Break Out

Tab 2

Break Out

Maine State Prison is located in Warren, Maine. It has a maximum capacity of 916 adult male inmates and manages a daily population of around 900. Simon Pelletier has been one of these inmates since close to the prison’s relocation in 2002, and was found guilty for the gruesome, ritualistic murder of his wife and two sons in 2004. The nearby town of Thomaston is home to the popular Maine State Prison Showroom, an “old-fashioned shop” that sells all sorts of furniture, art, novelty items and toys made by the prison inmates. Most of the items sold here are quite innocent and quaint. On November 2nd, 2016, Delta Green was notified of a murder when the method was revealed to be almost exactly the same as Pelletier’s 12 years earlier, and the 3rd time this has happened in the past few years. Each murder was followed by a ritual in which blood was used to paint a circle, each victim would be placed, heads touching, in the center and positioned so they would each portion up 1/3 of the circle. Resting in the space between the heads was always a similarly cut red jewel with what appears to be a trilobed eye in the center, each one purchased from the Maine State Prison Showroom.

Agents Arrive

Your Agents do not get to figure out how they might make excuses to their work or family about why they must suddenly leave on an unexpected trip, nor will they meet with the handler and plan anything in this investigation. They already did that. Their handler, Special Agent Todd Manzelmann, a hot-head, briefed them on the situation. The group arrived on November 5th, followed the lead of the jewels to the showroom, learned of the “prison cult” and made the plan to go undercover as inmates that were recently transferred to figure out the extent of their influence. You may decide what ratio of undercover prisoner-to-backup your Agents are. During the operation, the Agents end up getting quite close to the truth, learning of the Starry Wisdom Cult and its intentions. They discover Pelletier is the leader, and is the one who created and sent out the strange jewels through the prison’s crafts program. Whilst in prison, he’s been able to indoctrinate many inmates, employees, and even the warden, who allowed Simon to construct a great stone archway. He planned to use, through the shining trapezohedron he once glimpsed, the gate to open a portal and let through a servitor of Nyarlathotep for the cult to deliver their great sacrifice. When the Agents attempted to stop this by confronting Simon, they were made amnesic by a spell, knocked unconscious and thrown in one of the cells.

The Horror

The opening of the stone gate succeeds, and a great beast comes through. A hunting-horror. As soon as it pulls its way through, the gate collapses. All those performing the ritual, including the lead cultist Simon, are torn to shreds almost immediately. Most in the library too, a few manage to hide. The night of the ritual is dark & stormy, and manages to hide the hunting-horror from any passers-by as the beast tears through the roof. It wreaks havoc across the facility, totally destroying some buildings in the process, all the while thunder masks the sounds of destruction and screeching. If the Agents are outside, there is a chance they will witness the horror grab a fleeing guard or inmate and fly off into the sky, unless they meet with Todd first. After witnessing this, any prolonged exposure to the open skies will risk the Agents getting grabbed.

Agents Awake

This is where the game begins, the Agents will all awake in the cell they were left in. The cell door is unlocked as the main power has gone out completely. A dim, emergency light barely lights the cell. The Agents have had their memory of the past few days wiped, they have no idea how or why they are here, and do not recognise each other.

The Prison

Most of the prison has been destroyed, save the inmate housing, main entrance building and the library. The horror flies around hunting those unfortunate enough to find themselves outside, but spends most its time in the workshop building devouring the corpses of those it brings back to its new, makeshift nest.

As the Agents move through inmate housing, they find corpses of inmates and guards lying dead. Most of them have stab wounds, a few have bullet holes. Agents with Forensics of 60 or roll can determine that rather crude weapons were used for the stab wounds, fragments of stone can be found.

Occasionally crazed cultists will find the Agents, they can either be guards or inmates. They all try to use these crude, sharpened stones with a trilobed eye symbol engraved. If pressured, guards will resort to taser or gun.

The Library

The Agents find the library in shambles, the roof is torn off and rain is pummeling through, the stone gate is a pile of rubble and bodies are torn apart and strewn about. Searching through the rubble reveals odd symbols. Search of 40 or a roll reveals the trilobed eye symbol carved a few times on some rocks.

Agents can search the bodies, after an amount of time they find the body of Simon Pelletier, his torso still has his ID attached. In a pocket is a deep black jewel. Examining it, it seems to draw the Agent in, light does not reflect through it as you would normally expect, and the inside almost looks like a red galaxy. Examining for this long causes the Agent to feel entranced. Even longer examination reveals a red and yellow orb, an eye, that quickly notices the Agent and shifts its gaze into the Agents’ eyes, only then does the Agent see the trilobe. A power roll with a 40% penalty must be successful to continue. If failed, the Agent looks away in terror. 1/1d10 San if they either lost the power roll or looked away willingly. Continuing to stare at this eye begins to reveal secrets of the fabric of reality. Amused, the eye grants the Agent the ability to raise any skill to 40, including unnatural. The Agent feels compelled to hold on to the stone. 1d10/1d100 San

CCTV Monitoring Control Room

Next to the inmate housing is the CCTV Monitoring Control Room. This requires keys to get in, which can be looted from any guard. The system is currently off with the power outage, though it can be rewired with Craft (Electronics) 40 or roll. The date reveals that today is November 7th. Going through the footage mostly shows the daily routine of the prison, this will reveal the finishing touches of the stone arch in the library and the Agents arriving and mingling with the inmates for a couple days. Earlier today, the members of the cult organised a kind of revolt, kidnapped several inmates who were not indoctrinated, and brought them before the stone gate for sacrifice. The Agents attempted to intervene, but Simon put a stop to it with Obscure Memory and had the Agents incapacitated and dragged away for sacrifice later. This feed cuts out as the hunting-horror emerges from the portal. A few minutes later the rest of the cameras cut out.

Parking Lot

If the Agents decide to go out the front door, they will soon be greeted by a car speeding into the parking lot. Todd Manzelmann gets out and greets the Agents. If he recognises their amnesia, he will fill them in with the details of the mission so far, as well as revealing the existence of the Starry Wisdom Cult tied to Simon Pelletier’s hometown. The cult has popped up in various forms over the years since its inception in Providence in 1844, and has been consistently linked with disappearances in these areas. If the Agents attempt to leave, he will refuse this idea, with a gleam in his eye he grabs a light machine gun out of his car and says something cool like “we ain’t finished here yet”. Just as this moment happens, the horror screeches and swoops down to pick up the handler with its massive talons. The Agents watch helplessly as this thing takes a screaming Todd into the air. It devours him. Inside the vehicle will be several firearms and 1 or 2 heavy weapons of your choice. Unfortunately, Todd had the keys to the vehicle on him, so if the Agents wish to just get in a car and leave, a Craft (Mechanic) of 40 or roll is needed to hotwire it.

Backup Generators

Agents with Craft (Electrician) can get the 3 backup generators running again. Craft (Electronics) or (Mechanic) at 60 or a roll can get one running again. Each generator can allow for a spotlight to be used. If they power the generators they do not need to rewire the CCTV.

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Hunting-Horror

A large, bat-winged serpent with multiple snouts of gnashing teeth, loose tentacles and razor-sharp claws.

STR 60 CON 30 DEX 13 INT n/a POW 21 CHA n/a

HP 45 WP 21

ARMOR: 10 points of bubbling matter (see RESILIENT and THING OF THE VOID)

SKILLS: Flight 75%

ATTACKS: Bite and rend 70%, Lethality 30%, Armor Piercing 5 (see BITE AND REND)

Seize 90% (see SEIZE)

BITE AND REND: The hunting-horror extrudes a bone-filled maw that is spring-loaded with enough force to shatter bones, shred flesh and even crush metal, inflicting a Lethality 30% attack on anything unlucky enough to be caught in it.

RESILIENT: A successful Lethality roll does not destroy a hunting-horror, but inflicts HP damage equal to the Lethality rating.

SEIZE: A victim seized in a hunting-horror’s writhing grasp suffers the same effects as being pinned. The victim can attempt to escape with a STR test opposed by the hunting-horror’s Seize test. A hunting-horror can continue to take actions while keeping a victim seized. It can also squeeze a seized victim once per turn with an opposed Seize vs. STR test, inflicting 2D10 damage (which ignores body armor). This does not count as the hunting-horror’s action. It can fly while holding and squeezing up to two seized targets.

THING OF THE VOID: Hunting-horrors retreat from light that’s comfortable for human sight. Bright light inflicts 1 HP per turn. The dazzling flash of a stun grenade inflicts 3D6. The full light of day sears a hunting-horror to gray dust. Fire inflicts double damage. All these effects ignore its armor.

SAN LOSS: 1/1D10

See p. 206-207 of the Handler’s Guide for additional details.

Credits

Break Out was written by Smiling Friend to All for the 2024 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1_dqkVHRGD0HxuVXOtd0hYxq6BZ83Ag23E-1Rg8JfT5A/edit

The intellectual property known as Delta Green is ™ and © the Delta Green Partnership. The contents of this document are © their respective authors, excepting those elements that are components of the Delta Green intellectual property.