DELTA GREEN
OPERATION SANDPOINT
AN M-EPIC OPERATION
Introduction
Halifax, Nova Scotia, August 1996
Halifax, the capital city of Nova Scotia, on Canada’s Atlantic Coastline, is a major port for shipping lanes into and out of Eastern and Central Canada. The city is known for its Old World Charm, small town feel, and almost daily heavy coastal fog. Over the summer of 1996, no less than four ships went missing while traveling to or from port. Three of which were smaller, independently owned pleasure-craft, with the most recent being a cargo freighter travelling from the US, carrying products for distribution across the Country. Authorities are baffled by the disappearances, while conspiracy theorists claim it is the work of “The Angry Spirits on Devil’s Island.”
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The truth is that a group of Deep Ones residing some 300KM off the coast of Halifax, have been exerting their influence on the coastal community of Sambro for almost two generations. Now that the number of hybrid-deep ones has grown to operable levels, they have begun to search for artifacts related to Dagon, to further their unknowable ends. The “residents” in and around Sambro have quietly claimed the abandoned “St. James United Church” and converted it to a church for “The Esoteric Order of Dagon.” On the surface, this group seems to be just another small-time church offering assistance and respite to the community, but is secretly the base of operations for Cult activity. These hybrids have also taken control of Devils Island at the mouth of the Halifax Harbour, using it as a staging area for their ocean-based sorties. The missing boats are one such result of these sorties. There have been seven (7) missing boats in all, although three (3) had no people on board, and so have gone unnoticed so far. The Deep Ones are sinking these boats and dragging them to a hidden underwater cove just off Devils Island as a means to gather more people for sacrifices for their nefarious rituals, while the cargo freighter was targeted because it was carrying a jade and gold statue of Dagon, bound for the Montreal Museum of Fine Arts, sold to them as an art piece. If the Deep Ones can collect the necessary artifacts and sacrifices before they are stopped, it may be too late to save this growing coastal city, and perhaps even the world.
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Agent’s Involvement
The Agents are likely all part of M-EPIC at the start of the Operation, however concessions should be made to improve player buy-in.
The Operation starts in a non-descript meeting room at the Stanfield Halifax International Airport, where the Agents meet their Handler, Maritime Regional Director John Scotney. R.D Scotney tells the Agents of the existence of the Dagon statue, its disappearance, and its supposed importance to cult activity - relating it to the US Government’s raid on the coastal town of Innsmouth in 1927, and the degenerate man, Obed Marsh. R.D Scotney instructs the Agents to discover the location of the artifact, expose the cult, and shut it down before more lives are lost. Officially, EPIC’s cover is the potential Environmental fallout from these lost or sunken boats in the Halifax harbour.
Locations of Interest
Halifax Service Canada and Passport Services1800 Argyle St Suite 801, Halifax, NS B3J 3N8
Location of M-EPIC’s Atlantic Regional Head Office. Most resources for the Atlantic Region will pass through these doors. Agents local to the city will be based out of these offices.
Defense Research and Development Canada Atlantic9 Grove St, Dartmouth, N.S. B3A 3C5
DRDC is a government entity that focuses on military research and development of ballistics, propulsion, and counter-intelligence technology. Agents can submit requests to their Handler for uncommon gear to be used in field work, though requisitions must be accompanied by strong justification.
Nova Scotia Royal Canadian Mounted Police Headquarters80 Garland Ave, Dartmouth, NS B3B 0E8
The Provincial Headquarters for the RCMP, M-EPIC will often work closely with this and other RCMP offices across the Country, though mostly in their official capacity of EPIC Officers, requesting aid in serving search and/or arrest warrants.
“Church of The Esoteric Order of Dagon” Formerly Saint James United Church3811 Old Sambro Rd, Sambro, NS B3V 1G1
The base of Operations of Deep One Hybrids on Canada’s Atlantic Coast. Appearances would suggest it is a somewhat run down church, offering Sunday services with a rectory and occasional hot meals for locals down on their luck. However, beneath the church is something from a horror movie. The dirt floor basement is a depiction of disorganized chaos; human sized cages stacked haphazardly, most of them covered in rust-coloured stains, remnants of dried blood and viscera from past victims, while boxes of supplies, cots, valuables and foodstuffs lay about collecting dust. There is a tunnel dug in the church floor to a cliff face overlooking Weasel Bay that the church members use to travel unseen by the “regular humans” in the area.-Agents can get a lead on the EOD by reaching out to the Montreal Museum of Fine Arts and inquiring about the artifact that was to be delivered to them. The museum Director, Frederic Petipas, will describe it as a “fascinating piece of anthropological history,” offering broad strokes of the 1927 Raid on Innsmouth, Massachusetts.-Agents can discover the location of the church by 1) requisitioning a sonar sweep of the harbour (bureaucracy of 40, or a successful roll), which will return anomalies prompting the Agents to investigate the cave mouth by boat. 2) speaking to Coast Guard or dock workers who will tell them about sightings regarding “strange looking people, with almost fish-like features seen around the docks a few days before each of the ships disappearances. One dockworker will offer (with a persuade of 50, or a successful roll) that he lives in Ketch Harbour, and thinks these “strange looking people” may live somewhere out past him, perhaps around the Old Sambro Lighthouse, as the building is abandoned, and he has seen lights and tire tracks in the area in recent months.
If the Agents approach at night, there is a 50% chance that Edward Marshall and his subordinates will be conducting a ritual sacrifice in the basement. Lights can be seen shining from cracks in the foundation, and an Alertness skill of 40 or higher will hear the pained sobbing of the victim from somewhere inside.
During the day, it appears to be a normally operating church, albeit with very unusual sacraments.
Devils IslandDevils Island is an uninhabited island at the mouth of Halifax Harbour, there is an active lighthouse on the island, but it has been unmanned since 1978, with only occasional visits for routine maintenance. The Hybrids are using Devils Island as a staging ground for their rituals to sacrifice people to empower the Deep Ones return to prominence, with their main focus being a dilapidated house from the original settlers from the mid 18th Century.
-Agents can find information directing their attention to Devils Island if they execute a search warrant on the EOD Church in Sambro, by chance (eavesdropping) by the dockyards, or by purchasing information from regulars around the docks (dock workers, prostitutes, homeless population, etc.)
Individuals of Interest
Edward Marshall
A distant descendant of Obed Marsh, he was called to the Deep Ones in his dreams, and founded the “Atlantic chapter” of the EOD. He commands up to eight (8) hybrids, though there are never more than 3 in the Church at one time.
Gregory Howe
A research assistant at Dalhousie University, specializing in Marine Fluid Dynamics. Can be tapped by the Agents to find the cove off Devils Isle if needed. Lead from RCMP.
Stat Blocks
Edward Marshall
STR 19 DEX 16 CON 16 INT 16 POW 17 CHA 15HP 18 WP 17 SAN 0 BP nil SKILLS: Alertness 45%, Athletic 45%, Disguise 60%, Dodge 50%, Firearms 40%, HUMINT 70%, Melee Weapons 70%, Occult 90%, Persuade 75%, Stealth 40%, Swim 80%, Unarmed Combat 55%, Unnatural 75%ATTACKS: Dagger 70%, 1d4+4, Armor Piercing 3Pistol 40%, 1d10
Generic Hybrid Deep One
STR 18 DEX 12 CON 15 INT 9 POW 15 CHA 5HP 15 WP 15 SAN 0 BP nilSKILLS: Alertness 30%, Athletics 50%, Disguise 45%, Dodge 30%, Melee Weapons 60%, Occult 60%, Stealth 20%, Swim 80%, Unarmed Combat 50%ATTACKS:Rusty Dagger 60%, 1d4+3, Armor Piercing 3, disease (tetanus)Unarmed 50%, 1d4+3
Generic RCMP Constable
STR 14 DEX 13 CON 10 INT 12 POW 10 CHA 11HP 14 WP 10 SAN 50 BP 40ARMOR: 4 from Reinforced Kevlar Vest (RCMP Emblazoned)SKILLS: Alertness 60%, Athletics 30%, Bureaucracy 40%, Criminology 50%, Dodge 30%, Drive 50%, Firearms 40%, First Aid 50%, Forensics 50%, HUMINT 50%, Law 40%, Melee Weapons 50%, Persuade 40%, Search 50%, Swim 20%, Unarmed Combat 60%ATTACKS:Smith & Wesson 5946 40%, 1d10Collapsible Baton 50%, 1d8+1Unarmed 60%, 1d3
Credits
Operation Sandpoint was written by Nathan G for the 2025 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1CgtKgMc_UeN8m4V8rgSU7jRqJnYLkiXXbOCRjUycoQM/edit