel allowed Hagerty to regain access to the room, where he met with Mercy
Although they all confessed under torture, the judges considered the crimes they were repeatedly over the next few months.
accused of so heinous that they were sentenced to death nonetheless, executed Finally, Mercy convinced him to bring his wife to the next meeting. Secretly, she
immediately afterwards, and buried in unconsecrated ground. Later, all records of the planned to take over the woman's body. However, Hagerty's wife became ill before the
trial were either discarded or burned. Many years later, when the judges involved in meeting and could not accompany him to Salem. When Hagerty appeared alone in the
the Salem trials wrote a statement in which they publicly apologized for their mistakes, secret room, Mercy went mad and ordered the ghouls to kill Hagerty. They dumped his
there is said to have been an initial version of this statement in which the case of Mery body outside the cemetery.
Booth was explicitly mentioned.

Mercy's next opportunity was a long time coming and only came in the form of Amy
Hanover when she was examining the old gravestones in the Fairfax Cemetery.

Using her telepathic abilities, she manipulated Amy into returning to the cemetery later
that night, where Mercy then tried to take over her body. Amy, however, had a weak
was taken. heart and was literally scared to death of Mercy's spirit. This forced Mercy to leave
In fact, Mercy Booth and her coven had worshiped Nyarlathotep in a secret room Amy's body again. Mercy is still lurking under the cemetery, waiting for the next victim...
beneath the basement of their house.
Here they held their secret rituals and sacrificed small children to Nyogtha. Without the
other members of the circle knowing, Nyarlathotep taught Mery in another secret room
how to build a gate that would take her through space and time to the City of the Elder
Beings in Antarctica, one hundred million years into the past.

As the witch craze spread throughout Salem, Mercy quickly realized that her life
was in danger and prepared to find a way to prevent her death. To do this, she made a
deal with the ghouls who lived under the Fairfax Cemetery. According to her belief,
they were to

She had to dig a tunnel from below to her coffin and take it to an underground room
half a mile north of the cemetery. And so it happened. In the room in question, the
Elder Beings waiting there separated her spirit from her body and brought it through
the gate. In Antarctica, her body then took on its normal form, and for two centuries
now,

they are now there, in the past. This fate also befell Mercy Booth in 1692.

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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

The scenes of the adventure


This adventure is open-ended, meaning that players are free to choose conversation and pretends to be a doctor (Medicine and
which locations they visit first. Disguise; the latter only if the character does not
Below you will find the places that the characters are likely to visit during cal doctor), or by persuading him. He then explains that in his opinion the
their investigations. woman died of sheer fear. Incidentally, everyone in Salem knows that the
cemetery is said to be haunted.

Amy Hanovers Appartment


The Fairfax Cemetery
The address of the apartment, if the characters don't already know it, can
easily be found in the Boston phone book. Amy shared her apartment This cemetery is one of the oldest

with Rita Carson, a model who is encountered when visiting the in the whole area. The ancient, twisted trees and the weathered
apartment. Rita is still distraught and therefore not very talkative, but she gravestones are evidence of this

can at least convey the information that Amy was a dedicated writer with This is a fact. The cemetery is in a good state of preservation, as many
a special interest in occult topics. of the long-established families of Salem have ancestors buried here,
even though the area as a whole has become rather run down. The
cemetery is surrounded by a two-meter-high iron fence.

Rita may be persuaded to show the characters an old notebook of but the gate is never locked. On the west side of the cemetery, just
Amy's that the police are unaware of. Among the scribbled pages is one beyond the fence, there is a small and overgrown grave. It is easy to spot
with the heading "Salem." The page has nothing more written on it than from any elevated point in the cemetery.
"Mercy Booth" and "1412 L" (see Devil's Pact Handout #1). There is
nothing else of interest in the notebook, except for a folded letter that lies At night, the ghouls living under the cemetery occasionally leave their
between the pages of the book. It is a standardized letter of the time. tunnels and make the area
uncertain. There is a 20% chance of encountering a ghoul per night. The
chance of seeing the blue glowing ghost of Mercy Booth per night is 10%.

magazine “Occult Review” from New York, in which Amy is informed that Anyone who investigates the Crawford Mausoleum and finds

her article will be published. genes, notices a muddy hole under a bush growing near the mausoleum
The letter is dated five months ago. through which one can enter the underground ghoul tunnels.
A call to the publisher in New York reveals that Amy sold the magazine
an article about witchcraft. Anyone who sees the overgrown grave outside the cemetery

The edition in question is already out of print at the publisher, but can still A man who examines the farm grounds discovers 13 graves, each with
be obtained with library use in well-stocked libraries, for example in Boston a flat headstone. The stones are too weathered to read their inscriptions,
(see Devil's Pact Handout #2). but one has a small bronze plaque attached to it. It is tarnished with
verdigris, but is still legible. It reads: "Grave of Mercy Booth.

The coroner Daughters of Salem Historical Society. 1901"


The address of the Historical Society can be found

The only way to get Salem’s medical examiner, Dr. Sarnowski, to talk is easily found in the local phone book.

to take him to a specialist

Historical Society

The “Daughters of Salem Historical


Society” resides in a small

a two-story building with a storefront, located in


an older part of town. A cracked sign with the
company's name hangs above the front door,
and a sign on the door proclaims: "Opening
hours Monday-Saturday 10 a.m. to 4 p.m.
Admission 10 cents."

The museum is run by the sister


tern Henrietta and Olivia Thatcher

both old maids in their mid-60s. They live


above the
Dr. Sarnowski examined the body. Museum on the upper floor.

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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

If a roll to detect hidden objects is successful,


the characters of a
of the prints on the walls. It is entitled “The
Execution of Mercy Booth” and shows an ugly
old witch being led to the gallows. This is an
authentic

Representation of the event so that the


characters can recognize Mercy Booth when
they
meet. If the characters
Anyway, all prints on the walls

If you look at it, the mentioned throw is of


course cancelled.

Anyone who rummages through the boxes


of newspapers will find a lucky
throw a report from July 1892, which deals with
the demolition of the old

Houses on Lyle Street (see Devil's Pact Handout


#3).
If the characters gain access

to the basement, they encounter


to a small room whose door is locked. With the
right key, locksmith work or rough

Force (ST against ST 12 on the resistance


table) they can enter it. Here you will find
numerous
You wouldn't want to wander around here at night. che occult paraphernalia. There is also a magic
circle drawn on the floor in chalk. If you roll for
When you enter the museum, on the right hand side you will find a occultism, it becomes clear that amateurs are at work here. In fact, the
Counter behind which the two sisters are sitting. Behind a souvenir sisters regularly "play" witches here.
stand, a staircase leads to the upper floor. The museum also houses a
collection of books on the topics of Salem and witchcraft. Otherwise, there
are typical witch objects such as cauldrons and broomsticks, and old
prints and paintings hang on the walls. Everything is dusty.

Henrietta and Olivia Thatcher


covered. In some corners there are boxes full of old magazines and
newspapers, containing articles that the sisters wanted to keep but have The two old maids are the founders and only members (!) of the
not yet cut out and catalogued. A locked door at the back leads to the “Daughters of Salem Historical Society”. The society was founded in
basement. 1899

and has made it its mission to keep the knowledge of the witch trials
If you ask about Mercy Booth, Olivia tells the in Salem in the 17th century alive. Henrietta is the younger of the
Characters that her mother, when she was little, two, is talkative and open. Olivia, her older sister, on the other hand,
showed her an old house on Lyle Street and told her that Mercy Booth is reserved and humorless and regularly criticizes Henrietta for her
was said to have lived there. She also says that the whole area was inappropriate behavior. Even as little girls, the two sisters were
demolished about 30 years ago and that new buildings are now standing interested in
there. She does not know exactly where the house stood at that time.

no longer. for the occult, ever since their mother had told them that they were
When asked about strange, supernatural experiences, Henrietta tells descendants of a family that was persecuted for witchcraft.
us that she once saw a ghost in the Fairfax Cemetery. That day, she and
Olivia were there to supervise the workers who were installing the bronze For years, the two women have been experimenting with spells and
plaque on Mercy Booth's grave. Suddenly, she saw a blue-shimmering potions in their basement, but so far without any real results. They
figure next to the Crawford Mausoleum. are absolutely harmless, but if the characters discover their
paraphernalia in the basement, they could be put on the wrong track
and suspect the women of
see them floating. Olivia, on the other hand, does not believe that there is
anything to it, because ghosts do not appear during the day and to be cultists.

Henrietta's imagination has obviously run wild.

6 The devil's pact


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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

The construction company


At the time, Mercy Booth's coven was accused of having committed
more than a dozen ritual murders. No bodies were ever found, however.
The company that carried out the demolition work still exists today. It is Mercy was also accused of having met with the devil. Several witnesses
the "Da Chille Construction Company". If you manage to look at the said they had seen Mercy in the company of a large black man. An old
business books from 1892, which are still lying dusty in the basement, man of dubious mental health also claimed that he had once seen her at
you will come across an entry for July 1892 which states that a sum of night with her horrific familiar, her witch's beast. This was said to be a
US$2,000.00 was paid to the company by a "M. Hagerty". The intended barrel-shaped creature with a starfish-shaped head. The description
purpose is stated as "special construction work". Hagerty's address in naturally fits the broken statue, as the characters will immediately notice.
Boston can then be easily found in the documents.

Professor Hagerty

Professor Hagerty died in 1893. His wife is still alive and can tell the
characters that her husband was murdered in Salem that year. His

a body near the Fairfax Cemetery. The

Police assumed that he had been attacked by rabid dogs, as his body
had numerous bite marks that appeared to have been made by dogs.

reports that her husband was often in Salem on weekends to research a


book,
on which he wrote. She also mentions that she was on the
was actually supposed to have come along on the last, fatal trip to Salem,
but had fallen ill at short notice and therefore had to stay at home.

Old Mrs. Hagerty can be a great help if you handle her skillfully.

Lyle Street

In the early 1890s, the old buildings that stood here were replaced by two
three-storey apartment blocks. Originally, this was supposed to be
housing for the middle class, but the area is now quite run down and
Some photos in the widow's house show the professor. rather suspicious characters live here. On their first visit to the street,
about a dozen people were seen on the sidewalks.
Perhaps the characters can convince Mrs. Hagerty to give them the
professor's notes and an unusual metal statue. The statue is made of a
strange shiny metal and is broken off at the base. With a Cthulhu Mythos climb along the way, a fruit seller has set up his stall, a milk truck pulled
roll , the characters know that the statue shows an Elder Being. The cover by a black horse drives past - and then there is a truck with a large pump
image of Cthulhu Worlds #4 portrays such a being; it is also described mounted on it, which is currently being operated by two men.
in the Game Master's Guide. Reading the notes takes several hours.
Then the result is the following:
If you take a closer look at the truck with the pumping system, you will
notice a thick black hose that
from the pump to a basement window of the house with the address
“1412 Lyle St.” When asked,

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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

The men willingly say that they are here every few months to pump out
the basement of the house, because water regularly seeps into the house
from a defective sewage pipe. The tenants of the house always complain
about the smell, so they are called. The worker also notes that he thinks
the landlord is a pig because he is ignoring the problem.

does not accept and does not replace the sewer pipe
– but that would probably be too expensive for him.

When the characters take a closer look at the basement in question,


they immediately notice the disgusting
The smell of a sewer, mixed with the smell of something else, something
much more disgusting. The sewage pipe is quickly identified, which seems
to lead from the toilets in the house along the wall into the sewer system:
in any case, it disappears into the floor of the basement.

The floor itself is wet and appears brittle. You can break it up with a
sledgehammer. No tenant will mind, and then you will quickly see

that the sewer pipe actually has large cracks,


from which fecal fluid is leaking. But most importantly, the characters then
discover that under the floor
of the basement there is another room... that on the Somewhere here is the entrance to the tunnels.
Mosaic rooms marked on map.
The tunnel system stretches for miles and
forms a veritable labyrinth. It even has branches
as far as Boston. It is so

It is almost impossible for the characters to


map the corridors.
Only with orientation can the entrance be found
again if the characters walk more than a few
dozen meters through the corridors. If the roll
fails, the characters can only find it after 1d6

Hours try again, the


they wander through the labyrinth. The corridor
system, however, has more than one entrance.
Therefore, it can happen that the characters
suddenly find themselves in the basement of a
residential building.
house and get

have to put up with embarrassing questions


from the residents about how they got there.

In this adventure, the


Characters probably only up to

Nobody knows what secret lies hidden beneath this house. discover three of the entrances to the tunnel
system. Most likely
is the hole in the ground in the cemetery next to the mausoleum.
The Ghoul Tunnel Alternatively, you can also get into the corridor system from Mercy's secret
room. Very desperate characters could also dig up Mercy Booth's grave
The tunnels are absolutely dark and damp. A smell (which is empty). Then, at some point, their spade will unexpectedly hit
of decay hangs in the air, and the ground is covered with scattered bones the void - they will then have the breakthrough into the ghoul
and debris. Old tree

Roots bore through the ceiling. Brackish water drips down them, forming tunnel under the grave done!
small puddles in which bloated, slightly luminescent mushrooms grow. It is assumed here that the characters are talking about the hole in
the bushes next to the mausoleum

Directly beneath the cemetery, shattered coffins are seen protruding You will then be confronted with a maze of corridors leading in all possible
through the earthy walls into the tunnels. This is also where most of the directions. Mercy's cellar is a quarter mile away in an almost due north
bones lie in the corridors. direction. The tomb of the

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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

Special features in the Ghoul Tunnels

d In the area beneath the mausoleum , with the help of the Hidden
Objects skill, you will notice a small book that someone has stuck
between some roots that extend into the tunnel. The book is
already falling apart, the pages are largely rotten and the cover is
completely

moldy, but at least you can


Inside the book cover the name of the

owner: Michael Hagerty (and the address is also noted). The


following information can be obtained from the few pages that are
still legible:

d The mosaic writing on the wall of a (not further defined) secret room
is medieval Arabic and represents a prayer to a god.

unity with the name Nyogtha.


d Hagerty mentions that there is a "presence" in the room and reports
a voice that he hears in his head. The voice claims to be Mercy
Booth. Hagerty mentions that he paid the Da Chille Construction
Company the sum of $2,000.00 to seal the room again and to keep
it intact during construction. The

There aren't just worms and cockroaches living down here!

Diary then reports several meetings in the secret room between


Witch is located 200 meters to the west. If the characters want to go north, Hagerty and what he believes to be the ghost of Mercy Booth. The
there is an 80% chance that they will discover Mercy's secret room within last entry then reports that Mercy wants him to bring his wife to the
1d3 hours. Those who turn east or west have a 45% chance of passing next meeting.
Mercy's cellar within 1d4 hours. If they are oriented south, there is a 10%
chance that they will come across the cellar within 1d6 hours.

d The area beneath the witches' burial site is reached via a relatively
straight branch tunnel that branches off from the main tunnels.

For every hour that the characters spend in the tunnels With the help of the Hidden Ones , it becomes clear that there are
, there is a 35% (non-cumulative) chance that they will encounter 1d3 ghouls. 12 shattered coffins here. The 13th
Mercy Booth's coffin is missing. Mercy's grave is accordingly empty.
The information in the previous paragraph is primarily intended as a
guide for the game master. Of course, instead of rolling the dice, the game d A quarter mile north of the cemetery is

master can simply devise an exciting walk through the dark tunnels, which There is a heavy oak door built directly into the tunnel wall. It leads

he designs as he sees fit. As further elements of suspense, the game into Mercy's cellar, is locked and can only be opened with brute
master could, for example, have the ghost of Mercy Booth appear as he force (ST against ST 14; two characters can also combine their
disappears around a bend, or they come across the half-eaten corpse of a strengths).
man who, as they remember, was reported missing a few days ago.

No matter what encounters the game master includes, the tunnels, which Mercy Booths Keller
are full of shadows and eerie noises, should scare the players.
The secret room
The ghouls in the tunnels are afraid of Mercy Booth because she is so This room is Mercy Booth's private chamber, which not even the members
magically powerful. If a character has mastered the Contact with Ghouls of her circle knew about. It has a floor, walls and ceiling made of stone and
spell , the
Characters communicate with the ghouls and is barely furnished. Near the door to the Ghoultun
Although the ghouls will be able to In the middle of the room lies an open, empty coffin of the cheapest quality.
not help against Mercy, but at least the ghouls could agree to act as guides A human figure, dressed in brown robes, sits with its back to the viewer at
for the characters through the labyrinth of corridors. a table in front of a wall covered with strange lines and arcane symbols.

You can learn more about ghouls in the Game Master’s Guide.
The stats of a typical ghoul can also be found in the appendix. The door that leads into the ghoul tunnels is locked and can
only be opened with a Strength check ST against ST 14.

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The door in the west wall opens without problems in to take over bodies and to drive away or eliminate the intruders with
the neighboring mosaic room. If you look closely at the coffin, you will magic. Their values are

find the inscription on the lid: “M. Booth can be found in the appendix.

1692” which was burned into the wood. The magical gate on the back wall can be identified as such by the
When the characters walk around the table to take a closer look at the Cthulhu Mythos . It is automatically recognized by people who have
figure at the table, which does not move or react to anything, they find mastered the spell Create Gate . Anyone who steps through the gate
that it is the mummified corpse of an ancient loses 3 magic points and 2 points of STA. They are transported to the
City of the Elder Beings in Antarctica, many millions of years into the past.
woman sitting on the chair. The face is The cost of using it is only so low (illegally) because the gate was created
horribly distorted, the dried-up tongue protrudes from the mouth and the by Nyarlathotep himself for Mercy Booth. Hardly any mortal would
head hangs at an unnatural angle due to the broken neck. The bony normally be in
hands rest on a small black book lying on the table.

able to set up such a gate.


Next to the book lies a rolled-up animal skin with writing on it. A
medicine roll reveals that it is human skin. The Mosaic Room
In 1892, workers discovered this room while they were demolishing Lyle
The scribble on the skin can be identified as that of Mercy Booth. A roll of Street. The walls and ceiling of this room are covered with
the English dice reveals that the scroll is a contract between Mercy Booth
and the ghouls, dated 1692. The ghouls agree to bring Mercy Booth's covered in a mosaic that shows strange swirls of incomprehensible
body to the secret room immediately after her burial. In return, Mercy colors. Rusted torch holders are attached to the walls. On one wall, the
Booth promises the ghouls to deliver certain people they desire for sewer pipe comes through the ceiling, runs along the wall and disappears
themselves. into a corner. Sewage drips from several cracks in the pipe. The horribly
smelling liquid covers the floor to a height of about 10 cm. Anyone
entering the room must pass a CONx5 roll to avoid being incapacitated
by nausea with vomiting for 1d10 minutes.
If the body is touched or moved (including the
Pulling the book away is enough), Mercy automatically notices this and
comes over to her old

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The devil's pact
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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

There aren't just worms and cockroaches living down here!

Mercy Booth's body rises...

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The devil's pact
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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

time traveled, nor where they are.


From the characters’ perspective, they find themselves in a
The little black book oppressive room made of enormous stones placed one on top of the
other without any joints, which at first might make you think of Inca
If the characters manage to get hold of the book, they discover that architecture. However, the stones are decorated with horizontal engraving
it is Mercy Booth's diary. The witch's scrawled handwriting is difficult bands that are almost a meter high. One band always alternates with
to read, so geometric patterns, the next above engravings, the one above that with
patterns again, and so on. The room is about six meters high, but
successful reading requires a throw in English . The first section of otherwise measures only about 5x7 meters. The engravings show strange
the book deals with barrel-shaped beings that are apparently at war with squid-fish-like
deals in detail with the disgusting worship of Nyogtha by her circle. creatures.
Children were also sacrificed during the rituals. The later the entries
in the diary, the more confused the witch's writing becomes. The last
entries are then just crazy scribbles from which one can guess The gate on this side is painted on the north wall, which leads back to
Mercy's secret room. On the opposite side of the room there is a passage
that is about two meters wide and 3.5 meters high. You can see that the
that the witch probably wanted to use the services of the Elder Beings, passage opens onto a balcony and dark spires loom in the distance in a
although the purposes remain unclear. The book describes at least hazy sky. Next to the passage to the balcony there is a strange object
made of a silvery metal that looks like a gun.
understandable way two magical rituals, Contact with Elder Beings
and Create Gate, which can be learned with a roll of INx3 (each).
Reading the book takes two hours.

costs 1d6 STA and brings an increase of +2% to Cthulhu Mythos. With a Cthulhu Mythos roll, the characters know that the barrel-
shaped creatures on the engravings are Elder Beings; a second such roll
reveals that
that the other creatures are apparently Cthulhu’s star

If you take a closer look at the mosaic walls, you will discover a red Those who understand this and study the engravings receive 3% Cthulhu
inscription that runs around the entire room like a belt. It is Arabic Mythos and lose 1d3 STA points.

Arabic writing that can be deciphered as a magical ritual with a roll of The metal object is a shoggoth driver, which is used by the Elder
Arabic : Call/ Drive away Nyogtha. Beings to keep the unruly creatures in check. With a roll of INx3, a
The spell can be learned with a roll of INx5. character recognizes that it is
With Detect Hidden Things , the characters discover a secret door in
the east wall (assuming they haven't just come through it anyway). This a type of electrical weapon and how to use it

can be opened from this side with a roll of GEx5; behind it lies the secret Unfortunately, this driver has been damaged and does not work.
room. However, it can be repaired with an hour of work and a successful roll for
Electrical Repairs and Mechanical Repairs .
When the sewage is removed, the characters discover that there is
an iron plate in the middle of the floor that has a diameter of 1.80 meters.

With a crowbar or other suitable object, it can be lifted with a Strength test The balcony
of ST against ST 24 of the plate (two people can combine their strength). From here the characters can see for the first time

Beneath lies a shaft that leads into the earth's interior. A stench that is that they are in the middle of a gigantic city made of stone. They are
much worse somewhere high up on
a balcony. Looking into the depths you can

than that of the sewer, rises from the depths. You can't see the ground because it's covered by a grey veil of mist. But
At the foot of the shaft lies a gigantic cave complex that stretches for somewhere down there there seem to be streets, from which strange
kilometers and branches off into numerous slime-covered side caves. If whistling noises can be heard. In the distance, other huge buildings rise
the characters explore the caves of Nyogtha (for this entity, see the Game out of the mist, with towers connected by gigantic bridges. Here and there,
Master's Guide) , they leave the area described in this adventure and the the tops of palm trees and huge ferns rise out of the mist on the ground.
Game Master can improvise freely.

The balcony is made of the same stone as the

Rest of the building. A low railing surrounds it.


The City of the Elder Beings There is a decorative metal railing on the railing. This is decorated with
small metal statues.
The goal area One of them is missing; it is obviously the copy that Professor Hagerty
When the characters enter the gate into Mercy's secret room, they come had taken with him.
out through the gate on the north wall of the gate room in the City of the A second passage leads from the balcony into another room in the
Elder Ones. Of course, they do not know that they are entering through building.

the

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The devil's pact
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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

The living space


This is Mercy's living room. It looks almost identical to the gate room, but

Schoggoth Driver there is a straw sleeping mat on the floor in one corner. There is also a small
stone table with a small box
This is a long, thin metal device. An indicator on the side shows that the weapon contains
20 charges. No technology known to the characters can recharge the device after the on it and a staircase leading down.
charges are used up. Inside the box is an Elder Sign carved into a small stone.

Shots per round: 1 Next to the table stands Mercy Booth in her human form (assuming she
Damage: 4d8 has not already been defeated) and three Elder Beings, one of whom is armed
Grundchance: 15% with a chocolate goth driver. They will not hesitate for a moment.
Range: 20 Meter

Hit points: 8 to overpower the intruders. Their stats can be found in the appendix. Mercy
Malfunction: -
may already know who she is dealing with and flees the room via the stairs
while the Elder Beings hold the characters back. No matter how the fight
ends, the Elder Beings will destroy the gate and thus prevent anyone from

At some point on the balcony, a huge pterodactyl-like creature with leathery escaping the city and especially this time. The trip back through the gate
wings suddenly comes flying around the corner of the building. As it flies past costs

the balcony, it lets out a piercing scream. Then it turns and disappears into the

again 3 magic points and 2 points STA.


Mist. The creature carried a huge block of stone in its claws. The Elder Beings are allies of Mercy Booth, but only by force because
Nyarlathotep wanted them to be. They are tired of her presence in the city and
This experience and the realization that they are probably in no known
place on earth cost the characters 1/1d6 STA. With a roll on Cthulhu Mythos, are not very enthusiastic about the gate to their city. They will not turn against
the characters can at least guess that they Mercy, but will destroy the gate (which will then no longer work from the
other side either) if they fear that too many people will come into their world.
find themselves in a city of Elder Ones (but still don't know where or when), They hate people
and with a Natural History roll they know that, given the animal they saw, they
are probably somewhere in the distant past. not, but will fight all intruders into their city.

If the characters manage to leave the room via the stairs, they will enter
If the characters on the balcony are too loud, the fantastic and strange city of the Elder Beings. The further
you can hear them in the adjacent living room.

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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

The game master would have to improvise what happened in who the characters know, for example one of them, the characters should
the city. Find out more about the Elder Beings and their city not initially notice what has happened. In her new body, Mercy acts as if
in the campaign “Mountains of Madness”, which is published something had tried to take possession of her, but she had fended off
for the Cthulhu role-playing game by Pegasus Press . the attempt. She then acts as if she is exhausted and therefore cannot
answer any more questions. She has none of the knowledge of the person
who has taken over her, and
Mercy Booth's goals and
method Of course, I don't know how to drive a car, etc.
If Mercy believes that everything is going to hell, she will summon
Mercy has enough magic points to destroy one or more of the characters. Nyogtha out of revenge and unleash her on the characters and Salem.
She fears She only does this if she believes she is lost, because she knows that this
However, she is afraid of being discovered and therefore acts largely will most certainly lead to the discovery of her secret room and its
passively. If her mummified body is destroyed, she can no longer cast destruction. If Mercy actually succeeds in unleashing Nyogtha on Salem,
magic in our world, which also means that she cannot transfer her spirit it costs the characters 1d10 points of STA, because they realize that it
into a new body. The destruction of the gate to the City of the Elder
Beings would mean that she would either remain trapped in the city or
have to remain in our world as a spirit. She will therefore, under all It was their actions that caused this catastrophe.
circumstances,

try to keep their secret room secret.


Her main goal is to find a new, suitable body that she can take Rewards
possession of and with which she can once again remain permanently in
our world. Eliminating Mercy Booth restores 1d10 points of sanity to each character.
She would prefer a young and healthy woman, but if she has to fear that If they just destroy the gate and trap her in the City of the Elder Ones,
she could be destroyed, they only restore 1d6 points of sanity.

she will also try to take over any body she wants. In the event that she
takes over someone,

Attachment

1. Data and values

Mercy Booth in human form fragile; she uses a walking stick to walk. Mercy only fights with her
(in the City of the Elder Beings) magic and carries no weapons. Mercy has lived in the City of the
ST 8 OR 12 GR 9 IN 16 MA 25 Elder Beings for a long time and is determined to
GE 12 ER 3 gS 0 BI 28
Hit points: 11 our world. For this purpose,

Attack: - (fights only with magic) she is looking for a suitable body that she can take over. A young
Armor: No and attractive woman with a low MA would be fine with her. She
Skills: Astronomy 85%, Cthulhu Mythos is afraid that the takeover attempt could fail because in that case
45%, historical knowledge 40%, listening 50%, her mind would be lost forever.
Mother tongue (English) 65%, Natural Sciences 85%,
Occultism 90%, Recognizing the hidden 60% Therefore, she proceeds very slowly and carefully and waits for
Spells: Elder Sign, Summon/Bind By-akhee, Summon/Bind the right opportunity.
Rushing Horror,
Create Gate, Consciousness Transfer*, Contact with Elder Beings,
Contact with Ghouls, Contact with Nyarlathotep, Call Nyogtha*, Mercy Booth as blue mist
Telepathy*, Wither, Voorian Sign. In our world, Mercy’s spirit appears as a slightly glowing blue mist
of GR 2. In this
*
= see separate description in the appendix In this form, she cannot communicate, cast spells, or affect
Description: Mercy can only take on her human form in the physical objects. She can only move around and listen. She can
distant past, namely on the other side of the gate. She appears slip through small openings, such as a crack in a door, but cannot
here as a hunchbacked old witch with long, twisted clawed pass through solid matter. Stability loss for seeing Mercy as a blue
hands with disgusting, mist is 0/1d6 STA.

dirty fingernails. Her voice is rough and

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The devil's pact HP Lovecraft’s Cthulhu — the role-playing game

Mercy Booths Zauber


Mercy Booth
as Undead Mercy Booth has some rituals and variations of rituals
ST 8 OR 20 GR 9 IN 16 MA 25 that are only known to her and that she learned from
GE 6 ER 0 gS 0 BI 28 Nyar-lathotep herself. These are presented below.
Hit points: 15
Attack: - (fights only with magic)
Armor: The mummified corpse has a natural armor of 4 points. All
critically striking weapons only cause minimal damage
Summon
Just singNyogtha:
Mercy for oneTo summon
minute and spendNyogtha,
one magic point.
Nyogtha will then crawl out of the shaft under the mosaic room with a

However, their body burns very well and takes double damage from fire 100% chance of success.

sources. In addition, the body continues to burn on its own, costing 1d6
points per round until it is destroyed.

Magic: As in her human form Consciousness transfer:


Game Master's Guide The
, but with the magic
following works
special like in
features:
Loss of stability: The sight of the animated corpse Observers of the fight between Mercy and her victim notice two clusters
nams costs 1/1d8 points STA. of bubble-like mist emerging from the twitching bodies and then re-

Description: Mercy can also take possession of her old, dead body in entering them. If Mercy wins, her spirit leaves her desiccated corpse and

order to perform magic or communicate through it in our world. occupies the new body, while the victim's spirit is transferred to the
mummified body. The victim is now in Mercy Booth's undead body, which
not only costs the usual 1d20 points of STA, but an additional 1d10 points
of STA for the particularly gruesome experience. Most victims go mad
after such an experience. Observers of the scene lose 0/1d6 STA.
Typical
Ghoul

ST 17 KO 14 GR 12
IN 11 MA 15 GE 14

Movement range: 9
Hit points: 13
Schadensbonus: +1W4

Attack:
Telepathy:
to be used Mercy spends
for a period one magic
of five minutes with a point,
– Claws 30% within a radius of 1.5 kilometers to contact
Damage 1d6+Sb The spell can be recast to repeat the contact. She cannot
– Only 30%, hear the thoughts of the person concerned, but she can
Damage 1d6 + bite speak to the person. She usually leaves cryptic clues or
Armor: Firearms and projectiles only do half (rounded up) damage. gives instructions.

Skills: Digging 75%, Listening 70%, Climbing 85%, Sneaking 80%,


Jumping 75%, Hiding 60%, Detecting Hidden Things 50%, Smelling
Decay 65%.

Loss of stability: The sight of a ghoul costs

0/1d6 stability points.

Typical older
being

ST 42 KO 23 GR 30

IN 15 MA 11 GE 17

Movement range: 8/10 flying

Hit points: 27
Damage bonus: +3d6

Attack:

– Tentacles 40%, damage half damage bonus

gen wrapping

– Schoggoth Driver (only one of the

Being) 40%
Damage 4d8

Armor: 7 points of skin.

Skills: Sneaking 30%, Tracking 25%.


Loss of stability: The sight of an Elder Being

costs 0/1d6 stability points.

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3. Handouts

Devil's Pact Handout #1: From Amy Hanover's


Hanover’s Notebook
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Devil's Pact Handout #2: Amy Hanover's Magazine Article on Witchcraft
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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact

Devil's Pact Handout #3: Newspaper article from the Salem Globe from July 1892

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