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Delta Green - PX Poker Night / Handlers notes and description of play (Top Secret)

 Delta Green-PX Poker Night (Spoilers!)

Handlers notes

I first became aware of Delta Green in 2020 at the start of lockdown (I promise I was working from home and I was not looking at RPG stuff during work hours :>), and very quickly became fascinated by the concept described in the game.  After getting the Handlers Guide last year I read the ‘history’ included in the book and absolutely loved it.  I then went all in on the Kickstarter that was launched last year and found a couple of podcasts about DG (The Green Box as well as The Redacted Reports - well worth a listen as the former is very informative and the latter really well done and entertaining).  So basically, I really like this game. So, to prepare for running some DG I played in a few scenarios and I did run Last Things Last as a one shot last year.  

I also look at DG as being compatible with a series of events and scenarios for PC development (assuming survival) due to the ‘Home’ game mechanics and bonds.  So, with that in mind I am embarking on taking some players through the scenarios in ‘A Night at the Opera’ (NatOp), as there is a handy timeline you can use to line up the scenarios and have the home scenes and potentially allow the players to see how far they can get their PCs before they either die, go insane or some other hideous ending consumes them.  My only change from this was I decided to start with the scenario PX Poker Night rather than Reverberations (which is the starting scenario in the NatOp book).

I chose to start with Poker Night (and relocate it to May 2015, rather than late 80s as in the description) as it is not a typical DG scenario, there is little in the way of investigation, but it does provide that ‘WTF is going on’ vibe.  This I think is what the player and PCs need to be going through as they play through a DG scenario, certainly for the first time.  Sure, the players will guess at what is generally going on, but they will have little idea of the background or the world they have been forced into and the events that unfold will seem pretty bizarre.  Also, Poker Night is slated as a good introductory scenario, and it can then be used as a gateway into DG for the PCs and future scenarios.  I prefer this to Last Things Last (LTL) as the investigation in LTL is of limited use (it is a one shot after all) and I find the end scene to be a bit of an anti-climax.  Also, Poker Night provides the players with far more freedom as players can basically do what they want as they respond to the madness that occurs through the day and evening.

I completed a session 0 for each player where they created their character via Roll20.  The only remit given was they must be in the USAF as they were starting on the airbase which is the location for Poker Night.  The players were all aware that the plan was to run these characters through a few scenarios over the next few months, assuming they survived Poker Night!  However, for this scenario none were in DG at all, that would follow the events here.  Poker Night scenario specifically mentions this as an option which is another reason I opted to run this as the starting point.

The group ended up with the following:

Cosmic playing Capt. Joseph Wilks/SOCOM-Special Operations

Thrush playing Tiago Lemos / Pilot (call sign Komodo)

Fox playing Corporal Walter Gein / Medic


Orf playing Mark Wire / Radar, airfield and weather systems engineer

We played via the RPG Nook Discord (well worth a visit if you want to join a community for Horror and Fantasy RPGS!)

These four PCs replaced four of the NPCS provided in the scenario as there are only 12 base personnel.

In the scenario there is detailed description of the timings of SAN checks and effects for all the base personnel.  This is a great addition to the scenario, and I think could be used to great effect if it was being run as a one shot with the suggested NPCs included in the scenario.  However, for my purposes and with four PCs not included in the scenario I decided to take a different approach.  I had the PCs making SAN rolls and losing some SAN and having suitable effects based on their current situation with the others in the base going made around and towards them as fit into the scenes the PCs found themselves.  I didn’t strictly adhere to the timeline included after about 4pm, purely because I wanted to ensure the game flowed and was fast paced and made sense in the context of the game being played out. 

To demonstrate the effect of the crystal on SAN as it reached its peak EM output I found a ‘buzzing’ noise clip that I could play when it was time for SAN rolls on Roll20.  The first time it happened the players thought there was problem with the audio on their computers!  I think this worked well and it was a good way to highlight when SAN rolls were needed.

Overall I think the scenario worked well, and I look forward to recruiting the PCs into DG and then taking them on a journey into horrifying word that DG protect us from……until next time – remember Parrying Is For Wimps.

Top Secret - for your eyes only (Spoilers)

Eyewitness account -Platte USAF base, May 2015. NOT FOR DISTRIBUTION.

PCs

·         Cosmic – Capt. Joseph Wilks / SOCOM - Special Operations

·         Thrush – Tiago Lemos / Pilot (call sign Komodo)

·         Fox – Corporal Walter Gein / Medic

·         Orf – Mark Wire / Radar, airfield and weather systems engineer

-------------------------------------------------------------

Mark and Tiago were chilling in the boneyard with the decommissioned aircraft.

Capt. Wilks was doing some PT and checking the security of the perimeter fences.

Walter was resting in his bunk.

All were getting ready for Poker night when they could take the Majors money.

At 1pm a large black van pulled up at the security gates and was permitted onto the base.  It went to the admin block and Major Jones signed it in. He appeared a bit kowtowed by those inside, who barely registered him and then proceeded to drive the van into the boneyard.

Capt. Wilks went to see Jones and he was told it was information on a ‘need to know basis’ and Capt. Wilks didn’t need to know.  As Wilks left Jones got back to doing what he does best – drinking whisky.

Walter saw the van and noted that it had some sort of leads fixed around the bottom of it that dragged along the floor as it drove by. 

The van stopped about 50m from Mark and Tiago who hid and watched the newcomers get out of the van.  They had some strange reflective helmets on.  Mark noted that the strips hanging off the van were earthing bonds.  That seemed very strange.

Jones made an announcement over the base loudspeaker system “The van parked in the boneyard is to be avoided by base personnel. Do not interfere with the visiting staff’s classified operations. All personnel are confined to base until the visiting staff has left. That is all.”

Mark and Tiago decided to sit tight and watch what was happening.

Walter wandered towards the boneyard from his dorm.  Capt. Wilks went to get his binocs and had a look at what was going on.  As Walter approached a helmeted guard pointed his gun and told him to stop and come no closer or he would be shot.  Walter backed off.  Wilks seen this and met up with Walter.

Mark and Tiago noticed a low humming noise coming from the van and Mark persuaded Tiago to grab some wires from an old plane and go towards the van holding them up saying they had dropped off the van.  Immediately the guard aims at Tiago who is told to lie face down with his hands behind his back.  Mark is also spotted and is ordered to do the same. 

The guards call Major Jones who comes to pick up Mark and Tiago in the base 4x4.  He is not happy.  In fact, he seems very unhappy, maybe a bit more than would be considered normal.  Mark and Tiago are ordered to prepare dinner for everyone before Poker Night as a punishment.  Jones and Geiger (his second in command) have a row about what appears to be nothing.

Walter and Wilks join Mark and Tiago in the mess hall as food is being served.

A harsh buzzing noise emanates around the camp – it is not pleasant and causes some of those on the base to feel nervous and have hallucinations.  Walter sees maggots instead of rice and Tiago feels sick as he sees trails whenever he looks at anyone.

2nd in command Geiger then runs out of the admin office with Major Jones chasing her screaming that he is going to kill her.  Walter and Capt. Wilks tackle Jones to the ground and Walter sticks him with his morphine shot and makes him sleep.  Then shots are heard coming from the security gate.

Tiago puts Jones back in his office.  Walter and Wilks head towards the security gate to investigate the shots.

The harsh buzzing noise returns, and Tiago thinks Major Jones has recovered and is trying to strangle him.  He is fighting him off.  Mark hears the commotion and goes in to find Tiago trying to strangle Major Jones.  Mark wrestles him off and Tiago runs out of the office locking the door behind him.  They notice that none of the electrical items work – no computer, no lights etc.

Meanwhile Wilks and Walter go to the gate house and see that one of the guards has shot the other.  Walter has been affected by the buzzing and thinks he can save the guard and starts CPR.  Pushing his hands into the shot up body, with each pump causing blood to spill out of the bullet holes…. The guard who killed his colleague is confused and commits suicide by blowing his head off with his rifle.

Tiago comes to his senses and lets Mark out of the room, they try and get into the weapons locker but don’t have the combination for the lock.  They go and look for Geiger, while outside they see another member of the staff climb onto the roof of the tower and throw himself off, landing with a thud on the concrete three storeys below.

Walter and Wilks pick up the rifles from the guards and head back towards the admin buildings to fine Mark and Tiago.  On the way they see another one of the personnel cover themselves in gasoline and light it, immolating themselves. 

Mark and Tiago go to the boneyard to try and stop the van operating its strange weapon.  They try and use a vehicle but there is no power, so they go on foot. As they are going to the van a strange crystal shaped ‘ship’ appears above the van, immediately there are strange flashing bolts of energy between the van and the ship above it.  This affects the strange crystal craft and it accelerates at high speed crashing into the bone yard a hundred metres from the van.

 

Tiago and Mark arrive first and notice that one of the guards is laying by the van motionless.  Tiago removes the helmet of the guard and his head has exploded smearing the inside of the helmet with brain matter and skull.  Mark peers into the van and sees that the other four in the van all wear helmets and are slumped over in the van.  There is a glowing crystal about the size of a house brick amongst the electrical equipment in the back of the van.

Walter and Wilks arrive, and Wilks tries to smash one of the windows but manages to hurt himself in the process.  Mark finds the keys in the guard’s pocket and they open the van.  They find a document with some information and then Walter quickly pulls the emergency shutdown lever.  The crystal drops into a lead lined box and the buzzing stops.

Tiago is outside the van and notices two small child like creatures approaching – they appear to be the typical alien from the movies – almond eyes and grey small child like bodies.  Tiago runs away.  The others come out of the van and the strange creatures indicate that their dog is trapped in the wreckage of their crystal ship, can they help them to free their dog?

Mark, Walter and Wilks approach and enter into a strange ship that has larger dimensions on the inside then on the outside.  Inside is a strange creature trapped under some sort of structural beam of an unknown material.  The creature is about two meters long, not much bigger than a human being but built more like a crab. It is composed of a sponge-like material covered in irregularly spaced bits of chitinous exoskeleton. What appears to be the head changes colours from red to blue and back again. It has no apparent teeth or claws.

Mark and Wilks lift the beam and as soon as the ‘dog’ can move it suddenly flies out from under the beam and out of the ship.  Immediately the two aliens collapse to the ground.

The entrance hole starts to collapse and they flee from the strange craft, but not before seeing an ‘examination room’ with the usual and expected implements that they have read and heard about it in modern tales and conspiracy theories.

Tiago runs and as he heads towards the perimeter fence he hears the unmistakable sound of helicopter gunship rotors approaching. 

Those left alive on the base are rounded up by a non-descript group of heavily armoured soldiers.  No recognisable insignia.  Those left alive on the base are told that due to an unfortunate mix of chemicals being released that those in the base were subjected to stress and trauma related to a mass psychosis event.  This caused hallucinations and unfortunately for some involved to take their own lives in the line of duty.  This is what happened, and all information is considered Top Secret and all personnel are bound by their duty to ensure no information related to this event is discussed.  Due to the stress, injuries and trauma caused all those still alive will receive top medical care and be given an honourable discharge with $25k.

 END Report


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