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The
Devil's PactAn adventure in the 1920s
by Keith Herber, translated by Frank Heller
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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact
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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
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.
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.
to draw attention.
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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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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 only way to get Salem’s medical examiner, Dr. Sarnowski, to talk is easily found in the local phone book.
Historical Society
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HP Lovecraft’s Cthulhu — the role-playing game The devil's pact
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.
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
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.
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.
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
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
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
d The mosaic writing on the wall of a (not further defined) secret room
is medieval Arabic and represents a prayer to a god.
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.
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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
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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
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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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,
she will also try to take over any body she wants. In the event that she
takes over someone,
Attachment
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.
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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.
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.
Typical older
being
ST 42 KO 23 GR 30
IN 15 MA 11 GE 17
Hit points: 27
Damage bonus: +3d6
Attack:
gen wrapping
Being) 40%
Damage 4d8
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3. Handouts
Devil's Pact Handout #3: Newspaper article from the Salem Globe from July 1892