CoC - Adventure - 1945,60,90 - Delta Green - Verboten Operation Faust
CoC - Adventure - 1945,60,90 - Delta Green - Verboten Operation Faust
Operation: FAUST
Introduction:
This scenario kicks off a three part story which is basically a “what-if” scenario –
what if humanity tried to use and enslave the mythos, what if the terrible magic of the
Great Old Ones was discovered and utilised by mere humans? This first scenario details
how the secrets of the mythos fall into the hands of those willing to use them. It takes
place in early Spring, 1945, in Germany. The Third Reich – specifically, the SS and
Operation: WEREWOLF – intend to use dark magics to drive back the advancing Red
Army.
The second scenario, A Spectre is Haunting Europe will take place in the 1960s,
when cold war sorcerers duel for eldritch lore in the shadow of the superpowers. The
final scenario, Inauguration, describes what happens when man brings the stars to
rightness.
Although the plan is to do three linked scenarios, the players are not linked into a
strict plot. If your players manage to derail my story and come up with a better solution,
run with that. Let their actions, their heroism, determine if humanity will take the
poisoned chalice of Cthulhu and his space brethren.
Backstory:
It’s February, 1945. The defences of the Reich are crumbling. From the east,
Stalin’s armies sweep in. As the eastern front collapses, Hitler orders the activation of
Operation: WEREWOLF, a last-ditch effort to destroy the enemy by unleashing the alien
powers of prehistoric entities. The American ONI (Office of Naval Intelligence) and the
various spies and agents operating inside Germany have managed to uncover something
of the plot. The defection of an SS officer, Erik Janson, spurred ONI and its secret occult
branch, DELTA GREEN, into action. Janson told British Intelligence about a series of
experiments at the so-called Black Monastery of Toberg. Janson’s details were sketchy,
but convincing enough to justify a mission to stop WEREWOLF’s activities.
Two partisans living near the Black Monastery were contacted by ONI, and told
to study methods of getting a team in. A squad of elite agents will parachute in behind
enemy lines, link up with the partisans, and eliminate the SS officers in the monastery.
Characters:
• Captain George Ellis: one of the best tacticians in the US Army, Ellis led a platoon
into Flanders on D-Day. He was injured in the battle, and transferred to ONI while he
was recuperating. He’s eager to prove that he’s the best of the best.
• Sgt. Al Blank: Ellis’ right hand man, Blank’s a veritable killing machine. Part of this
is due to the injured and comatose Insect from Shaggai sitting in his brain.
• Lt. Elijah Snow: A top parachutist, commando and sniper, Snow’s been on four
missions behind enemy lines. He’s a Delta Green agent.
• Lt. Alistair May: A British spy and agent. His superiors insisted May go along on
the mission as a condition of the British handing over Janson’s information.
Timing:
Getrict, the SS Commander at the Monastery, intends to use the dark magic of the
Necronomicon to awaken a Great Old One called Th’rygh and have it destroy the
advancing Red Army. He’ll do this after two and a half hours of game time has elapsed.
Keep track of time, and if the characters haven’t stopped Getrict when time’s up – well,
it’s all bad for the Russians.
Al Blank and the Insect from Shaggai: The comatose alien insect inside Blank’s brain
gives him his incredible accuracy and a taste for sadism. This subplot isn’t required for
the scenario, but if the game is dragging and you want to shake things up, you can have
the magics of the monastery begin to awaken the insect.
The insect is immensely intelligent, but lost chunks of its racial memory when it
was injured. It can sense the mental activities of humans, and can whisper fragments of
the thoughts of others to Blank. It might also want the Book for itself. It’s not capable of
fully controlling its host, but it can certainly threaten to take over. (If the insect wants to
override Blank’s wishes for one round, it’s got a 40% chance of success)
2. The Lodge
Maria has the location of a small hunting lodge hidden in the forest on her
character sheet. It’s likely the characters will hide there to recuperate. The lodge is deep
in the woods, and the paths leading to it are fairly overgrown. If any of the characters are
injured, there are medical supplies which restore 1d3+1 hit points.
The characters will probably share information at this point. Both Maria and von
Almich have “what you know about the Black Monastery” sheets. The obvious thing to
do is sneak into the monastery, but the PCs may also want to visit Toberg.
German patrols sweep the area around the monastery, and the town is partially
occupied. Most of the troops in the town have been moved to the front.
3. Toberg
The town’s main economies are woollen mills and some iron mining. Most of the
buildings are fairly old-fashioned and dark, decaying gambrel roofs nestled amid the
overhanging mountains. The townsfolk have living in the shadow of the monastery for
centuries, and have learned not to speak of it. One notable feature in the centre of the
town is a statue of a cowled, staff-bearing monk, trampling a dragon underfoot.
There are three dozen soldiers, and half as many officers and staff, protecting the
outer monastery and the town, and patrolling the surrounding woods and foothills. Half
the soldiers will be on duty at any time. Of these, five will be off in a jeep driving around
the woods, and another five will be manning the gates of the monastery. Another five will
be in the town hall. The last three will be patrolling the streets of Toberg.
In the town hall is the local command post. The commanding officer, Spittzler, is
increasingly terrified of the goings on at the monastery, and is trying to keep his troops
away from it whenever possible. A single supply truck visits the monastery once a day, in
the morning. Increasingly, it’s been loaded with meat. It’s possible to sneak onto or storm
the truck, and use it to get into the courtyard of the monastery.
4. The Church
The cathedral at the heart of Toberg overlooks the town hall. It’s around three
hundred years old, and has been boarded up to protect the stained glass windows from
being damaged in bombing raids. The building of the cathedral was sponsored by the
Black Monks, and there are a few unusual pieces of décor which reveal this. For
example, the stations of the cross include several scenes of monks laughing at the
crucifixion. One monk appears in all but two of the pictures. In the second last picture, as
Christ’s corpse is being prepared for burial, the monk stands in front of a wall in the
background, reaching up as if to touch one of the blocks in the wall.
An idea roll reveals that the wall in the picture exactly matches the pattern of
stones in the floor below. The small stone which the monk is pointing too can be
removed, and inside is a small lever which can be moved to any of the cardinal compass
points (N, NE, E, SE, S, SW, W, NW). Next to this is a gravestone, which reads in latin
“HERMES, AS BLESSED BY THE DEAD FISHER KING AS HE IS GREAT.” This is
a reference to Hermes Trisgestimis, Hermes Thricegreat. The lever must be moved to
trace the shape of the cross three times. If this is done, the catch is released, and a larger
block can be pushed down to reveal a trapdoor.
This trapdoor leads to a narrow, dust-choked passageway, which goes under the
church, along a section of the sewers, and then to a narrow spiral staircase that ascends
steeply. Halfway along the staircase is a trapped step – if any weight is placed on this, an
iron ball is released at the top of the stairs, and it bounces down. Spot Hidden is required
to see the trap or a halved Dodge is needed to avoid the ball. If it hits a PC, it does 1d6+2
damage.
The staircase ends in the southern cellars of the monastery (beneath area 15).
5. The Monastery
Much of the monastery is abandoned and collapsed – the number of monks has
decreased over the years, and many were executed by the Nazis during Hitler’s purge of
occultists and during the early years of the war.
The monastery is arranged as a large square surrounding the Chapel. The south
and eastern sections are uninhabited – by anything human, anyway. The monks keep to
the western part of the complex, and the Nazis have occupied the courtyard and the
northern buildings. They’ve strung electric lights powered by a diesel generator in the
courtyard throughout their section of the monastery, and put up some Wolfenstein-style
Nazi regalia, as well as SS and runic symbols.
Guards: There are half a dozen SS guards left in the monastery. They’re all in the
refectory (area 8), and will only investigate any obvious signs of intruders, like gunfire or
American voices. The rest of their unit has gone off to the ritual site at Kursk, and
they’ve been left alone in a haunted monastery. They won’t leave the safe environs of the
refectory unless they have too.
Monks: all the monks are in the western monastery. See below.
Monsters: The only creatures that will pursue the characters are the three (or less, if any
were killed in the first attack) Byakhee living in the bell tower (13). They’ll swoop down
and carry off anyone crossing the courtyard (around the chapel, area 16).
Monastery Key:
1. Altar
2. North Church
3. Western Gate
4. Monks’ chambers
5. Garage/stables
6. Barracks
7. Kitchen
8. Refectory
9. Commander’s room
10. North passage
11. Library
12. Generator
13. Bell Tower
14. Well
15. Ruins
16. Chapel Perilous
5.1. & 5.2. The Altar in the Dark Church
This is the lesser church in the monastery - the Chapel Perilous which was
summoned out of space-time became the main focus of worship after the 16th century. In
comparison to that eerie, alien structure, the Dark Church is almost comforting. The
geometries are thankfully normal, and the walls are made out of ordinary stone. The
stations of the cross are painted on wooden carvings around the walls, but seem to mock
the crucifixion. The crowd jeer at the figure carrying the cross, and trip him when he
falls. For some reason, he seems to be buried at sea in this set.
Behind the altar is a magnificent painting of the Last Judgement. Christ is veiled
in this picture, and the people being thrown into hell can be identified as various popes
and political leaders with a successful history roll. The altar itself is (unsurprisingly)
encrusted with a reddish-brown substance.
The SS have stored equipment, including ammunition and some drums of diesel
fuel, in the church. A guard checks on them every hour, to make sure they haven’t been
disturbed by anything. There is a considerable amount of explosive material here, enough
to bring down much of the monastery (if not the chapel).
5.7. Kitchen
It’s a kitchen. It doesn’t even have any weird unidentifiable chunks of dead meat
–it was scrubbed and disinfected by the Nazis.
5.8. Refectory
The monks once ate here. Now, half a dozen rather scared SS officers cluster
around a dying fire and a wireless tuned to the BBC. There’s almost no question of the
German officers talking with the PCs, but in case they do, the lieutenant in charge is
named Hausgrofr. He’s been ordered to defend the monastery against all reasonable
opposition, but he’ll interpret any use of magic as “unreasonable opposition”, and retreat.
Crossing the floor of the Chapel to look at the stations or explore the various
nooks and crannies is easy enough. Approaching the altar is more difficult. The
Chapel is outside space and time. Anyone who tries to approach the altar should be
told that they somehow know that it’s many million years and an unthinkable distance
(trillions of light years) away. It is possible to walk to the altar, but the character is
aware that each step takes them forward a horrifying distance. Outside the Chapel,
the world flashes away and dies, mountain ranges rising and falling like waves. After
a few steps, a sickening red light shines through the dark windows – the sun has
swollen obscenely, grown to a hideous red giant star. Another step, a wave of heat,
and the only light is that of dead stars.
Sanity loss for the walk to the book is 1d10/1d20. Freak the players out with this
scene.
The Necronomicon:
It sits on a cloth on black altar. The cloth is embroidered with the Latin message
“Here Until The Beginning Of The End, Here The Beginning Of The End”. The book
is a large and heavy, bound in leather and written in an angular Gothic print that
seems to crawl slightly. Numerous bookmarks and notes have been inserted into the
book, all with neat German handwriting. Skimming the book costs another 1d10
SAN.
The book is open to the Ritual of Th’rygh (see handout 4). Th’rygh is a minor
Great Old One who happens to be sleeping somewhere near where the advance forces
of the Red Army are now. The commander of the SS at the monastery, Getrict,
intends to use the spells from the Necronomicon to awaken the monster and have it
destroy the Russian army. The first spell on the handout will irritate the monster, and
can be used by the PCs to have Th’rygh eat Getrict and co. The second spell can be
used to awaken or quell the monster.
Since the Necronomicon was placed here in the Chapel, none of the monks or
Nazis have been able to remove it. The dark attentions of the Outer Gods hold it
there. The characters, however, can freely take it with them. It’s got lots of nice
spells in it.
7. Decision Points
At this point, the characters should have retrieved the Necronomicon from the
Chapel and may know about Getrict’s plans. They may choose to either retreat back to
Allied lines, or to stop Getrict. It’s also fairly likely that the characters start turning on
each other at this point, fighting for the book.
Allied Lines: About two hundred miles of Germany are between the monastery and the
nearest American forces. The Russians are slightly closer, but the characters are still a
long way from home. Maria can probably hide them in the village for a few days, and
then they can cut across country. If the players choose this option, and the whole group
agrees, then fast-forward to the Allies arriving in Toberg, and let the players decide what
they’re going to do with the Book. Of course, this also results in the Russian army getting
eaten by Th’rygh, and Getrict and Himmler now have time to unleash far worse magics.
Germany is too far gone to win the war, though, and the Allies will eventually
win. The really important thing is the ultimate fate of the Necronomicon and the rest of
the SS’s occult research. As the events and history of the monastery have shown, the
Mythos is a corrupting influence. See wrapping up, below.
The Gate: Getrict has created a Gate to Kursk (location 10 in the monastery map). The
characters can use this Gate to get to Kursk in time. They can also try to alter the Gate to
transport them to London or some other safe location. The latter requires a successful
POWX2 roll. If they fail, give them a luck roll. Success means the Gate is now
inoperative. Failure means the Gate goes…elsewhere, and anyone passing through it is
killed.
9. Wrapping Up
Assuming at least some of the characters survived, they’re now in possession of
the most powerful grimoire in the world, at a time when the power of the Great Old Ones
is rising. The real question is what do they do with it. The best and most heroic option is
to destroy it. They may also choose to return it to their respective commanders, or keep it
for themselves.
Take note of the players’ answers, and note them on the scoresheets. The most
popular response will determine how later scenarios go.
Appendix 1:
STATS
3 Horrible Byakhee
STR CON SIZ DEX POW HP
#1 20 12 24 14 12 18
#2 16 14 16 12 11 15
#3 15 12 15 16 13 14
San Loss 1/1d6 2 points of armour
Claw 35%, damage 2d6
Bite 35%, damage 1d6 + 1d6 STR lost
Getrict
Str: 8 Dex: 11 Con: 8 Siz: 12 Int: 17 Pow: 18 Edu: 20 HP: 10 San: 0
Skills: Occult 70%, Cthulhu Mythos 20%, Thule Society Stuff 60%, Rant About The
Aryan Destiny 40%, Diabolical Chant 30%
Weapons: None
Spells: Call Th’rygh, Call Azathoth, Call Yog-Sothoth, Contact Cthulhu, Contact Deep
One, Summon/Bind Byakhee, Flesh Ward, Withering, Voorish Sign, Elder Sign
Appendix 3:
It’s the closing stages of the Second World War. Four of the characters are part of
the Allied armies, and are about to be parachuted in to destroy a Nazi occult research
team located in a monastery. The other two PCs are German partisans opposed to the
Reich. The characters are:
• Captain George Ellis: one of the best tacticians in the US Army, Ellis led a platoon
into Flanders on D-Day. He was injured in the battle, and transferred to ONI while he
was recuperating. He’s eager to prove that he’s the best of the best.
• Sgt. Al Blank: Ellis’ right hand man, Blank’s a veritable killing machine. Part of this
is due to the injured and comatose Insect from Shaggai sitting in his brain.
• Lt. Elijah Snow: A top parachutist, commando and sniper, Snow’s been on four
missions behind enemy lines. He’s a Delta Green agent.
• Lt. Alistair May: A British spy and agent. His superiors insisted May go along on
the mission as a condition of the British handing over information.
• Maria Hensch: She’s co-ordinated resistance efforts in Germany. Several of her
friends were Jewish, and she began her battle against the Nazi party when her friends
were taken away by the Gestapo.
• Frater von Almich: a former initiate of the Black Monks of Toberg, he is aware of
the mythos, and wants revenge on the SS for stealing the lore of the monks.
The Nazi occultists are located in the Black Monastery, an ancient corrupted
monastery which possesses a copy of the Necronomicon. Several of the characters
want the dread book for their own ends, or have been commanded to acquire the
Nazis’ occult knowledge.
The scenario begins with the first four characters being parachuted into the
woods, and attacked by byakhee on the way down. Once the PCs have all met up,
they’ve got to find a way into the monastery. There’s a secret passage they can use, or
they can sneak in.
The monastery is centred on the Chapel Perilous. While exploring the monastery,
the characters can encounter various horrors, the last of the monks, and the few SS
officers and guards left. The commander of the monastery intends to use the power of
the Necronomicon to summon a sleeping Great Old One and defeat the advancing
Russian army.
The PCs have to find a way into the Chapel, get the Necronomicon, work out
what’s going on, and stop the commander before it’s too late.
Alistair May
PISCES Agent
Roleplaying Notes: If May were around in twenty years time, he’d see
himself as an occult James Bond. He tries to act suave, debonair and cool at
all times. He keeps his stiff upper lip in the face of danger. He’s never really
been tested in battle though – his fairly cushy job with PISCES means that
he’s been able to stay away from the front lines up until now.
The Others:
Captain Ellis: The CO of the mission. Good chap, apparently. You’re
theoretically under his command…
Blank and Snow: Muscle and firepower, respectively.
Maria Hensch: A German partisan, who’ll be signalling the drop zone to you.
Investigator Name: Alistair May STR: 14 DEX: 14 INT: 17 Idea: 85
Occupation: Intelligence Agent CON: 15 APP: 16 POW: 14 Luck: 70
Colleges, Degrees: Psychology, Cambridge SIZ: 13 SAN: 60 EDU: 20 Know: 100
Birthplace: Sussex 99-Cthulhu Mythos: 94 Damage Bonus: 0
Mental Disorders:
Parachuting: 50%
Bargain 30% Tactics: 10% Chemistry 10%
Climb 30% Conceal 30% Credit Rating 60%
Cthulhu Mythos 5% Dodge 40% Drive Auto 40%
Electrical Repair 20% Fast Talk 50% First Aid 60%
Geology 10% Handgun 60% Hide 40%
History 60% Jump 40% Law 10%
Library Use 50% Listen 60% Locksmith 20%
Machine Gun 40% Martial Arts 20% Mechanical Repair 20%
Medicine 60% Natural History 20% Navigate 20%
Occult 50% Operate Hvy. Machine 10% Persuade 60%
Pharmacy 15% Photography 15% Physics 15%
Pilot: Aircraft 60% Psychology 40%
Ride 50% Rifle 40% Shotgun 30%
Sneak 60% Spot Hidden 50% Submachine Gun 30%
Swim 30% Throw 20% Track 20%
Fist/Punch 60% Head Butt 30% Kick 50%
Elijah Snow
Lieutenant, Office of Naval Intelligenct/DELTA GREEN CLEARANCE
Roleplaying Notes: Elijah’s father promoted him and put a lot of weight on
his shoulders, and Elijah’s not sure if he can handle it. This is quite possibly a
suicide mission – even if the team stops the experiments in the monastery,
you’ll then have to fight your way home.
The rest of the team aren’t DELTA GREEN. They know nothing about
the occult or the monsters. It’s all going to be up to you.
The Others:
Captain Ellis: The CO. Apparently, he’s the best of the best. You just hope
that’s good enough.
Sgt. Blank: Ellis brought him in. He’s insane. A stone cold killer.
Alistair May: An English agent. One of the conditions of getting the
defector’s debriefing was that May could accompany the squad.
Maria Hensch: A German partisan, who’ll be signalling the drop zone to you.
Parachuting: 70%
Bargain 30% Tactics: 10% Chemistry 10%
Climb 40% Conceal 30% Credit Rating 40%
Cthulhu Mythos 5% Dodge 40% Drive Auto 30%
Electrical Repair 20% Fast Talk 20% First Aid 60%
Geology 10% Handgun 60% Hide 40%
History 30% Jump 40% Law 10%
Library Use 40% Listen 60% Locksmith 20%
Machine Gun 50% Martial Arts 20% Mechanical Repair 20%
Medicine 40% Natural History 20% Navigate 20%
Occult 40% Operate Hvy. Machine 20% Persuade 20%
Pharmacy 15% Photography 15% Physics 15%
Pilot: Aircraft 60% Psychology 0%
Ride 50% Rifle 90% Shotgun 30%
Sneak 60% Spot Hidden 50% Submachine Gun 40%
Swim 30% Throw 20% Track 30%
Fist/Punch 60% Head Butt 30% Kick 50%
Frater von Almich
You can still taste the blood. The twisting, impossible outline of that
thing is burnt into the back of your eyes, into the very meat of your brain.
The horror tears at your very reason, and if you linger on it for too long, you
can feel sanity slip away into the cracks. There are things out there, buried
deep in the rotting earth or out in the cold depths of space, things that
violate every natural law.
And once, they called you master.
For six centuries, the monks of the Black Monastery of Toberg have
guarded their greatest possession – the Necronomicon, the forbidden
spellbook of Abdul Al-Hazred. For six centuries, the monks have wielded the
terrible power of the book. Gods have been called down from the stars and
made to crawl and abase themselves before the Abbot.
On your 23rd birthday, you drank the Liao Draught and were initiated
into the Monastery. You wrote your name in the book of Azathoth and swore
the Unspeakable Oath.
A year later, the doors were shut in your face, and your legs and
manhood withered with a curse. You had refused the Abbot’s advances, and
he banished you from the order. You swore revenge, you swore that he and
the rest of the devil-worshipping monks would one day beg to serve you.
That was more than three decades ago. Now, doubtless, the other
monks retain their youth, preserved by their alchemies and spells, while you
have decayed. Your hatred has become all-consuming.
War, the petty wars of mortal man, but driven by a dark machine
hate, now rages across Europe. The monks have aligned themselves with the
reborn Templars of the Reich, so you have joined with the resistance. Now
the Americans and the English and the Russians have turned the tide against
the Nazis. Soon they will be here, in Toberg. Soon the Black Monastery will
be in their hands – and the Necronomicon will be in yours.
Your contact with the resistance tells you that the Americans are
sending soldiers to storm the monastery. Your hour is almost at hand.
Roleplaying Notes: Von Almich was a power-hungry and sadistic young man.
He desired to conquer the invisible realms that common men cannot even
perceive. His banishment from the Black Monastery poisoned and twisted his
life, and all he has plotted for decades is revenge. His powers are greatly
diminished, but he still has enough life left to guide his foolish Allied pawns
into the mouth of hell and steal back the Book that haunts his dreams.
The Others:
Maria Hensch: A political opponent of National Socialism, she has being
communicating with the Allies for over a year. She is blind to your true
intentions.
Your Magics: You still recall a number of spells from your days in the
Monastery. These are:
The Satanic Benediction: renders the invisible visible, and makes subsequent
magics easier.
Binding the Night Flyer: allows you to command the terrible Byakhee which
guard the monastery.
Puissant Armour of Hermes: Shields you from harm.
Requiem in the Abyss: summons up the dark, subconscious part of the soul
for counsel and prognostication.
Plaguesight: Inflicts a withering disease on anyone you look at.
The monastery was founded in the early middle ages, and initially was
faithful to the Christian God. A local noble repented on his deathbed, and
donated his possessions and estates to the monastery. Amid his books was
found a copy of the Necronomicon.
Within a year, the monastery had fallen to the dark arts.
Careful bribes and the occasional summoned assassin shielded the
monks from the attention of the Inquisition. For six centuries, the Black
Monks of Toberg have used the powers of the Necronomicon to delve deep
into the forbidden mysteries of the Outer Gods.
Physically, the monastery has expanded greatly since its foundation.
Most of the buildings have been renovated or rebuilt, and a network of
tunnels and dungeons have been dug into the mountain below. You know there
is a secret passage which spirals all the way from the monastery to the
church in Toberg.
The monastery is centred on the Chapel Perilous, which is forbidden
to all the monks below the rank of Adept, a level you never reached. Legend
says the Chapel was summoned out of the depths of the far future, from a
time after the annihilation of humanity. The Necronomicon is kept in the
Chapel. The doors are kept locked. You also know the library is defended
somehow by a set of magical books called the Graphica.
The monastery has numerous occult defences. The corpses of failed
initiates are kept in the vaults below, and are enchanted to rise up and
destroy invaders. There are starbeasts known as Byakhee roosting in the
belfry, and there are magical traps for outsiders scattered throughout the
buildings. The monastery is a temporal as well as a spiritual fortress.
Al “Shaggy” Blank
Sergeant, US Marines
When you were three years old, your folks brought you on vacation to
England. You remember running off into the woods. Something flew at you, a
big bug, all wings and mouths. It landed on your face, you felt it sliding
through your skull. You panicked, screamed, ran blind, and smashed head-
first into a tree. Blood. Pain, Bruises…but no bug. It was just a product of
your fear.
That was the last time you felt fear.
That was nearly the last time you felt anything.
You joined the army. You discovered you’re perfectly suited for killing
people. It gave you a dim, distant thrill, the only emotion you ever seem to
feel. You’re a prodigy of the battlefield, able to react faster than anyone
else. Inhumanly fast and accurate. Inhumanly uncaring.
At Flanders, your commanding officer was shot. You stood over his
bleeding body and fired into the blinding smoke. Every shot hit.
Now you’re in a plane over Germany, with that commanding officer.
There’s some secret Nazi weapons factory in a monastery, and you’ve been
ordered to take it out.
Easy. Soft targets. Yielding bloodrich flesh.
And something stirs and twitches in your head.
The Others:
Captain Ellis: Your CO. A good officer. Concerned a bit too much with his
reputation.
Lt. Snow: A sniper and parachutist. Something about him irritates you,
gives you headaches.
Alistair May: This mission started with information from the English. May’s
one of their men, who’s supervising the mission. Ellis is in command, though.
Maria Hensch: A German partisan who’s your contact on the ground.
Investigator Name: Al Blank STR: 17 DEX: 22 INT: 8 Idea: 40
Occupation: US Marines CON: 18 APP: 12 POW: 12 Luck: 60
Colleges, Degrees: None SIZ: 17 SAN: 60 EDU: 14 Know: 70
Birthplace: Queen, NY 99-Cthulhu Mythos: 94 Damage Bonus: +1d6
Mental Disorders:
Parachuting: 50%
Bargain 30% Tactics: 30% Chemistry 10%
Climb 40% Conceal 40% Credit Rating 20%
Cthulhu Mythos 5% Dodge 60% Drive Auto 30%
Electrical Repair 20% Fast Talk 40% First Aid 40%
Geology 10% Handgun 80% Hide 40%
History 20% Jump 40% Law 10%
Library Use 20% Listen 50% Locksmith 20%
Machine Gun 80% Martial Arts 30% Mechanical Repair 20%
Medicine 30% Natural History 20% Navigate 20%
Occult 20% Operate Hvy. Machine 20% Persuade 20%
Pharmacy 15% Photography 15% Physics 15%
Pilot: Aircraft 30% Psychology 0%
Ride 50% Rifle 70% Shotgun 30%
Sneak 60% Spot Hidden 50% Submachine Gun 80%
Swim 60% Throw 50% Track 30%
Fist/Punch 70% Head Butt 50% Kick 50%
George Ellis
Captain, Office of Naval Intelligence
Your wound still aches, but the quicksilver thrill of being back in
action flows through your veins. The Flanders beach where you were shot is
hundreds of miles behind you, in the darkness. Stupid, sloppy. Your
deployment was perfect, your troops storming the coast with ferocious
precision. Then a shot in the dark, and you’re down, blacking out, in red sand.
By the time you’d recovered, the tide had turned. France is liberated,
and the Germans are retreating. You felt like you’d missed your destiny. Ever
since you gained your officer’s stripes, you’ve felt like you were the guy who
would win the war for the USA. Now, the war’s nearly won. The Reds are
coming in from the East, the allies from the west, and all that’s left is the
race to Berlin.
This mission might be your last chance to fulfil that destiny. A
German officer defected three weeks ago. According to him, the Nazis have
activated something called Operation: WEREWOLF, a last-ditch scorched-
earth effort to slow the allied advance. Some terrible new weapon is being
developed at an occupied monastery. The Office of Naval Intelligence was
convinced that that was something worth looking into, and made contact with
friendly partisans opposed to the Nazis. They’ve confirmed that something’s
going on in that monastery.
So now you’re in a plane over occupied territory with a small but very
skilled team. Your orders are to parachute down, rendezvous with the
partisans, then investigate and terminate the operations in the monastery,
retrieving any useful information.
You’re outnumbered, outgunned, and going in blind. If you come out
alive, you’ll prove yourself. Best of the best.
They don’t have a prayer.
The Others:
Sgt. Al Blank: Your right-hand man. Blank’s a career soldier, and he’s the
one man you requested for this mission. If you’re going in behind enemy lines,
you want someone who’s capable of fighting his way home.
Lt. Snow: A top sniper and parachutist attached to ONI. He’s there to get
the team through the early part of the mission.
Alistair May: The German officer defected to the English, and they passed
the information onto ONI. May came with the information – he seems like a
good man, but you didn’t want someone who might have their own agenda on
this mission.
Maria Hensch: Your contact with the partisans. She should be signalling to
the plane to mark the drop zone.
Accounting 30%
Parachuting: 50%
Bargain 40% Tactics: 40% Chemistry 10%
Climb 40% Conceal 20% Credit Rating 40%
Cthulhu Mythos 0% Dodge 40% Drive Auto 30%
Electrical Repair 20% Fast Talk 40% First Aid 40%
Geology 10% Handgun 60% Hide 40%
History 30% Jump 40% Law 10%
Library Use 40% Listen 50% Locksmith 20%
Machine Gun 65% Martial Arts 30% Mechanical Repair 20%
Medicine 30% Natural History 20% Navigate 50%
Occult 10% Operate Hvy. Machine 20% Persuade 40%
Pharmacy 25% Photography 15% Physics 9%
Pilot: Aircraft 30% Psychoanalysis 9% Psychology 10%
Ride 50% Rifle 60% Shotgun 30%
Sneak 60% Spot Hidden 50% Submachine Gun 55%
Swim 60% Throw 50% Track 30%
Fist/Punch 70% Head Butt 50% Kick 50%
Maria Hensch
The radio crackles and spits in the cold night, then through the static
you hear the accented voice of the BBC announcer. Nonsense words and
phrases for the most part, code words for other people. Then, you hear a
keyword you know, and frantically scribble down the message.
This is how you deal with the shame.
You were a committed and loyal member of the National Socialist
party a few years ago. You were going to rebuild Germany, make it strong
again, wipe away the shame of defeat…then you discovered the cost.
You’ve always been a warmhearted and open person, with many friends
in Berlin. When Hitler took power, they began to take people. At first, you
closed your eyes to it, but your conscience gnawed at you until you could stay
silent no longer.
By then, Germany was at war with all the world. You became a criminal
and a traitor, supplying the English with information. You hate that you have
lost your husband, your friends, your whole life. You hate betraying your
country. You hate what your country has become. And most of all you hate
yourself.
For the last few weeks, you’ve been in Toberg, a small town in the
east, reporting on the Nazi efforts to stop the Russians. You’re terrified of
what the Russians will do when they come. In Toberg, you became aware that
scientists and SS were occupying a strange ancient monastery above the
town. You made contact with a former monk, von Almich, in the hope that
he’d know more about the monastery.
Now, Allied Command are sending commandoes to destroy the
monastery. They’ll be parachuting in tonight. You’ve got to signal to them, to
show them the landing area out in the woods.
Sometimes, you hope some stray bullet will find you in the night.
It would be easier than living with yourself.
The Others:
Frater von Almich: The former monk. A strange, bitter old man, but he
claims he’ll help you get into the monastery.
The soldiers from Berlin have left with the Abbot. They go
through a twisted door, travelling east to where Th’rygh sleeps
beneath the mountain. They have opened the Chapel and drunk
deep of the wisdom of Al-Hazred. Theirs is the empire that knows no
ending.
For us, the long vigil is at an end. The Harbringer stirs in the
deeps, bringing the heavens to rightness. Below, the blind hordes
begin to cast off their blindfolds and yearn to embrace the wild joy of
the Old Ones. The time of waiting and jealously guarding their
secrets is almost over. Now humanity is ready for what they will learn,
as corn before the scythe.
Not for us the glory of the End Times, not for us the savage
winnowing, not for us the rising tide in sea and blood and soul. We
shall depart this sorry globe, heralds of the end of time.
And to those that come after, who read this as the skies rain
blood and the City of Dreams rises from the choking ocean wastes –
know that they are in truth no worse than you, for we are born of
them.
(2)
FROM: H
TO: Obersturmbannführer Getrict
Do whatever is necessary. All the resources of the
Thule Society are yours.
FROM: H
TO: Obersturmbannführer Getrict
What news of the book?
FROM: H
TO: Obersturmbannführer Getrict
Gretrict, we need results. The situation grows
increasingly dire, both in Berlin and in Russia.
FROM: H
TO: Obersturmbannführer Getrict
Gretrict, I need results.
FROM: H
TO: Obersturmbannführer Getrict
If you do not respond, I’ll have you reassigned to
the resuscitated casualties project.
FROM: H
TO: Obersturmbannführer Getrict
Russian forces closing on Berlin. Suggest
relocation to Wewelsburg.