Operation TOOTHBRUSH or Alligators Are Ornery ‘Cause They Got All Them Teeth But No Toothbrush

This scenario serves best as a one-off when not all players can attend a session.
Players play doomed characters, Divers, first. Afterwards, Agents arrive to investigate and cleanup. 


Players start as non-DG, members of a regional investigation and recovery dive team henceforth referred to as Divers. Divers have served together on this team for years, and have established history.
Divers should be public safety: cops, firefighters, EMTs, even a fed, ATF is suggested, searching for guns tossed into water. 

Every Diver should have Special Training: SCUBA based on Swim and Recovery Diving based on Forensics or Search. SCUBA covers safety and maneuvering, while Recovery Diving covers investigative techniques.


[Allow players to play as one of these people, or make up a public safety official]

Marsha/Marshal Adams, Police Detective

STR 10 CON 12 DEX 11 INT 14 POW 13 CHA 12
HP 11 WP 13 SAN 65
________ 12
________ 12
________ 12
Alertness 60%, Bureaucracy 60%, Criminology 60%, Drive 50%, Firearms 60%, First Aid 30%, HUMINT 70%, Law 50%, Melee Weapons 50%, Navigate 40%, Persuade 60%, Search 60%, Swim 40%, Unarmed Combat 60%
Unarmed Combat: 60%, damage 1D4-1
Glock 17: 40%, damage 1D10
AR-15:    40%, damage 1D12, AP 3
Unmarked Police sedan with police radio,  AR15, Forensics Kit, Interview Kit, fire extinguisher, crowbar,

Harry/Harris Fields, Police K-9 Officer

STR 14 CON 12 DEX 11 INT 10 POW 13 CHA 12
HP 13 WP 13 SAN  65
Gus, German Shepherd 12
________ 12
________ 12
Alertness 60%, Bureaucracy 40%, Craft (Dog-Handling) 60%, Criminology 40%, Drive 50%, Firearms 40%, First Aid 50%, HUMINT 50%, Law 30%, Melee Weapons 50%, Navigate 40%, Persuade 60%, Search 60%, Swim 40%, Unarmed Combat 60% 
Unarmed Combat: 60%, damage 1D4-1
Glock 17: 40%, damage 1D10
AR-15:    40%, damage 1D12, AP 3
Shotgun: 60%, damage 2D10*   
K-9 Police SUV with police radio, laptop connected to the department's network, shotgun, AR15,German Shepherd, dog handling equipment, limited veterinary medical supplies.

Gus, German Shepherd K9

STR 12, CON 13, DEX 13, POW 10
HP 13 WP 10
ARMOR: 3 points (1 of fur and skin, 2 of custom kevlar vest)
SKILLS: Alertness 70%, Track by Smell 80%
ATTACKS: Bite 50%, damage 1D6
Knock down 50%, damage special (see KNOCK DOWN)
KNOCK DOWN: If this attack hits, the dog attempts an opposed STR×5 test against the target. If the dog succeeds, the target is knocked prone

Jason/Jenny Ewing, Firefighter

STR 14 CON 14 DEX 12 INT 10 POW 12 CHA 10
HP 14 WP 13 SAN 60
________ 10
________ 10
________ 10
Alertness 70%, Athletics 60%, Craft (Electrician) 60%, Craft (Mechanic) 60%, Demolitions 50%, Drive 70%, First Aid 70%, Forensics 40%, Heavy Machinery 70%, Melee Weapons 50%, Navigate 50%, Search 60%
Unarmed Combat: 40%, damage 1D4
Fire Axe: 50%, damage 1D10
Personal SUV with Fire helmet with face shield and fire-resistant hood, turnout pants and jacket (Armor 2, protects against fires), leather boots, self-contained breathing apparatus, heavily-insulated leather gloves, Personal Alert Safety System with GPS tracking, fire axe and Halligan forcible-entry tool ("the Irons").

Jack/Jackie Reinart, Bureau of Alcohol, Tobacco,Firearms, and Explosives Agent

STR 13 CON 10 DEX 10 INT 12 POW 14 CHA 13
HP 12 WP 14 SAN 70
________ 12
________ 12
________ 12
Alertness 50%, Athletics 50%, Bureaucracy 40%, Craft (Firearms) 40%, Criminology 50%, Demolitions 20%, Drive 50%, Firearms 50%, Forensics 50%, Heavy Weapons 50%, HUMINT 60%, Law 50%, Navigate 30%, Persuade 70%, Search 50%, Swim 40%, Unarmed Combat 60%
Glock 17: 40%, damage 1D10
AR-15 w/ holographic, taclight: 60%, damage 1D12 or Lethality 10%, AP 3
Unmarked BATFE SUV with Sig Sauer P320 pistol with two spare magazines, tactical AR15 (holographic scope, flashlight) with two spare magazines, Forensics Kit, tactical body armor, Kevlar helmet, encrypted laptop with access to agency networks, first aid kit, a portable fire extinguisher


A remote Louisiana village, at least an hour from the closest town, to search a lake a suspected murderer threw a shotgun into. Divers are on an underwater search grid. Dive masks are equipped with short-wave radios and Go-Pro cameras. The radio connects via transducer on the boat, in touch with Sergeant Bascomb of the state police. This is the third dive of the day, about 50’ below the water. It is dark, murky, and frigid. Visibility is less than 5’ and light sources are only visible to about 15’. Divers communicate via radio and basic hand squeezes (1-OK[?], 2-Stop, 3-Let’s Surface, 4-Help). Bascomb periodically checks on their air pressure.


A brief overview without requiring Handlers to become experts on dive safety. There is some serious hard science to this.

Staying 50’ underwater for more than an hour can kill you, as can repeatedly going back to different depths without safe surface time in between. Likewise, upon resurfacing, a 5 minute safety stop at 25’ must happen, or else Divers get The Bends

The Bends: upon rapidly resurfacing or not spending enough time decompressing on the surface before re-diving, Divers must make a CONx5 check, on a fail halve STR and DEX scores, take 1D8 HP and WP damage, as the Diver experiences numbness and stroke-like symptoms, with a 1/2d4 SAN (Helplessness) for PCs with Special Training: SCUBA, or a 0/1D6 SAN Helplessness for those without (ignorance is bliss). This check is conducted every 10 minutes or until death or a decompression chamber is reached [none available for this scenario]). This is one of the most horrific ways to die.

One of the ways to escape the radiation is to go back underwater, something a INTx5 or SCUBA check helps.


Each Diver should roll Special Training: Recovery Diving. If more than half of them succeed, they have found the murder weapon; if not, they notice it has been a while since Bascomb has checked in, and the last few times he seemed mad. Besides, they must come up to swap out air tanks.  Mean-spirited Handlers may have an Angry Fish Swarm or an Ornery Alligator attack a Diver (don’t kill them this early, come on!). Any Diver that fumbles a roll here becomes separated from their dive partner (SAN 0/1 Helplessness). Other Fumbles: losing masks, regulators (airtubes) leaving masks, losing track of available air, tangled in underwater rope/fishing line, becoming lost or separated from partner in blind conditions.

Upon surfacing, Divers notice the water is slick and flat here. Their boat’s gas tank has a bullet hole in it, the gas drained away. Climbing aboard, they find that Bascomb is dead, shot in the head by a large caliber rifle (SAN 1/1d6 Violence & Helplessness). 
The rest of their vehicles have been damaged beyond the point of being driven: tires slashed, windows smashed, one is on fire, but all equipment is still there.

Attempts to call 911 or raise anyone on the police radio are useless; nobody answers. On the shore, they can find the tracks of a 4 wheel drive vehicle and can follow the trail up a winding dirt path to make it to the road/bridge.


A descent into madness, the result of a pawn shop owner powering up what he thought was a vintage radio from an estate sale. The machine now emits invisible t-radiation of a different sort than described in Delta Green: Eyes Only. 
It has caused the people in the area of the device output to have swollen pineal glands, placing pressure on their amygdalae and amplifying anger, jealousy, and rage. Creatures with pineal glands are acting violently, impulsively, at times fighting things unseen by the Divers. This includes Gus, the Police K-9, who is at Stage 2 of the cycle when Divers resurface. Putting Gus down is (1/1d8 SAN Helplessness).

Jealousy causes theft, looting, or destruction.
Deeply-seeded mistrusts and petty gripes manifests in fits of rage and murder.
Xenophobia and paranoia become even worse.

The t-radiation has spread outwardly from the pawn shop. After one hour without protection, the t-radiation begins affecting the pineal glands. These effects last until the swelling ends by escaping the t-radiation concentration, protection from radiation, going back under 1ATM (33’) of water.  Handlers, reward clever plans. Progression to each stage could be based on time, proximity to device, or the whims of the Handler.
Each stage calls for a SAN test whenever conflict or frustration arises, rolled in secret by the Handler.
While affected, regaining WP through sleeping is not possible. Within 48-72 hours, everyone in the town will likely collapse from exhaustion.


  1. Annoyed. Failure means subject takes offense at someone's tones or actions, irrationally.
  2. Frustration. Failure means subject feels the need to argue, going out of their way to point out issues. A strange sense of always being watched by something unseen fills the subject’s head. 
  3. Infuriated. Failure means subject behaves as if having the Fight temporary disorder whenever there is conflict. Photosensors in their eyes are affected, granting strange Thermal Vision, Electromagnetic Vision, and Radiation Vision, allowing them to see Those Beyond and perhaps even the pulsing waves of the device causing all of this.
  4. Hostile. Failure means subject suffers from Intermittent Explosive Disorder (AHB pg 70). Those Beyond no longer target subjects at this stage, and may be controlled via a POW x 5 check to do the subject’s bidding.


Those Beyond fly through dimensions, and will do so until the device is shut down. If device is shut down, the scenario is effectively over, barring the mess that has been made. If Divers escape, they are picked up by Delta Green at a later point in time, prompting a clean-up and cover-up mission.


Town rests on an island in the lake, connected to the north and south via bridge. Escape can also be had crossing the watery territory of ornery alligators and swampy woods on foot.
2 feet of water (.61 meters)  creates 5 points of armor versus Firearms.

Stealth should allow Divers to slip by as the locals are far too busy dealing with their own issues. In fact, interaction by the Divers makes things worse. Some conflict is unavoidable.


Angry rednecks on the banks and in the boats. Fish are affected by the device, causing them to react violently against fishermen. Angry alligators are worse.


A small stretch of storefronts, dying in the age of online shopping. Smash and grabs have left the storefronts shattered, and the destruction is worse the closer one gets to the pawn shop. If, by chance, Divers smash or disable the device, their troubles begin to cease.


Bouts of road rage have caused traffic accidents, barricading the one roadway out of town. Three sheriff’s deputies manning a DUI checkpoint have really lost it on the north side. If Divers have called out for backup, their backup arrives and is engaged in a firefight by angry sheriffs. A powerline runs the length of the bridge to the local power relay (if this is cut, the device shuts down).
On the south side, the street is clogged with crashed vehicles. Injured motorists brawl amidst the fires raging.


Angry big-rig drivers and mechanics at a shop and storage yard. Some truckers engaging in a destruction derby. A tow truck sits unused (this could be used to clear the bridge out of town)


Extremely personal bouts of chaos as neighborly disputes are cause for war and infidelity becomes a crime worthy of death. Houses burn. A few boats rest on trailers.


Angry animals, such as Louisiana Black Bears, Deer, and various Poisonous Snakes (see Handler’s Guide for more stats) proliferate the swampy outskirts that separate this small town from the outside world, some 20 miles away.



Rednecks, in the Wilderness, Lake, or Truck Stop

HP 10 WP 10 SAN 50
DISORDERS: Paranoia, Intermittent Explosive Disorder
MOTIVATIONS: Hunting, Fishing, Freedom from Oppressive Government, Providing for Family
SKILLS: Drive 40%, Firearms 40%, Pilot (Boat) 40%, Survival 40%
ATTACKS: Unarmed Combat 40%, damage 1d4-1
Shotgun 60%, 2D10* damage
Hunting Rifle w/ scope 40%, damage 1d12+2, AP 5

Angry Residents, in the Suburbs, Downtown, or anywhere

HP 10 WP 10 SAN 50
DISORDERS: Ligyrophobia, Obsession (desires, suggestions include other people they want [neighbors’ hot wife], things they want [vehicles, stuff, special items], or ideals they want [isolation, clean yard]
SKILLS: Largely irrelevant, Unarmed Combat 30%
ATTACKS: Unarmed Combat 40%, damaged 1D4-1,
Household Weapons 30%, (Machetes, Shovels, Fireaxes) damage 1D8


Only attack if they are noticed (Stage 3 of Anger), attack NPCs despite not being visible to PCs.

Disc-Shaped Liquivore

HP 4 WP 4
SKILLS: Alertness (In the Field) 50%, Flight 45%.
ATTACKS: Slice 30%, damage 1D10, Armor Piercing 3 (see RAZOR SPINES).
N-SPACE “SWIMMING”: This creature swims in an invisible otherworldly environment, allowing it a top speed as fast as a running human, as well as the ability to “swim” upwards into the air.
RAZOR SPINES: These creatures are formed of numerous half circles of solid black tissue, interconnected by a bony flexible spine. They drift through the air, swirling furiously, using the razor edges of their discs as weapons.
SAN LOSS: 0/1D4.

Ophidian Liquivore

STR 6 CON 8 DEX 16 POW 6
HP 7 WP 6
SKILLS: Alertness (In the Field) 60%, Flight 75%.
ATTACKS: Bite 30%, damage 1D10 (see FLUID DRAIN).
N-SPACE “SWIMMING”: This creature swims in an invisible otherworldly environment, allowing it a top speed as fast as a running human, as well as the ability to “swim” upwards into the air.
FLUID DRAIN: When these snake-like beings with no eyes attack, their large fangs punch into a victim and begin to drain fluids from its body. Being liquivores, they do not eat solid flesh.
SAN LOSS: 0/1D4.

Tumbleweed Liquivore

STR 3 CON 10 DEX 13 POW 6
HP 6 WP 6
SKILLS: Alertness (In the Field) 55%, Flight 20%.
ATTACKS: Impaling Spines 25%, damage 1D6+2, Armor
Piercing 3 (see FLUID DRAIN).
N-SPACE “SWIMMING”: This creature swims in an invisible otherworldly environment, allowing it a top speed as fast as a running human, as well as the ability to “swim” upwards into the air.
FLUID DRAIN: When these tumbleweed-like beings attack, their hundreds of spines impale a victim and begin to drain fluids from its body. Being liquivores, they do not eat solid flesh.
SAN LOSS: 0/1D4.

Consumer Swarm

STR 1 CON 10 DEX 17 POW 2
HP 7 WP 2
SKILLS: Alertness (In the Field) 45%, Flight 50%
N-SPACE “SWIMMING”: This creature swims in an invisible otherworldly environment, allowing it a top speed as fast as a running human, as well as the ability to “swim” upwards into the air.
OM NOM NOM: When in contact with the Consumer Swarm, all targets take the absolute value of 1D8-1D8 damage, ignoring Armor.
SWARM: All attacks against them do no more than 1 point of damage unless it’s a kill radius attack in which case they do damage equal to the lower of the two D10s.


Ornery Alligators, Ain’t Got No Toothbrush

STR 25 CON 20 DEX 8 POW 10
HP 23 WP 10
Armor: 5 points of scaly hide
Skills: Alertness 50%, Stealth 60%, Swim 70%
Attacks: Bite 50% (3D6) (see Hold)
Hold: A bite attack that rolls an odd number for damage also pins the target. An Alligator attempts to drown victims in its grasp.

Angry Fish Swarms

STR 5 CON 5 POW 5 DEX 20 HP 35
ATTACKS: The swarm does 1D4–1 damage to every individual in reach every turn, or 1D6 to someone who has become blanketed by them. What’s “in reach” is up to the Handler, but the full swarm is probably three to five meters across.
ARMOR: Damage from any attack is reduced to a single point unless it’s a weapon that has a Kill Radius, those do full damage. Lethality rolls automatically fail, inflicting ordinary HP damage.
Any clever impromptu plan does 1D10+2 damage. Any stupid impromptu plan does 1D4.
SAN LOSS: The first time the fish swarm  is seen, it costs 0/1 SAN from Unnatural. Getting attacked costs 0/1D4 SAN. 


This was an entry to the 2019 Delta Green shotgun scenario contest, written by Jake "ChiefMcClane" Cook.

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.