“Colonel Buchan’s novel Greenmantle has more than a flavor of truth …”

— T.E. Lawrence, to Robert Graves

In Britain, the first rank of spy novelists has long included writers from the ranks of actual intelligence agencies: John Buchan (British Army Intelligence Corps), Somerset Maugham (MI6), Graham Greene (MI6), Dennis Wheatley (London Controlling Section of the War Cabinet), Anthony Burgess (British Army Intelligence Corps), Kenneth Benton (MI6), and of course David Cornwell, a.k.a. John Le Carré (both MI5 and MI6). (The finest, and almost the first, American example is Charles McCarry, who publishes his first novel The Miernik Dossier six years after leaving the CIA, in 1973.) But the best example of the overlap (if not the best novelist or the best spy) is Ian Fleming, the former British Naval Intelligence planner who created James Bond in Casino Royale (1958) to little or no acclaim. In 1961, President Kennedy lists From Russia With Love as one of his top ten books, putting Fleming on top of the US mystery and crime charts and leading MGM to greenlight the first Bond film Dr. No (1962). The movies send Fleming’s sales into the millions before he dies in 1964.

No relation to Randolph.

Meanwhile in America, spy fiction came out of the pulps and melded with the hard-boiled detective genre, most notably with Donald Hamilton’s Matt Helm series (27 novels, 1960-1993) and more prolifically with Edward S. Aarons’ Assignment series (42 novels, 1955-1976) starring CIA agent Sam Durell. Bond’s success inspires paperback original publisher Award Books to revive the pulp detective Nick Carter as superspy Nick Carter: Killmaster in 1964. Various authors (in the 1960s primarily Michael Avallone, Valerie Moolman, and Manning Lee Stokes) using the “Nick Carter” house name (the novels are in the first person) churn out 261 Killmaster novels on an approximately bimonthly schedule.

The writers of these series are mostly professional authors, without any espionage background. The partial exception is James Atlee Phillips, who as “Philip Atlee” writes a series about CIA contractor Joe Gall (22 novels, 1963-1976), rebranded as the “Nullifier” series after 1966. After a career with the OSS, Phillips ran the CIA front Amphibian Airways in Burma from 1947 to 1954. But his brother, David Atlee Phillips, runs the CIA’s Western Hemisphere operations in 1973-1975, the culmination of a 25-year Agency career that includes planning the Bay of Pigs operation and helping to overthrow Allende. During the Fall of DELTA GREEN era, David Atlee Phillips takes part in the anti-Castro Operation MONGOOSE (1961-1964) as chief of covert operations in Mexico, and serves as station chief in the Dominican Republic (1965-1969) and Brazil (1969-1970). James and David have a tempestuous relationship illustrated by Joe Gall’s tendency to ridicule the Bay of Pigs planners and CIA station chiefs.

By the 1970s, the Killmaster spawns his own lines of imitators, notably Remo Williams, the Destroyer (150+ novels, 1971-present) by Warren Murphy and Richard Sapir, and Mack Bolan, the Executioner (600+ novels, 1969-present) by Don Pendleton. Pendleton writes four novels a year about non-spy super-killer Bolan until 1980, when the Executioner becomes a multi-author franchise like the Killmaster. (Bolan fights Cthulhu cultists in Executioner #264: Iron Fist (2000) and Cthulhu spawn in Executioner #276: Leviathan (2001), both by Gerald Montgomery.) Joseph Rosenberger’s Death Merchant series featuring hit man Richard Camellion (70 books, 1971-1988) takes on not just the Mafia, neo-Nazis, and Red China but secret societies, Soviet psychotronics, clone armies, and the hidden city of Shambhala.

Camellion isn’t alone on the fringe. British spy novelist W. Howard Baker uses the pseudonym “Peter Saxon,” the credited author of the Guardians series (6 novels, 1968-1970) about a team of occult investigators. Baker sharecrops the “Peter Saxon” name to other writers; who exactly wrote which Guardians novel remains (appropriately) a mystery. The Mind Masters series (5 books, 1974-1976) by John F. Rossman stars Britt St. Vincent, a psychic race car driver who investigates occult conspiracies for the clandestine Mero Institute. And then there’s CIA agent Peter Ward, the “American James Bond,” who stars in nine novels (1965-1971) by David St. John. In his last two adventures, The Sorcerers (1969) and Diabolus (1971), Ward battles an alliance of Satanists, voodooists, and Communists straight out of Dennis Wheatley, featuring MK-ULTRA-style mind-control drugs deployed by heroes and villains alike.

Which intrigues not least because “David St. John” is one of many pen names for active, on-duty CIA agent E. Howard Hunt. (According to fellow CIA agent and spy novelist William F. Buckley Jr., Hunt wrote too prolifically for the CIA to review his manuscripts.) Hunt began his clandestine career with the OSS in China, and with David Atlee Phillips planned the overthrow of Arbenz in Guatemala and the Bay of Pigs. He then serves as chief of covert action for the CIA’s (borderline illegal) Domestic Operations Division (1962-1964), in Madrid for two years on a shadowy mission that included “write spy novels”, and as covert action chief for Western Europe (based in Washington, however) from 1968-1969. He resigns from the Agency in 1970 and works for various security-state front groups and the White House until his 1972 indictment for the Watergate burglary he helped mastermind.

A Dirty Story of a Dirty Man: Operation TRAVEN

“All this was flagrant trashiness, and my friend Manton was not slow to insist on that fact. Then I told him what I had found …”

–H.P. Lovecraft, “The Unnamable”

The X-Files episode “Musings of a Cigarette-Smoking Man” by Glen Morgan plays with the career of Hunt and Phillips, portraying the titular “Cancer Man” as JFK’s assassin (both Hunt and Phillips may have met – or recruited – Lee Harvey Oswald in Mexico) and as frustrated spy novelist “Raul Bloodworth,” creator of the Jack Colquitt adventures based on his own career. Inspired by Morgan’s riff (and perhaps by these lovely covers by Loz Bearfield), can we posit a series of men’s adventure paperbacks that correlates a few too many of DELTA GREEN’s proprietary contents?

Superspy Dalton Verdant, codenamed the Outsider, works for a secret nameless “Division” vaguely attached to the Navy. Reporting only to Admiral Joseph Cooke, he beds beautiful women and battles international Communism and weirder foes in a series of lurid paperback novels from Pagan Books:

  • The Stalin Sanction (May 1966): Verdant crosses Siberia in disguise – to prevent SMERSH mad scientists from re-animating Joseph Stalin! Verdant fights “charnel dog-men” in KGB uniforms. (Cf. Operation SIC SEMPER TYRANNIS; FoDG, p. 163)
  • The Shanghai Sanction (Oct 1966): Verdant is ordered to assassinate Stephen Alban, “Red China’s top Satanist in Asia,” and does so by blowing up Alban’s airplane. (Cf. Operation PARIAH; FoDG, p. 180)
  • The South Pole Sanction (Feb 1967): Verdant tracks Karthek, leader of a neo-Nazi cult, to “Hitler’s frozen bolt-hole” in Antarctica powered by “living brains from Atlantis.” The brains explode into blob-monsters and destroy the base. (Cf. Operation SOUTHERN HOSPITALITY; FoDG, p. 286)
  • The Simba Sanction (Jun 1967): Verdant fights “Cuban voodooists” in the Congo, and faces the “Mongolian Death Worm” they have awakened in a jungle city of white apes. (Cf. Operation KURTZ; FoDG, p. 180)
  • The Saucer Sanction (Nov 1967): Verdant rescues a beautiful, amnesiac NASA test pilot from a flying saucer crash site in Nicaragua, battling a hit squad seemingly sent by the U.S. government to kill her – and him! Mind control gave her amnesia; the hit squad uses a serum derived from alien fish-men. (Cf. Project GARNET; FoDG, p. 163)

The credited author of all five books is “Ward Phillips.” This pseudonym might refer to (Agency (CIA)) Hunt’s spy character and Atlee’s middle name, or (Occult) to the Rhode Island ghost-story writer (colleague and friend of author-mystic Randolph Carter) Ward Phillips (1880-1937?). The Saucer Sanction’s plot strongly resembles the script of the Matt Helm movie The Ambushers, released in December 1967 – could “Phillips” have Hollywood connections? “Phillips” might be a DELTA GREEN agent left in the cold after a breakdown, or the sibling (or spouse, or child) of such an agent. He (or she) might be a psychic in contact with a former agent, or a fragment of an agent’s personality detached by Yithian or Xin magic and now trying to write its way back into existence by possessing amphetamine addicts.

Hunting “Phillips” through a network of weird loner tough-guy writers, skeevy publishers, and predatory Hollywood small-timers takes all the HUMINT the Agents can muster. None of the operations “Phillips” uses as source material postdate 1964, giving a possible date for their retirement. Once MAJESTIC notices the connections in The Saucer Sanction, the Agents have a rival team hunting “Phillips,” and killing witnesses: the Seattle offices of Pagan Books go up in a mysterious fire on New Year’s Day 1968, detonating five cases of ammunition illegally stored in the building’s basement. Is there a connection to the Two Lanterns or another occult radical group?

Finally, if you want to play a session (or a whole campaign!) in the world of Dalton Verdant and the Division, use Night’s Black Agents; ideally the “airport thriller” drift rules (Dracula Dossier Director’s Handbook, p. 320). Go ahead and add monsters and magic from Fall of DELTA GREEN or Trail of Cthulhu on an ad hoc basis. Dalton Verdant has vanished on the trail of a British ex-superspy traitor and sex magician named Hamish Rhodes, and Admiral Cooke recruits your team to follow him …


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

A valued customer asked: how to use GUMSHOE One-2-One, in its Cthulhu Confidential incarnation, to play Fall of DELTA GREEN? Mechanically, the One-2-One system works perfectly for DELTA GREEN play, ably handling the psychological disintegration and physical maiming expected of Agents with Problem cards. The investigative abilities also cross over neatly – I’d suggest the following abilities for the player character:

Agency, Architecture, Cop Talk, Flattery, HUMINT, Inspiration, Interrogation, Intimidation, Military Science, Notice, Streetwise, Survival, Tradecraft and Traffic Analysis, with the other investigative abilities allocated to Sources.

Add Bureaucracy to the list of General Abilities, so our hypothetical Agent has the abilities

Athletics 2, Bureaucracy 1, Conceal 1, Cool 2, Demolitions 1, Disguise 1, Drive 1, Filch 1, Firearms 2, First Aid 1, Heavy Weapons 1, Mechanics 1, Melee Weapons 1, Network 2, Pilot 1, Preparedness 2, Ride 1, Sense Trouble 1, Stealth 2, Unarmed Combat 2. (You could arguably keep Psychotherapy, but as its primary use is helping others, and you’re all alone… it’s probably not worth it.)

Sources & Bonds

Cthulhu Confidential has a supporting cast of recurring Sources who provide both emotional support and investigative abilities; Night’s Black Agents: Solo Ops, with its globetrotting adventures, has a Network ability and Contacts instead. The Fall of DELTA GREEN requires both. You can call up Contacts who’ll help out for one adventure, but you also have two or three emotional Bonds – people you care about. These people can be useful to your investigations – maybe your best buddy knows Chemistry, or your girlfriend has Art – but a Bond doesn’t have to have any Investigative Abilities.

In addition, you have a Bond with your DELTA GREEN Case Office – the recurring character who gives you your assignments.

If you pick up a Mythos Shock problem that would force your character to leave play at the end of the scenario, you can Burn a Bond, destroying your emotional relationship with that character. You can’t burn your Case Officer.

Sudden Death

Cthulhu Confidential recommends that the Gamemaster refrain from killing the protagonist; Langston may get shot, possessed or driven insane, but he’ll generally struggle on to the final scene before expiring, so the player gets to experience a satisfying story. The Fall of DELTA GREEN, though, is all about disappointment, misfortune and the unknowable nature of the Mythos – so more sudden deaths are perfectly in-genre. (After all, the player can always switch to playing another Agent investigating the disappearance of the previous character…)

All Alone Against The Mythos

So, why are you a lone DELTA GREEN Agent, instead of the usual cell of investigators? Some options:

  • Lone Globetrotter: It’s a lot easier for DELTA GREEN to get a single Agent out to a flashpoint than a whole team. You’re the first Agent in to investigate suspected Mythos activity. Your cover role is one that involves lots of travel (AFOSI investigator, CIA Operative, CDC disease hunter, FBN investigator, US Marshal, FBI Special Agent, journalist).
  • The Cleaner: You work directly for one of DELTA GREEN’s steering committee – you’re the trusted right hand of, say, Brigadier General Fairfield or Dr. Warren, and get dispatched to clean up messes or further your patron’s interests against rival factions on the Executive Committee or against the guys over in MAJESTIC.
  • Our Man in Havana: You’re DELTA GREEN’s go-to guy in a particular city or region; maybe you’re a CIA spy attached to the US embassy in Rome, or a Five Eyes SIGINT analyst in New Zealand who takes a lot of trips to isolated mysterious islands in the South Pacific…

The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

Saigon, 1968: Vietnam’s “Paris of the East” is a hotbed of conflict and intrigue, from the CIA and the Viet Cong to Buddhist monks and Western media. Looking Glass: Saigon ’68 gives you a view into all this, as well as the city’s shadowy underworld of vampires, conspiracies, and the Mythos. This tight city supplement equips GUMSHOE GMs with just enough evocative detail and intriguing possibilities to bring Saigon to life for their players.

A foundation and framework, Looking Glass: Saigon ’68 can launch you into immediate play or provide pointers for your own researches. With these ingredients, you can begin cooking Saigon as a “Low and Slow” 1968 city setting for your GUMSHOE game—not just The Fall of DELTA GREEN, but also Trail of Cthulhu, Night’s Black Agents, TimeWatch, and others.

Looking Glass: Saigon ’68 features:

  • The lay of the land, where crowds gather and how your heroes arrive.
  • Three unique backdrops: the Rex Hotel, the Saigon Zoo, and the Le Van Duyet Tomb
  • Seven Saigon story seeds and hooks.
  • The Mythos in Saigon.

Status: In development

“Everybody likes a fireworks show.”

— Samuel Cummings, president of the International Armament Corporation

If, as the Beatles assured us, happiness is a warm gun, the happiest place on Earth between 1953 and 1968 is the Alexandria, Virginia warehouse complex of Interarms, the International Armament Corporation. In 1968 it holds between 650,000 and 800,000 military-surplus small-arms — more guns than the army of any NATO country except America — up to and very much including dozens of 20mm Lahti rifled anti-tank cannon from Finland. Samuel Cummings (b. 1927), the president of Interarms, worked for the CIA officially in 1950-1953 as a weapons analyst, and some say continues to work for the Company as a source for weapons the Company would rather nobody be able to trace to the CIA. Born in Philadelphia Main Line society, he affects a Virginia drawl but otherwise keeps things professional and never flashy. Interarms clears about $20 million per year, from gun sales in America as well as from international arms brokerage. When Cummings buys the entire Spanish national arsenal in 1965, he converts much of it into sporting guns and sells it by mail-order; but he also brokers gently used fighter jets, submarines, and tanks.

Interarms pre-unboxing in progress

Cummings’ deep pockets, myriad of subsidiaries and shell corporations, and vast network of stringers and clients in the world’s military and intelligence services keep him ahead of all his private-sector rivals; Interarms controls about 80% of the non-governmental traffic in arms. Smaller companies, often thinly-disguised agents for Bonn or Paris, nip at his heels or sink into the shadows, going after deals that Cummings can’t afford to touch without angering his patrons in the CIA and State Department. The Piccadilly firm of Cogswell & Harrison still brokers sales that the British Foreign Office couldn’t possibly countenance. “Munitions manipulators” proliferate on the next level down, selling arms to rebel movements without great-power backing or conniving to rig the bidding in Greece or Thailand for a bigger corporate client.

The big money is in Africa (Algeria 1954-62, Congo 1960-65, Biafra 1967-70; ongoing bush wars in Ethiopia and Rhodesia; plus running the blockades of South Africa and Angola) and to a lesser extent the Caribbean, even after Castro crushes the Bay of Pigs invasion. Iran and Saudi Arabia hire arms dealers to equip their police and to supply their proxies in their neighbors. Hill tribes from Sudan to Yemen to Burma always want rifles, and can perhaps pay in drugs or even archaeological treasures. Countries like Egypt, Vietnam, and others supplied by the Soviets often unload their weapons on the Western market to make hard currency, and the Czech national weapons company Omnipol seemingly connives at such capitalism. Rakeoffs and bribery also provide incentives for Third World generals and deputy ministers to make unnecessary arms deals just to collect their percentage. But the First World isn’t immune, although the currency is string-pulling as much as bribery: some port officer or air-traffic controller keeps authorizing freighter-loads of assault rifles to depart from Belgium (along with Holland, the major “free port” in arms dealing) or allows cargo planes to “divert” to Spain or Malta and refuel for Africa.

Big old-school weapons companies such as Krupp, Mauser, and Schneider have diversified into general industry; Oerlikon, Hotchkiss, FN, SAAB, and Hispano-Suiza still aggressively market weapons overseas. (The new-school weapons companies like GE, Lockheed, and Vickers just slurp up fat defense contracts, hiring lobbyists instead of salesmen.) The Argentine Ballester-Molina dynasty of gun-makers writes its own foreign policy in Latin America. Skoda is now the engine of the Czech communist arms trade, supplying fine weapons to foul terrorists. But all of these companies still use cut-outs and keep up with the old field: for example, the Quandts of Mauser have friendly (and oh so informal) ties to the West German shell company Merex, which sells weapons to Israel and the Arabs alike. For more Interarms, more anecdotes, and wild NPCs (such as former fruit-planter Mitchell Livingston WerBell III who sells guns in Latin America; exiled Hungarian master smuggler Dominick de Fekete von Altbach und Nagyratoth who sells guns from Latin America to rebels and the governments fighting them) I recommend George Thayer’s The War Business (1969).

“Morgan uncased the big-game rifle on which he relied despite his colleague’s warnings that no material weapon would be of help.”

— H.P. Lovecraft, “The Dunwich Horror”

So where and how can your Fall of DELTA GREEN Agents cross paths with the modern-day merchants of death? Obviously the Interarms private intelligence network makes a great source for story hooks or even for DELTA GREEN friendlies. The program might task agents to find the source of weapons flowing to Mauti- or Angka- worshipping rebels, or to supply weapons to local militias getting riled up to massacre the local Dagon cult. Or, of course, being DELTA GREEN Agents, they might just want to know a guy who can hook them up with not-quite-yet-sporterized Tommy guns or entirely-sporting heavy game rifles or half-a-dozen Spanish Super-Star 9mm pistols apiece, all without inconvenient serial numbers.

In a slightly James Bond-ed version of the setting, perhaps some Australian munitions manipulator has stumbled on a cache of Yithian weapons and gone through enough subordinates to figure out (mostly) how they work. He’s getting ready to offer weak-nuclear-force-disintegrators, Tenet-style reverse-entropy pistols, and full-auto lightning-throwers to any and all interested parties — and your team has to stop MAJESTIC from putting in a very generous bid.

Arms Dealer

You might be a drummer for Interarms sniffing out wars and deals, a private broker or “munitions manipulator,” or (with Pilot and Conceal) a slightly glorified gun-runner. Ever since you met these particular Company men, you’ve been doing a lot of business in very special ammunition loads and high-caliber hunting rifles — it’s only a matter of time before you see what’s at the other end of the barrels you sell. You don’t need Cop Talk, because between Negotiation and Network you’ve already bribed the commander who arrested you.

Points: 11 Investigative, 21 General

Foreign Language 2, Law 1, Military Science 1, Negotiation 2, Streetwise 1

Demolitions 2, Firearms 3, Heavy Weapons 2, Network 4, Sense Trouble 2

Pick two Investigative: Accounting 1, Chemistry 1, Foreign Language 1, History 1, Military Science 1, Traffic Analysis 1

Pick one Interpersonal: Flattery 2, HUMINT 2

Pick two General: Bureaucracy 4, Conceal 4, Demolitions 4*, Drive 4, Firearms 4*, Heavy Weapons 4*, Mechanics 4, Network 4*, Pilot 4, Preparedness 4, Sense Trouble 4*

Lahti L-39 20mm “Elephant Gun” Anti-Tank Rifled Cannon

You’ve all been very patient, so here’s what you came here for. The Lahti weighs 109 lbs. and fires its very expensive ($1 each) and hard-to-source Swiss ammunition [L2, also available in phosphorus] up to a mile downrange. Each magazine holds ten 5.4-inch-long shells and weighs 2.5 pounds. It takes a round of cranking the bolt back (Diff 6 Athletics test to do it in half a round) before you can fire the first shot; after that, each shot re-cocks the bolt. In a string of jobs in 1965, robbers in Canada and New York use them to blow open bank vaults from the rear. Interarms sells them for $99 apiece to licensed collectors.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

“Another queer happening, of a totally different kind, occurred four or five years ago. A woman‐friend and I were out walking one night in a lane near Auburn, when a dark, lightless and silent object passed over us against the stars with projectile‐like speed. The thing was too large and swift for any bird, and gave precisely the effect of a black meteor. I have often wondered what it was. Charles Fort, no doubt, would have made a substantial item out of it for one of his volumes.”

— Clark Ashton Smith, letter to H.P. Lovecraft (November 1933)

Clark Ashton Smith: Decadent, Horrorist … Fortean? Smith first read Charles Fort’s Book of the Damned in October 1930, according to an earlier letter to Lovecraft: “I don’t care for the style — but the assembled data is quite imposing, and worthy of close study.” (Lovecraft read Fort’s works in March 1927.) By the next year Smith had gotten over his allergy to Fort’s telegraphic prose, writing to one William Whittingham Lyman: “When it comes to fictional inspiration, I had more in the writings of Charles Fort … than in any of the orthodox crew. Fort has spent his life amassing a gorgeous collection of data …” Could Smith have turned to Fort, going to the considerable trouble of checking The Book of the Damned out of the California state library by mail, to investigate his own Fortean encounter? As he wrote to Lovecraft in November 1933, some time in 1928 or 1929 or 1930 he saw “a dark, lightless, and silent object … a black meteor” “too large and swift for any bird” that “passed over us against the stars with projectile-like speed.” Did the Black Meteor leave its shadow behind on the Sorcerer of Auburn? Perhaps, perhaps, and perhaps that is why Smith datelined the letter describing his UFO sighting “Tower of black jade in lost Carcosa. Hour when the twin suns are both at nadir.” The “tower of black jade” crossing the stars on the darkest night of dark Carcosa, in other words.

“Klarkash‐Ton had seen one, had seen something, a year or two before. It was on a hot night and he had been lying outside on his sleeping bag, gazing upward into the depths of space. Suddenly he became aware of a large object, like an indistinct shadow, darker than the night, passing slowly above him, blotting out the stars.”

— George Haas, “As I Remember Klarkash-Ton” (1963)

From left: Clark Ashton Smith, Robert Barbour Johnson, George Haas, and Stanton Levey

Smith didn’t leave Charles Fort’s skies behind with the Weird Tales crew. In 1949, he praised an Arkham Sampler SF issue for “the prominence given to Wells and to Charles Fort.” In 1951 he wrote the foreword to a book of poems (including such Fortean titles as “Cosmic Saboteurs” and “Since We Are Property”) by Lilith Lorraine, the pseudonym of SF author Gertrude Wright (nee Mary Maud Dunn). (Smith may have met Wright in person while she was living in Berkeley and running a Theosophical sex cult, ca. 1923-1927.) And in 1953 he met gardner, Fortean, and SF fan George P. Haas who went on to fame as an early Bigfoot hunter.

Haas also introduced Smith to fellow Weird Tales alumnus Robert Barbour Johnson and to area occultist-photographer-organist Howard Stanton Levey, who would later become the Satan-monger Anton LaVey. (While we’re engaged in Fortean synchronicities, Johnson had worked as a big cat trainer, and Levey kept a pet panther named Zoltan.) Haas talked Fort with Smith on their first meeting in September 1953, and elucidated either a garbled rendering of Smith’s 1928 encounter, or a repeat sighting. Given the different circumstances in each description (alone and lying down in his backyard vs. walking with a girl on a road) we can’t rule out a second encounter of the first kind, around 1951 or 1952.

Smith’s home town of Auburn, California has a smattering of UFO sightings to its credit, dating back to the 1896 “airship” flap for proper Fortean juju. (Does anybody else think the 1896 Airship makes a great Carcosan irruption for a Yellow King RPG game set in San Francisco? No? Just me then.) If flying shadows cruised Auburn’s skies in 1928-29 only Smith seems to have seen them, or written about it. UFOs buzzed Auburn, as well as nearby Roseville and Sacramento (only 30 miles away) in June and July of 1947. Two Air Force officers saw a “cylinder with twin tails, 200 ft. long and 90 ft. wide” over McClellan AFB in Sacramento, moving north (toward Auburn) at “incredible speed” on 13 March 1951, right in the window for Smith’s second sighting. (In 1952, Beale AFB near Auburn was officially on “inactive status.” Sure it was.) Another UFO flits over Citrus Heights on 20 August 1956. Smith dies of a series of strokes in 1961. In September 2009, numerous witnesses see “black triangles” in the skies over Auburn.

“A dark meteor, made of some incombustible, indestructible matter which is seen to fall. It is found to be a sort of shard containing an alien entity in a state of suspended animation. (Such a meteoric object might be found buried in the archaean strata, where it had fallen in the earth’s youth.) The alien being might be a king of some trans-galactic world, who had been ((thus)) kidnapped and dropped on the earth by enemies. His subjects, knowing that he still exists, have sought him for aeons through the universe, using a magnetic detector which would reveal the presence of the strange element which he is enclosed.”

— Clark Ashton Smith, story treatment “The Dark Meteor” (n.d.)

Your Fall of DELTA GREEN Agents may well want to investigate the 20 June 1966 UFO sighting in Auburn, especially given that Beale AFB (just down the hill from Auburn, even closer than McClellan AFB) begins basing the top-secret SR-71 Blackbird reconnaissance plane in January 1966. And when they look back through the records and papers, and ask around town, they discover that a man who knew a whole lot about the Unnatural used to live up on Indian Ridge before a mysterious fire burned down his cabin in 1957. But fortunately, he may have left a clue in his Black Book.

Smith’s notebook, the “Black Book,” describes one possibility. A king of Shonti or Nython, an empress of Sadastor or Xiccarph, lies bound in a black meteor, imprisoned in an interdimensional orbit that emerges over Auburn, California every seven years (1930, 1951, 1966). Alien enemies — Mi-Go? — seek the meteor, as perhaps does MAJESTIC. The Air Materiel Command of Roswell fame (now Air Force Logistics Command) bases out of McClellan AFB in Sacramento, after all. The search for the Dark Meteor, or the flight from the avengers of triple-sunned Xiccarph, may send your Agents deep into the shadows over Auburn and still deeper into the incantations of Klarkash-Ton.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

Over the years, we’ve released a number of one-shot adventures for our systems during Free RPG Day, and we often get messages asking us for the PDFs. As we know everyone’s looking for more gaming opportunities at the moment, we’ve collected them all here, now.

All we ask is that if you download, run and enjoy these adventures, you consider making a donation to Doctors Without Borders, to assist in their efforts to fight the coronavirus COVID-19.

Donate to Doctors Without Borders

 

Bugs! Everywhere you look there’s another kind of bug
Makes you want to get a club and clout ’em
Yes everybody’s talking bout the worrysome bugs
But ain’t nobody doing nothing about ’em …

Bugs! Everywhere you look there’s another type of bug
But if ya live in the delta ya got ’em …
— Bobbie Gentry, “Bugs” (1967)

In 1951, the sudden onslaught of the Korean War drove a somewhat less-sudden onslaught of Federal preparedness programs: civil defense, counter-intelligence, and — as it happened — bacteriological warfare defense. Thrust onto the front lines of this effort, Alexander Langmuir, M.D. (b. 1910), the Director of the Epidemiology Program Office of the CDC, proposed the creation of a special unit of “shoe leather epidemiologists” to investigate suspicious clusters. Langmuir believed in national surveillance as the key to detecting outbreaks and determining hidden patterns and vectors, but without intelligent observers on the ground, analysis was worthless.

Do not lose the briefcase. Do NOT lose the briefcase. DO NOT LOSE THE BRIEFCASE.

The resulting Epidemic Intelligence Service (EIS) started up in 1953, with a “class” of 22 doctors and veterinarians. Langmuir runs the EIS out of his hip pocket, and after exposing a faulty polio vaccine in 1955 he begins salting other offices of the CDC with EIS alumni. EIS officers discover links between cancer and birth defects in Niles, Illinois; clamp down on the Hong Kong flu epidemic in 1968 (which nonetheless kills 100,000 Americans over the next three years); and discover norovirus in Norwalk, Ohio in 1969. By the 1960s, the EIS has around 40 members, all post-graduate medical professionals: doctors, veterinarians, nurses, microbiologists, and the inevitable-for-the-decade statisticians. The numbers go up in 1966, when the EIS becomes a recognized alternative to the draft; the doctors nickname themselves the “Yellow Berets.” But EIS officers still get sent to remote lands: not just hurricane-devastated stretches of Mississippi or dengue-ridden fields in Puerto Rico, but to Jamaica (for diptheria vaccination), rebellious Biafra in West Africa (for smallpox eradication efforts), and the remote back-country of Bolivia.

In that last operation, the U.S. Army Medical Unit (USAMU, which becomes USAMRIID in 1969) tasks the CDC to bring back samples of the bubonic plague from an outbreak in July of 1964. The EIS sends a team under a CDC plague specialist to the village of Descargadero, where a quarter of the local Quechua population had died of the plague. They dig up the most recent plague victim, sever her pinkie finger (plague viruses survive longest in bone marrow), pack it in dry ice and bring it back to Fort Detrick, Maryland.

“It’s an awful thought—whole forgotten cycles of evolution with beings and races and wisdom and diseases—all lived through and gone before the first amoeba ever stirred in the tropic seas geology tells us about.”

— H.P. Lovecraft and Adolphe de Castro, “The Last Test”

Grave-robbing and plague-collecting seem to lead us ineluctably to the DELTA GREEN side of all this. You can simply have an EIS Officer as part of the standard Agent team; whether Langmuir is cleared or just knows to look the other way is the Handler’s call. Or Langmuir could be MAJESTIC, possibly MJ-8 connected. (Or both! His CDC tenure goes back to before the formal DELTA GREEN-MAJESTIC split.) He might simply be legitimately, rationally terrified of alien viruses — but since the EIS also practices live trials of both vaccines and strains of disease on Federal prisoners, he might just be another mad scientist with a slightly better rep.

Or you could play an all-EIS (or mostly-EIS with one USAMU liaison to shoot people) team, mostly fighting legitimate diseases in a legitimate way, with new pneumatic Ped-o-Jet injectors and clever grid maps of infection punched into computer-readable cards. And every so often, yes, fighting ghouls. Run each containment effort as a chase, using the average of the team’s First Aid as their chase pool and varying the Disease pool to reflect its virulence and lethality. Rather than the Fall of DELTA GREEN best-of-three chases, use the full thriller chase mechanics from Night’s Black Agents (NBA, p. 53), rolling one contest per scene (or per day). Each point of Lead the disease opens up kills 10 (or 1, or 100, or whatever) people; at Lead 10 it becomes a full-blown outbreak. The scenes themselves become interpersonal interactions with possible victims, and searches for vectors: Are these canned tuna full of botulism? Did these farmers eat crops tainted by fungicide? Is the disease spreading from UFO contactees? If the Handler has determined a vector, the Agents figuring it out can count as a Swerve on their part, or just affect that scene’s contest like a standard Investigative spend. Alien or sentient diseases, or those spread by villains, can Raise and Swerve or even attack the Agents!

Epidemic Intelligence Service Officer

Start with Physician (FoDG, p. 043) or the basic Medic template (if your Agent has military training; FoDG, p. 026) and layer on CDC Researcher (FoDG, p. 034). Add Traffic Analysis 1. For a veterinarian or microbiologist (or other medical specialist), spend 2 build points on Special Training (FoDG, p. 072) in that specialty, which adds +2 to your First Aid tests to save a subject’s life, or to the Health test of a subject under your care (resisting toxins, for example) within that specialty. It doesn’t increase the amount of First Aid points you have to spend refreshing the subject’s Health.

Army Medical Unit Field Investigator

Well, you say you’re with the AMU. You might be with the Biological Warfare Laboratory, also at Fort Detrick, which doesn’t shut down until 1969. Build an active-duty Army Medic (FoDG, p. 026). Add Agency (AMU) 1, increase Medicine to 3.

Add one of: HUMINT 1, Photography 1, Reassurance 1

Add one of: Athletics 3, Firearms 3, Health 3

CIA Project CHICKWIT Liaison

Hey, if you’re going into the Lake Mlolo area anyway, maybe someone from Langley could tag along. No reason, just more of a backstop for you, really. Also, don’t pay any mind if he puts any unusual biological samples — yellow lotus, or Glossina diabolis flies, or what-have-you — into this sealed container.

Every dangerous biological investigation operation needs a Paul Reiser type, and the Agency has lots of them to spare.

Build a Political Action Division Officer (FoDG, p. 043), with the following exchanges: Biology 2 instead of the Art and History abilities; Negotiation instead of Inspiration.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

For the long cases they seized proved upon opening to contain some exceedingly gruesome things; so gruesome, in fact, that the matter could not be kept quiet amongst the denizens of the underworld.

— H.P. Lovecraft, The Case of Charles Dexter Ward

Although DELTA GREEN keeps most of its attention focused north of Boston during the ripples following Operation RIPTIDE in 1963 (FoDG, p. 179), the area south of Boston attracts plenty of attention from its cousins in overt law enforcement. During the 1960s, Providence, Rhode Island served as the headquarters for the New England Mafia, running operations as far north as Maine. Where better to focus a few DELTA GREEN eyes in (or around) the FBI? Other federal fingers can poke in from the Naval War College in Newport and the Quonset Point Naval Air Station (ONI, DIA), or even the Rhode Island Nuclear Science Center (DARPA, AEC). Even if the Executive Committee doesn’t know why Providence should be a priority, your players might guess.

That’s Mister Patriarca to you, pal

Whoever’s looking at Providence, they’re going to be looking at Raymond “The Man” L.S. Patriarca, Sr. (b. 1908), the godfather of the New England mob. A former gambler, drunk-roller, and pimp, Patriarca graduated to burglary, safecracking, and armed robbery as Prohibition cemented the power of organized crime. After two brief stints in prison (a year and a day on Mann Act charges in 1933, and four months in 1938), he emerged as a savvy hood, “just the toughest guy you ever saw,” and rose through the ranks of the New England Mafia to become underboss in 1947. In 1952, Boston godfather Filippo Buccola retired, moving to Sicily to start a chicken farm. Patriarca took over and moved headquarters to his home town of Providence in 1956, leaving Gennaro Angiulo (b. 1919) in charge as underboss in Boston. Angiulo plays a divide-and-conquer strategy with the Irish gangs, sending hitter “Cadillac Frank” Salemme (b. 1933) to kill the last two members of the McLaughlin gang in 1966 to put the Winter Hill Gang tenuously on top.

Patriarca runs his empire from “the Office,” a two-story building on Atwells Avenue in the Federal Hill neighborhood of Providence. The National Cigarette Service Company and Coin-O-Matic Distributors based there somehow get their machines everywhere in New England, but earn only a fraction of the revenue Patriarca commands. He runs race tracks, including the Berkshire Downs and Hancock Park in Massachusetts and Lincoln Downs in Rhode Island. He has a large stake in the Dunes and Desert Inn in Las Vegas; after 1967 he controls almost all the fresh seafood shipments out of New England to the rest of the country. In addition to gambling, the Office oversees prostitution, pornography, robberies, and truck hijacking, and runs union rackets through Arthur Coia Sr. (b. 1914) of the Laborers International Union. About a dozen top soldiers run these operations and oversee others in Rhode Island: strip club racketeer Luigi “Baby Shacks” Manocchio (b. 1927), strong-arm man Giovanni “Candy” Candelmo (b. 1905), the “Swiss watch” mastermind and hit man John “Red” Kelley (b. 1914), and others. Frank Forti (b. 1916) taps carnivals, fairs, and similar attractions all over the state, while the fence Alfredo “The Blind Pig” Rossi (b. 1920) manages gangs of shoplifters and “boosters” all over the country.

Patriarca’s rules include keeping a low profile, paying all his men generously, and ruthless enforcement of his will. Rule three takes precedence: among other challengers, he has John F. “Jack” Nazarian, one of his own killers, whacked in a Providence restaurant in 1962 in front of 22 witnesses. The Office has ample pull in Rhode Island politics, including Governor Notte, Providence Mayor Joe Doorley, North Providence police chief Jack de Stafno, U.S. Senator John O. Pastore,  state legislators including majority leader (1966-1976) Joseph Bevilacqua, along with numerous judges, state’s attorneys, and lesser figures. Patriarca has a national reputation, to boot. He sits on the governing council of La Cosa Nostra, and even gets recruited by the CIA for Operation MONGOOSE in 1960: he contributes minor league second baseman turned hit man Maurice “Pro” Lerner (b. 1935) to the Castro kill squad.

The FBI begins its full-court press on Patriarca in 1961, as the losing Irish mobs call in the Kennedys on their oppressor, and wiretaps “the Office” starting in 1962. In 1964, Patriarca funds a gun-running depot disguised as a seminary in Maine, to be run by the American Nazi Party through his enforcer Louis “the Fox” Taglianetti (b. 1903). In 1965, his gambling chief and underboss Frank “Butsey” Morelli (b. 1896) dies of throat cancer; thinking “The Man” weakened, burglar Raymond “Baby” Curcio tries robbing Patriarca’s brother Joseph’s house and meets a fatal comeuppance. In 1968, Patriarca’s soldiers kill at least three more rivals and possible informants.

FBI pressure eventually shows results. Patriarca cuts out Joseph “the Animal” Barboza (b. 1931), a former light-heavyweight boxer and contract killer, from the Office for his flamboyant excesses in 1966. From prison, Barboza cuts a deal with the Feds, and the FBI indicts Patriarca in June 1967 for the 1966 murder of Providence bookie Willie Marfeo, trying and convicting him in 1969. The Bureau also flips “Red” Kelley, whose testimony indicts and convicts Enrico “the Referee” Tameleo (b. 1901), Patriarca’s underboss, for the 1965 murder of Teddy Deegan in Boston. (Courts later overturn Tameleo’s conviction, when evidence surfaces that FBI agent H. Paul Rico (b. 1925) perjured himself and suborned witnesses including Kelley.) Patriarca goes to Atlanta Federal Prison for five years, then serves two years in prison in Rhode Island (his parole letter is signed by Joseph Bevilacqua), running “the Office” from behind bars with his son Ray Jr. (b. 1945) as nominal figurehead.

Two Offices, One Fate

While Patriarca reigns in Providence, the Fate climbs to power in New York (FoDG, p. 288). So how does Patriarca’s reign fit into the shadowy world of sorcery and the Unnatural? Depending on whose undependable testimony you buy, Patriarca either deals narcotics through cut-outs or not at all, a pair of possible models for his dealings with the Fate. He deals with the New York families mostly through Tameleo (a Bonanno), and through his made man Nicholas “Nicky” Bianco (b. 1932), a Colombo associate. It’s possible that Patriarca keeps the Fate at arm’s length inadvertently, by keeping New York at arm’s length from his turf.

Regardless of Patriarca’s sensitivities, the Fate and Stephen Alzis want things in Providence, and in New England in general. But Alzis has the other Five Families to overawe; he may be slightly overextended reaching out to Providence. Does Patriarca use the Unnatural to fight the Fate? Was he one of the “hi-jackers” who opened alchemical coffins meant for Charles Dexter Ward in January 1928? Did he find another passage into the Pawtuxet cellar, and clear it out? Did he hear stories on the Providence docks, or run rum with weirdly bulging-eyed sailors? Perhaps he has some use for mind-switching witchcraft – he did, after all, get out of prison in Massachusetts in 1938 (for possession of stolen jewelry – an Innsmouth tiara perhaps?) after only four months by sending “an unknown girl” to bribe Massachusetts Governor Hurley.

Or does Patriarca hate and fear the Mythos’ poison even more than he hates and fears Alzis’ Lords? Possibly as a kid he got a bad scare playing in the abandoned Starry Wisdom Church on Federal Hill, just down Atwells Avenue from his own Spirito Santo Church. Maybe he was one of the Italians holding candles to hold back the Haunter of the Dark that August night in 1935. And now he’s holding more than candles, and his connections might let him pull in DELTA GREEN to help him light them up.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

“[S]ome day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall … go mad from the revelation …” — H.P. Lovecraft

“Total paranoia is total consciousness.” — Charles Manson

Like a certain recent Quentin Tarantino movie, The Fall of DELTA GREEN juxtaposes the romance of the Sixties with their deeper horrors, very much including spree killings along with the various institutional heinousness of the era. Like all horror, both Tarantino’s film and Fall of DELTA GREEN perhaps perform a certain exorcistic function, allowing us to confront the real world through a ludic lens and ritually or fictively rectify some wrongs. By the way, if you haven’t seen Once Upon a Time … in Hollywood yet, it provides a lyrical time capsule to the Los Angeles of 1969 that Handlers and players should slurp up like one of Rick Dalton’s margaritas. Its Spahn Ranch scene, meanwhile, may be the best short horror film inside a larger film since The Devil’s Backbone, and should give Handlers lots of ideas for cults and cultists. This column offers only the mildest of spoilers.

Cultists. Robes not included.

So how do we use Charles Manson in a Fall of DELTA GREEN game? Before we answer that question, let’s ask the question before that: “Should we use Charles Manson in a Fall of DELTA GREEN game?” That, of course, is up to you and your players to judge: whether the murders of nine people happened too recently (or remain too memorious) to have become history instead of tragedy. If so, then replace Charles Manson with some fictitious cult leader: Louis Maddox, let’s say. Growing up poor and abused in rural Massachusetts, “Louie” drifts in and out of prison, where he encounters the Church of Interlife (FoDG, p. 302) or the True Love Study Group (FoDG, p. 305) and gets turned on to the Unnatural. (Another possibility: Maddox is one of the Annealed (FoDG, p. 302), the child of Kathleen Bishop, a witness to the 1928 “Dunwich Horror” incident, who raises her son to listen for the noises under the hills and the sound of whippoorwills.) He uses Liao instead of LSD, perhaps, to brainwash his murderous Flock. Stumbling on Maddox’ “little birds” soliciting and begging in the streets of whatever warm city the campaign visits regularly slowly leads the Agents to investigate him. Just as happened with Manson, when the authorities (in this case, the PCs) close in, Maddox goes apocalyptic and sends his Flock on a killing spree.

The trouble with using “Maddox” or the equivalent is that you don’t get the immediate ludic charge of the demonic true name, while still leaving yourself open to accusations of gamifying a real-life murder. At some point, however, gamifying murder sort of goes with the horror-mystery territory. Fall of DELTA GREEN, and the Delta Green universe in general, already make use of a lot of specific horrible things in the real world from the quotidian cruelties of MK-ULTRA to the mass-scale horrors of the Vietnam War. If we can fictively re-direct USAF napalm strikes, I would argue that we can fictively or ludically treat a murder cult that, as it happens, seems to spring straight out of Lovecraft’s nightmares: “laws and morals thrown aside and all men shouting and killing and reveling in joy.”

One advantage of using “Maddox” or the equivalent is that you get to move the murders around from their inconveniently late date (August 1969) to suit your campaign. Another advantage is that you can make up a bunch of wild stuff about “Maddox” — although plenty of people have done the same about Charles Manson, as it turns out, starting perhaps with the prosecuting attorney who put him away for seven murders he didn’t actually commit himself. Vincent Bugliosi’s “Helter Skelter” theory of Manson’s motivation makes a superb Lovecraftian plot: a work of art (White Album, King in Yellow, six of one …) initiated Manson into a secret understanding of the world. Once enlightened with the aid of drugs and occultism, Manson plotted to release his own poisonous artwork, trigger an apocalyptic race war, and emerge in the new aeon as its ruler. Lots of people, from the Family on down, have described this as a prosecutorial fantasia.

But it gets wilder still. In the “weird stuff” part of Fall of DELTA GREEN‘s Sources section, I recommend two works, Sinister Forces by Peter Levenda and Weird Scenes Inside the Canyon by David McGowan, which both confidently assert (among other things) that Manson was the creation (accidental or intentional) of the CIA via its various mind control projects. (I personally tend to doubt this theory, not least because if the CIA had programmed Manson, they would surely have sent him to Roger Vadim’s house, not Roman Polanski’s.) Comes now investigative journalist Tom O’Neill, whose new book CHAOS makes the same argument in a slightly less unhinged tone. O’Neill turns up a dubious character named Reeve Whitson in Polanski’s orbit and hints he’s CIA; he notes that former MK-ULTRA psychiatrist Louis Jolyon West worked at the Haight-Ashbury Free Clinic while Manson hung around there in 1967. Levenda, characteristically, brings in former OSS psych-warrior Hans Habe, the father of the murdered Marina Habe who some have called another Manson Family victim, and also notes that the Beach Boys recorded a Manson song on the B-side of “Bluebirds Over the Mountain,” a clear reference (if you’re Peter Levenda anyway) to the MK-ULTRA precursor Project BLUEBIRD. So is Manson, or “Maddox,” an accidentally-Annealed MAJESTIC killer?

Or is he serving Something Else? Levenda, nothing loth, recounts Manson’s youth in Ashland, Kentucky, in the shadow of the ancient Adena mounds around and under that town. Do we detect the psychic hand of K’n-Yan, or a Serpent Folk fledgling? Sharon Tate and Roman Polanski both made movies involving Satanism, and the hippie-magician crowd they ran with included plenty of Children of Chorazin (FoDG, p. 304) types. Manson’s Family had its own satanic survivors, from Susan Atkins (former Anton LaVey dancer) to Bobby Beausoleil (star of Crowleyite filmmaker Kenneth Anger’s Lucifer Rising). Lurid tabloid reports at the time morphed into sensationalistic works such as hippie bard Ed Sherman’s The Family and investigative journalist Maury Terry’s Ultimate Evil, which both fingered the Satanic-Gnostic Process Church as part of Manson’s process. Terry’s book further tied Manson to the Son of Sam case and the Mafia (or the Fate? (FoDG, p. 288)) and eventually a vast cult network that more resembles the Cult of Transcendence (FoDG, p. 298) than anything in the real world. Such total paranoia has no place in the real world, of course. We must relegate it for our own sanity to a game we play, a tale we tell ourselves that begins “Once upon a time … ”


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

Rung Sat swampThe upcoming Borellus Connection is a gigantic, titanic, cyclopean campaign for Fall of DELTA GREEN. It’s so huge, in fact, that it could not (in its original form) be contained by any binding ritual that could be worked by our printers. It was just huge. Therefore, we’ve a got a wealth of cut material from the campaign that we’ll be presenting as Page XX articles in the months to come. As a taster, here’s a write-up of hazards from the swamps of Vietnam and Ken’s Operation ALONSO, where the Agents are sent to investigate the remnants of the Cthulhu cult that might be lurking in the Rung Sat…

Handlers may not feel the Rung Sat deadly enough with just the provided Encounters, or may wish to throw something more in for flavor or tension-building. Alternatively, Agents who operate carelessly (or roll a natural 1 on an Athletics or Stealth test, making noise and waves) may invite dramatic retribution.

Cobra

Abilities:Athletics 7, Fighting 9, Health 4

Hit Threshold:4 (quick)

Stealth Modifier:+2

Weapon:strike (Diff 6 Health test; minor:d+2, Hurt; major: L2; -2 Health and -1 Athletics every hour)

Armor:none

Deadly Strike:A cobra automatically spends 3 points of Fighting (if available) when it strikes.

Crocodile

Agents encounter d+2 crocodiles at a time.

Abilities:Athletics 8, Fighting 17, Health 13

Hit Threshold:4

Alertness Modifier:+0 (+1 for splashing targets)

Stealth Modifier:+1 (+2 mostly submerged)

Weapon:bite (d+4), tail swipe (d+2 to a foe in the rear, can be combined with another attack)

Armor:-5 vs any (thick scaly hide)

Aquatic:Crocodiles have contest advantage (FoDG,p. 086) in the water.

Primal Horror:Being attacked by a crocodile triggers a 4-point Stability test (Violence).

Flies

A swarm of flies (or other insects) cannot be effectively hit. As long as targets remain inside the cloud, each person suffers d-3 damage per round. In the normal course of things, a cloud of flies is only d-1 rounds “wide.” (Use this same damage for red ant bites, but ants only spend one round on a victim unless he’s tied down.)

Being inside a swarm of angry insects triggers a 3-point Stability (Helplessness) test; those who fail must attempt to leave the cloud, throwing down heavy equipment or leaving the trail to do so.

Flame weapons (white phosphorus grenades, flamethrowers) can briefly damage or disperse a cloud of flies. Only chemical fog permanently disperses an insect swarm.

Scorpion

Among other hideous things, the Rung Sat houses the giant forest scorpion. Any good hit on one of these six-inch monsters (Hit Threshold 3) kills it, but if the Agent fails a Sense Trouble test (Difficulty 5, or 4 if the Agent has Survival) it stings first.

Onset:d-2 hours (minimum 5 minutes); Health test Difficulty:4; Minor: d-1; Severe:Hurt (paralyzed), d+2 to both Health and Athletics

Sucking Mud

A layer of mud covers a sinkhole or fumarole, producing a sucking vacuum when an Agent steps through it. It takes a Difficulty 6 Sense Trouble to notice the slight depression in the middle of the mud flat (Difficulty 5 with Survival).

Anyone who fails becomes stuck in the mud, sinking rapidly as the low pressure below sucks him under. It requires an Athletics test (Difficulty 3) to avoid going under; +3 Difficulty to escape entirely. Reduce the Difficulty by -1 if they have a rope to cling to or climb up. Each round, the Difficulty increases by 1. Someone stuck in the mud can Cooperate on this test, but only with someone on firmer ground – and on a failed 1, both go into the mud.

Someone who goes under the mud begins drowning immediately, losing d+3 Athletics and Health (divided however they like) each round from inhaling mud.

VC Booby Trap

Punji stake traps (FoDG,p. 140) don’t work without soil to dig in, although the VC might booby trap a seemingly solid section of ground that way.

In the Rung Sat, the guerrillas prefer grenade traps triggered by tripwires around trees or in the shallow water near their bases. Spotting a tripwire requires a test of Conceal or Demolitions (Difficulty 4) or Sense Trouble (Difficulty 5). Not spotting a tripwire triggers a grenade (L1*). Disarming it takes a quick snip of the wire (Mechanics Difficulty 3 or Demolitions Difficulty 2); stepping over it just takes a round of otherwise undistracted movement.

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