Corridor/Tower
-A Shotgun scenario for Delta Green
Where the Corridor is Found
It appears where it shouldn’t exist. A door on an exterior wall impossibly leads to the corridor, or perhaps a new door appears in a basement. It might even manifest in the middle of a building, in a place where there’s no space for it.
How the Corridor Works
-Once you step into the corridor, you begin walking, but it's endless. Soon, the entrance is out of sight, and you're trapped in the tower. The corridor operates as follows:
-You walk down the corridor. If nothing happens and you turn back, you are attacked by a monster or face a dangerous event.
-You walk down the corridor. Occasionally, something strange occurs. If you continue forward after witnessing this, you will be attacked by a monster or face a dangerous event.
-You walk down the corridor. Occasionally, something strange occurs. If you turn around and walk the other way after seeing this strangeness, you suddenly find yourself in a completely different corridor. This marks the next floor of the tower.
-If you’ve been attacked by a monster or encountered a dangerous event three times on the same floor, you’ll discover a 'no-place' room.
-No-place rooms are unique chambers that appear only once. While they only connect back to the corridor, they offer a chance to rest and may contain valuable supplies.
-The tower has seven floors.
-On the top floor of the tower is an impossibly vast area filled with thousands of unique doors. No matter which door the characters choose, it leads back to a place in the real world. After this, the characters can "see" the doors in the real world and use them to travel through the tower.
-Sometimes, characters who travel using the top floor of the tower encounter a sorcerer, ghoul or even stranger beings doing the same. These entities cannot explain the tower either.
-Exploring the far reaches of the tower’s top floor, where it takes days of walking to arrive, reveals doors of otherworldly design. These doors open to places like the hidden cities of Pluto, the Dreamlands, the black citadels on planets orbiting distant stars, and even the void of deep space. Many of these passages lead to realms where human survival is impossible.
The Seven Corridors of the Tower
First Floor: The corridor resembles a normal hallway from the building where it appeared.
Second Floor: A decayed and dirtier version of the first-floor corridor.
Third Floor: The corridor looks like a hospital hallway, immaculately clean and smelling of bleach.
Fourth Floor: A graffiti-covered concrete tunnel.
Fifth Floor: A hotel corridor with wallpapered walls and carpeted floors.
Sixth Floor: A narrow brick passage. The sound of a subway can be heard nearby.
Seventh Floor: A dilapidated attic passage with concrete floors and plank walls.
Strange Occurrences
Roll 3d10:
3: A flute made of a human bone can be found in a box on the floor.
4: A cloud of moths fills the corridor.
5: A naked, dismembered body lies in the corridor.
6: A box of puppies with disturbingly human-like faces.
7: Faint whispers come from the walls.
8: A shadow of a man on the wall, though no one is there.
9: A mirror shows the characters with fixed expressions they don’t actually have.
10: A painting of a woman, seemingly from the mid-90s. Her eyes follow the characters.
11: A blonde woman in a jumpsuit is seen far ahead. She moves away at the same pace the characters approach.
12: The sound of a ticking clock.
13: The sound of children laughing.
14: A single child’s shoe.
15: Scattered photos of a family, with all the faces scratched off.
16: Heavy breathing, as if someone is in ecstasy, from beyond the walls.
17: Blood runs down the walls.
18: The sound of a ringing phone.
19: An old-fashioned doll sits at the side of the corridor, its eyes missing.
20: A bloody handprint slowly fades from the wall, as if evaporating.
21: The lights suddenly flicker, spelling out SOS in Morse code.
22: A cold wind blows through the corridor despite the lack of windows.
23: The smell of smoke, though nothing is burning.
24: A TV, unplugged, shows static as if tuned to a dead channel.
25: The sensation of cold hands grabbing the characters’ hair or arms.
26: The characters’ shadows suddenly stretch unnaturally far.
27: A strange creaking noise follows the characters.
28: A pool of blood with footprints leading away from it.
29: A distant scream, as if someone is being murdered.
30: One of the characters’ names is carved into the wall.
Monsters and Dangerous Events
Roll 1d6:
1: An intense, life-threatening cold fills the corridor for an hour.
2: A massive pit bull, frothing at the mouth, attacks. Its flesh is rotting, and its eyes ooze decay, yet it shows no sign of slowing down. (Rules as a normal dog).
3: A child with black eyes. It behaves like a normal child, but if anyone gets too close, it reveals unnatural strength, sharp teeth, and a hunger for blood. (Rules as a ghoul)
4: The ghost of someone one of the characters knows. It moves through the corridor walls. If touched, the person suffers increasingly severe epileptic seizures. Suffering three such epileptic seizures is fatal.
5: A violent wave of ice-cold water rushes down the corridor, knocking characters to the ground.
6: A formless, nearly indestructible mass of flesh and tentacles chases the characters down the corridor. (Is a Haedi Nigritiae).
No-place rooms
No-Place Rooms Roll 1D6:
1: This small chamber is stocked with bottled water and cans of tuna—enough provisions to last one person several weeks.
2: A large room resembling a small safe house, equipped with cots, two shotguns, MREs, a first aid kit, and a fire extinguisher.
3: A room filled with broken, decaying furniture. In the center, a sleeping bag lies next to a backpack with urban exploration gear and a handgun.
4: A freezing meat locker, full of hooks and butchery tools, though there is no meat.
5: A room strewn with decaying, mutilated bodies from all over the world.
6: A room filled with an assortment of musical instruments.
Reasons to Enter the Tower
-Unhealthy curiosity after the door to the tower appeared in connection with other unnatural events.
-A valuable agent or friendly disappeared into the tower after discovering the corridor.
-The characters are in a dire situation and have the chance to escape into the tower.
-Someone the characters are hunting has fled using the tower.
Navigation
-Don't overlook the threat of starvation and thirst. Agents may be trapped in the Tower for long periods, and finding food or water in the No-place rooms or consuming slain monsters or corpses might become a matter of life and death.
-Light is not a concern in the Tower—there is always sufficient, even pleasant, lighting, though no visible sources. However, dwelling on this fact for too long may result in a loss of sanity.
-Cold is a deadly threat, especially if the agents are soaked in freezing water beforehand. Be sure to apply the rules for exposure, as frostbite, hypothermia, and related dangers may claim more lives than violence.
-Sanity will also be an issue for the agents. Prolonged exposure to the Tower and actions such as traveling via the top floor should inherently cause some sanity loss.
-What happens if the agents attempt to break out of the corridors through concerted efforts or explosives? Initially, they will find the walls impossibly resistant to damage. But if they persist, they will discover that outside the Tower lies an endless, freezing, and dark void.
-How often should something strange happen? Roll 1D6 to determine how long until the next occurrence takes place:
1: 10 minutes.
2: 30 minutes.
3: 1 hour.
4: 4 hours.
5: 6 hours.
6: 8 hours.
Death and insanity
-When a character’s sanity drops to 0 while in the corridors, the following occurs: The character walks straight through the wall and vanishes. A door materializes where they disappeared, revealing a new type of No-place room.
-When a character’s sanity reaches 0 on the top floor of the tower, a new door appears leading to anywhere in the world, and the character attempts to escape through it.
-Dead bodies left behind appear randomly in a No-place room.
Origin of the Tower
It is an abandoned vessel, once belonging to an advanced and ancient race of alien beings, long since extinct. This craft travels through outer space by navigating the inner space of the mind, constructing its form from the subconscious of its user. The aliens possessed a nearly unfathomable intelligence and were devoid of most emotions as humans understand them. As a result, they did not encounter the horrors that now manifest within the tower. In essence, the agents entering the tower are like monkeys attempting to drive a car.
Credits
Corridor/Tower was written by Sebastian Lindeberg for the 2024 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1f-mnhe1SP7RT_WdMxixBsVNSPF4OldgLKpSk2H5CvWQ/edit