In the autumn of 1967, a highway patroller radios in a report of a multi-vehicle automobile collision just outside of Ipswich, Massachusetts, on the Great Arkham Highway.

There’s no such road.

Over the next few days – before DELTA GREEN closes down the area – there are more reports of strange incidents. A motorist is stopped by a pair of gas-masked officers who demand to check her vehicle for ‘contamination’, and spray her with an unknown chemical. A delivery truck crashes, spilling its cargo across the road – a cargo of devices that look like radios, but don’t function according to any known laws of physics. A customer at a roadside diner finds a copy of a tourist guide, left behind by some other traveller, describing good places to eat in the city of Great Arkham. A naturalist observes a flock of wild geese take flight across the grey sky, only to vanish in mid-air.

And across North America, a whole host of people – artists, poets, aesthetes, dreamers, sensitive souls – suddenly start making offhand references to the city of Great Arkham, as if it’s always been there, to be mentioned in the same breath as Boston or Chicago.

A portal to another reality has opened, only it’s not in some distant Antarctic plateau or deep in the trackless sands of the desert, it’s right in the middle of New England.

They’ve codenamed it YANKEE IREM.

 

The House on Castle Hill

In this Fall of Delta Green/Cthulhu City crossover campaign, the player characters are DELTA GREEN agents assigned to investigate and contain the situation. It’s one of the largest operations DELTA GREEN’s ever undertaken; the cover story is that it’s a military exercise designed to test civilian readiness for a Soviet atomic attack, hence the area around the breach has been evacuated (bar a few stubborn or isolated holdouts). An operational headquarters has been established at the stately home on Castle Hill outside Ipswich, under the command of Colonel Michael Kerovouri (FoDG, p. 163). As the campaign begins, teams have sealed off the major routes in and out of YANKEE IREM, and are getting ready to insert the first exploratory teams into the portals. The top priority: ensuring that whatever alien force has taken over a chunk of American soil about three miles in diameter doesn’t expand its foothold.

Inside YANKEE IREM is the city of Great Arkham, as described in Cthulhu City. There are only a handful of portals in and out of the city – some of the roads out of Great Arkham go to the version of the United States the characters came from, and others… go elsewhere. Once inserted into the city, the characters need to ensure they have lines of communication and retreat back to their entry point, or they may be trapped in this otherworld forever. The ‘ordinary’ people of Great Arkham take to the intrusion of mysterious federal agents into their city in the same way they take to the intrusion of other mysterious, sinister, oppressive forces – with dogged ignorance and resignation. However, on the other side of the portal, the characters must also deal with an influx of individuals ‘called’ by the city, reporters and upset citizens trying to get answers about the duration and extent of the ‘military exercise’ and the growing number of portals between Great Arkham and our reality. The alien city’s grasp on our universe is strengthening…

Some Horrible Revelations

  • Isaac Vorsht (Cthulhu City, 124) claims to be a DELTA GREEN Agent, who was investigating strange events in the ruins of Innsmouth before the city swallowed him. However, the program has no knowledge of him.
  • The Black Stone Towers (CC, 18) appear in advance of any expansion of the city into our reality. They appear overnight, as if they’ve always been there, and then over the course of the next few days, the YANKEE IREM zone expands around the cyclopean marker.
  • As YANKEE IREM infiltrates our reality, it begins to infect history, changing the past. References to the city start appearing in old history books and newspapers; people start recalling their own histories differently, incorporating the strange city into their recollections. Railway tracks and old roads sprout like tendrils, looking to connect the city with Boston and other towns in the area as it’s always been there.
  • The cloudy skies above Great Arkham are full of strange lights and glimpses of mysterious objects – and given the increasing scale of the threat, Colonel Kerovouri can hardly afford to turn down help from MAJESTIC.
  • Some of the citizens of Great Arkham are people from ‘our’ reality, residents of the coastal area consumed by the city who got rewritten in accordance with the ‘new’ history – but there are millions more living in the city. Do they have counterparts in our reality? Might there be alternate versions of the Agents living in Great Arkham? Or are the inhabitants of the strange city unique, another branch of humanity living in some alternate reality? Are they human, or body-snatching aliens wearing masks of flesh?
  • To stop the city’s expansion, the Agents must identify the Openers and Closers (CC p. 40) and ensuring Closing wins, cutting YANKEE IREM off from our reality once more.

 

 

2 Responses to “Operation YANKEE IREM”

  1. Dean says:

    I’d imagine that the climax of the campaign would be when MAJESTIC goes full Dr Strangelove and tries to destroy Great Arkham. Bonus points if a PC ends up riding the bomb.

    • Coleman says:

      I feel like destroying Great Arkham would be a DELTA GREEN move. I’d expect MAJESTIC to try and find a way to use the discovery to import technology and/or find portals to other dimensions.

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