Operation PEAK DHOLE (Or) Camp Fairfield


Camp House, Fairfield Pond, Vermont, was the home of the leader of Delta Green: Joseph Camp.

In 2001, a hole was torn in the world at Camp House. The barrier between worlds had been weakened once before, just across the lake, by Reginald Fairfield, former Delta Green leader. Things beyond human understanding spilled out. They swallowed everyone in the bunker, including Adolph Lepus, leader of MJ-12’s NRO Delta, fourteen NRO Delta killers, and Joseph Camp.

Now, the place is a mended hole in time. The bottom of the house is fused with the Court of Azathoth. Bits and pieces of eternal madness spill through.

It’s been abandoned for 17 years. John Smith, the Director of the Program, wants to investigate. He sends the Agents to find out.


  • Agents are summoned to St. Albans City, VT and briefed at a sandwich restaurant around lunchtime. The Case Officer pays for their meals in cash.
  • Several artifacts have been found at a local house set to be demolitioned in a few days by a company who now owns the property. They may be contained in a secret location in the house. The Program is moving to call off the demolition, but they still want the artifacts removed.
  • The artifacts vary in danger from mundane to volatile.
  • The Agents are to catalogue the artifacts and send in a call for a cleanup team to remove them.
  • They should not let anyone know of their entry into the compound, and should only call the cleanup team under the cover of night.
  • The Handler passes them briefcase containing a Glock 20, Three Magazines, a Fiber-Optic Cable, 5,000 Dollars, and burner phones.

Fairfield House is located at 44°51'26.1"N 72°59'02.3"W.

The Opera

Fairfield Pond

Fairfield Pond is situated in the northwestern corner of Fairfield, Vermont, a small, spread-out town among the trees. Fairfield Pond is a recreational spot where many people have summer homes. Few actually live on the lake throughout the whole year.

Camp House sits on a small peninsula jutting out into the Pond. The house is mostly covered by trees, besides a nearby field about fifty yards away. The entire house is fenced. The fencing begins at least 200 feet in front of the house.

The gate is made of fifteen foot high chain-link fence. It is tightly padlocked.

  • Can be lock-picked with Craft (Locksmith) at 50% or higher, or with a Locksmith check.
  • The chain link fence can be easily clipped with wire cutters, requiring no checks.
  • The Agents can also scale the fence, requiring an Athletics check, at -20-40%if they are carrying any heavy gear.

There are cameras in front of the house, and on the gate. To any normal person, they look deactivated, but  SIGINT or Craft (Mechanic) at 40% or higher reveals that they are still operational.

Camp House

Camp House proper is a small cabin. It looked like it was well kept…. ten years ago. A fine layer of dust covers everything. The rooms are spotlessly neat, but somewhat empty. There are a few chairs, couches, a radio, and old TV, and a couple of stripped beds. Nothing of real pertinence can be found in the house proper since the Outlaws cleaned it out , besides a few extras. The electricity still works.

One of the vents in Camp’s bedroom holds a small bubble-wrapped package. Inside is a brick of 300 ten-dollar bills, a Walther PPK, and an extra magazine.

The Bunker

Below the house, there is a small basement with a workshop. The workshop itself is empty of anything Interesting, besides old power tools and drill bits. However, one of the walls of the workshop has been blown out. Pieces of rubble are torn away from the wall, which looks like a concrete door blown open by a breaching charge. Butthe explosion looks it came from inside, out.

Entering the bunker, the Agents feel a sense of dread. Something primal in them inherently distrusts and fears this place. They have an urge to turn back. SAN Loss, 0/1.  

There is a noise permeating the bunker that sounds like vibrating metal. It has no identifiable source, but sounds like deep, pounding drum beats. SAN, 0/1. The deeper in the bunker the Agents go, the louder it gets. Agents with Alertness  60% can also hear some kind of piping. It is loud, and scarring the ones mental acuity. Anyone who can hear the piping also has an -20% on all hearing-related checks, and SAN Loss is inflicted, 0/1D4.

At some point while the Agents are in the bunker, they hear a car pull up, and someone walking into the house. Who it is is up to the Handler, maybe a neighbor there to see why people entered the house, or a worker checking Radon levels before demolition.

There are five rooms in the bunker. It’s a single hallway, with two rooms on the left, two rooms on the right, and one room without a door at the end of the hallway. Three of the four rooms on each side of the hallway hold artifacts. One may be an armory, an office, or a simple storage room. What is in each room is up to the Handler.

The last two rooms are a different story. The last room not at the end of the hallway is smaller than the others. It’s dark. The door is unlocked, and upon opening it a blue-white light fills the room. One minute, the room is empty. The next minute, a man, wearing black tactical gear stands in the corner. He has a pistol in his hand, pressed to his temple. Blood spills out the side of his head, and a round bullet levitates in the air, having gone through his head. SAN Loss, 1/1D6. If the agents touch anything, whether it be him, his blood, or the bullet, there thoughts are flooded by THE VISION.

The Final Room

The room is a 30 by 30 foot square. The piping and drumming in here is quiet. It sounds like it’s coming from above the Agents. A chair sits in the middle of the room. It’s a simple wood chair. It’s somewhat charred, like something burnt it.

Unless the agents look up, the ceiling looks normal. If they do look up, what they see is horrifying. It’s a vision of the Court of Azathoth. A giant, horrifying mass sits in the middle of a bunch of little creatures, singing and dancing and playing their instruments in some unspeakable, dark orchestra. This causes a lot of SAN Loss, but if the agents look away, the damage is minimal, SAN Loss 1/1D10. If the Agents continue to look, it’s extremely horrifying, SAN Loss, 1D10/1D100.

Being in the room attracts the attention of the things that play their instruments in Azathoth’s court. They sense that the Agents are not playing, and will come to attack them. Create any horrible monstrosity, playing some kind of instrument, whether it be a serpent person playing a harp or a giant horseshoe crab holding a crystal that flashes ten different colors. Be creative. It doesn't matter how you stat them, because there are an infinite number. They will eventually kill or incapacitate the Agents (they may wake up in the Court of Azathoth!) The only way to stay alive is to run.

What Artifacts Are Left?

What artifacts and items for the Agents to discover still exist in Camp House?

Whatever you want. Any unnatural object from any source works. The Outlaws may not have been able to remove all of the really volatile artifacts from the location, because of its inherent problem in containment. This scenario is more about the journey then the destination.

The Outlaws

The Cameras on the property were installed in 2010 by G-Cell, Outlaws who operate in the New England area. Their leader, Agent GARRETT, remembers the 2001 Schism. When the cameras pick up the Agents entering the gate or house, he reports to A-Cell that someone has breached Fairfield House. When Agents enter the bunker and trigger the motion sensor, he gathers G-Cell and drives to Fairfield House.

The Outlaws have three goals.

Figure out who has penetrated the security at Fairfield House.

Apprehend or drive off whoever has entered the house.
If the perpetrators are violent or unnatural, take them out.

G-Cell considers the Program no better than Majestic-12, but won’t shoot on sight. They can be negotiated with, if the Agents play nice. But if they do screw up, they will shoot the Agents.

If the agents move out before the Outlaws arrive, they may try to track them down, or intercept them in the highway.

If The Agents Perish

The Agents may  die during this mission. If this happens, have the Agents play as the cleanup team- CORAL NOMAD PJs. Use the stat block in the Appendix for these PJs.


NPC Stats

STR 12 CON 12 DEX 13 INT 11 POW 13 CHA 11
HP 12 WP 13 SAN 65 BP 52
ARMOR: 6 From Tactical Body Armor & Kevlar Helmet
SKILLS: Alertness 70%, Athletics 60%, Demolitions 60%, Drive 50%, Firearms 60%, First Aid 70%, Medicine 40%, Military Science (Air) 50%, Navigate 50%, Pilot (Helicopter) 50%, Swim 40%, Search 60%, Stealth 60%, Unarmed Combat 60%
ATTACKS: H&K MP7A1 w/ Holographic Sight 60/80%, damage 1D10, AP 5, Ammo 30
Glock 20 60%, damage 1D12, Ammo 15
OTHER EQUIPMENT- Four Spare MP7 Magazines, Three Spare Pistol Magazines, 2x M84 Stun Grenade, 1x AN-M14 Incendiary Grenade, Fiber Optic Cable, Directional Microphone, 1 Brick of Semtex

STR 9 CON 10 DEX 9 INT 14 POW 14 CHA 10
HP 10 WP 14
ARMOR: 4 Points from Reinforced Kevlar Vest
SKILLS: Alertness 40%, Athletics 40%, Drive 70%, First Aid 70%, Firearms 60%, HUMINT 40%, Occult 20%, Persuade 60%, Melee Weapons 40%, Survival 60%, Unarmed Combat 70%,  
ATTACKS: MP5/10 SMG 60%, Damage 1D12, Lethality 10%, Ammo 30
Suppressed Ruger Mark III 60%, Damage 1D8, Ammo 10
OTHER EQUIPMENT: Two spare MP5 Magazines, One Spare Ruger Magazine, Reinforced Kevlar Vest, Go Bag, First Aid Kit

STR 10 CON 12 DEX 9 INT 14 POW 11 CHA 14
HP 12 WP 13
ARMOR: 3 Points from Kevlar Vest
SKILLS: Accounting 40%, Art (Photography, Videography) 70%, Computer Science 60%, Firearms 40%, Science (Chemistry) 30%
ATTACKS: S&W Model 649 Revolver 40%, Damage 1D12, Ammo 5
OTHER EQUIPMENT- One Spare Speedloader, Kevlar Vest, Go-Bag

STR 12 CON 12 DEX 13 INT 11 POW 13 CHA 11
HP 12 WP 13 SAN 65 BP 52
ARMOR: 4 Points from Reinforced Kevlar Vest
SKILLS: Athletics 60%, Firearms 70%, Ride 60%, Survival 70%, Swim 60%, Unarmed Combat 40%
ATTACKS:  Marlin Model 1895 w/ Telescopic Optical Sight 70%, Damage 1D12+4, Ammo 5
Beretta 92FS 70%, Damage 1D10, Ammo 15
OTHER EQUIPMENT- Ten Spare Rounds, Two Spare Pistol Magazines, Reinforced Kevlar Vest, Go Bag

STR 12 CON 12 DEX 13 INT 11 POW 13 CHA 11
HP 12 WP 13 SAN 65 BP 52
ARMOR: 3 Points from Kevlar Vest
SKILLS: Athletics 40%, Disguise 70%, Drive 50%, Firearms  50%, Pharmacy 40%, Science (Chemistry) 40%, Melee Weapons 60%, Unarmed Combat 80%
ATTACKS: Mossberg 590 Shockwave w/ Targeting Laser 50/70%, Damage 2D10/2D6/1D6, Ammo 5
Glock 38 50%, Damage 1D10, Ammo 10
OTHER EQUIPMENT- Ten Spare Shells, two Spare Pistol Magazines, Kevlar Vest, Go-Bag

Artifact & Item Stats

The Vision-
In English Study Time 1 Minute Unnatural +2%, SAN Loss 1/1D6
One minute, you’re standing in front of the man who shot himself. He’s almost hypnotizing, and your eyes go from his face, to his gun, to his hand, to his arm, to the blood spurting out the side of his head. You close your eyes for a second. Then the blue-white light flashes again, and you’re back. Your fellow agents aren’t there anymore. The man still stands in front of you, gun against his temple. But he’s moving this time. He’s trembling. Tears run down his cheeks. He moans, in some kind of pain. His hand trembles over the trigger. You here things, out in the alway. Gunshots. Then, that blue light flashes again. A man’s voice, out of the blue. Monotone. Almost content. “Lepus, I called them.” The ground trembles around you, and you hear that noise again. The piping. The drumming. It gets louder and louder and louder. You cover your ears, and scream. The man in front of you trembles. Then, he pulls the trigger. The blue light crescendos. Then, You’re back in that room, screaming.


This is an entry to the 2018 Delta Green shotgun scenario contest, written by Dhole.

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.