Ship Outta Luck
Table of Contents

THE SITUATION
On June 15th, a transmission was received by Airstation Kodiak: “All Officers, including the Captain, are dead. Lying in chartroom and bridge. Possibly whole crew dead.…I die.” The message was in morse code and only transmitted once before cutting off. All attempts to contact the source failed. The base sent out a helicopter which located a cargo ship in the Bering Sea bearing the name SS Ourang Medan. Attempts to hail the crew failed and so the Coast Guard authorized an expedition to investigate the ship and rescue those on board. The expedition leaves in two days.
THE TRUTH
The SS Ourang Medan was an unregistered vessel used by the US Government to move TOP SECRET and Classified shipments throughout the world. In 1942, the crew was transporting Lesser Deep Ones caught at Innsmouth, and a huge Star Spawn of Cthulhu inside a gigantic block of ice, from their holding sites to a new secure facility deep inside the Alaskan Wilderness. During the voyage, the spawn started to awaken and used its psychic abilities to kill the crew and release the Lesser Deep ones from their holding cells. As the crew lay dying in agony, the First Officer managed to send the distress call and the third officer triggered a fail-safe device which froze the ship in time before they, too, perished. While frozen in time, the Star Spawn realized it could still use its psychic abilities and was able to deactivate the device, although it took 68 years to do so. Inside the generated field, time moved differently and to the Spawn, only 32 hours have passed.
DELTA GREEN
The transmissions were intercepted by DG Operatives and the name of the ship raised some flags The decision to infiltrate the expedition was made. How exactly they infiltrate is up to The Handler. Recommendation: The US Coast Guard Investigative Service (CGIS).
THE EXPEDITION
The Agents start their journey flying into Airbase Kodiak on Kodiak Island. From there, they fly by USCG MH-65C to the waiting USCGC Douglas Munro already on-route to the stranded ship which sits 222 nautical miles off St George Island.
THE SHIP
The SS Ourang Medan is a Liberty Ship commonly used in the Merchant Navy during WWII. It features four decks: bridge, boat, upper and second, and contains five cargo holds. A total of 100 crewmen are needed to operate the ship but can get by with as little as 60. The vessel is over 400 feet long and can carry over 10,000t of cargo.

When the Agents arrive on scene, they find the ship drifting in open water with no signs of life on deck. The Captain of the cutter sends a boarding team consisting of the Agents, and whomever else The Handler decides, to anchor the vessel and to investigate.
UPPER DECK
The ship has a central superstructure which houses the bridge deck and crew amenities, as well as a single smokestack in the center. From this deck you can access the various cranes used to load and unload the ship, and also the stern and bow guns. If the Agents attempt to open the cargo hatches, they will find them sealed.
ANCHOR WINCH
This device can be used to lower the anchor. HEAVY MACHINERY 30% achieves it.
GUN BATTERIES
These are fully functioning. Two Agents can use them, one to fire with HEAVY WEAPONS, one to load with HEAVY MACHINERY.
SUPERSTRUCTURE
The moment the Agents set foot inside the superstructure, they are met with a horrific sight: throughout the hallways and rooms, they find multiple dead bodies which appear to be only slightly decomposed, all with their eyes open and with looks of fear on their faces. Some are even reaching out as if to ward off an invisible attacker (SANITY 0/1D4 the first time they encounter this). The Agents find bodies in almost all the rooms. MEDICINE 40%/SCIENCE: BIOLOGY 30% shows no signs of trauma to any of the bodies; they appear to have died of soul-crushing fright. It will also grant them insight into how long the crew has been dead: 32 hours.
The temperature of the inner decks is always 20+ degrees cooler than it is outside, and only gets colder as the Agents descend below decks.
OFFICE
Empty except for an ornate lockbox inside of the desk. A metal plaque on the box reads “…_ _ _…” which is Morse code for SOS. The box has three scroll-locks with letters on them. Entering SOS will unlock the box, revealing a key to the Armory. CRAFT: LOCKSMITH 30% allows Agents to pick the lock.
ARMORY
If the Agents find the key, inside the Armory are racks of weapons: Thompson Submachine Guns, and Browning Automatic Machine guns with plenty of ammo for both and two Bazookas, with 4 rounds each.

Also in this room, a box full of TNT charges, along with wire, cables and detonators.
BOAT DECK
Above the Upper Deck stands the Boat Deck where the lifeboats are held, as well as cabins for the Officers. Only 3 out of 4 lifeboats remain.
FIRST MATE’S CABIN
This room is locked. This room contains a few personal effects as well as a journal documenting the voyage. SEARCH 40% reveals a hidden compartment in the wall containing a manifest, key2/3 to Hold #5 and a key to the wheelhouse.
SECOND MATE’S CABIN
The corpse of the Second Mate lies slumped across his desk. SEARCH 50% reveals a hollowed-out bible with Key 3/3 to Hold #5.
BRIDGE DECK
All outer hatches leading to this deck are sealed shut with no way of opening them. The only way in is via staircase leading up from the Boat Deck, although it has been blocked by furniture requiring 3D20 minutes to clear.
CAPTAIN’S QUARTERS
This room is locked. Once open, SEARCH 40% reveals Key 1/3 for Hatch #5.
RADIO ROOM
The door to this room is smashed open revealing the 1st Officer’s corpse still bent over the transmitter. SEARCH 30% reveals the key to the 1st Officer’s quarters.
WHEELHOUSE
The outer doors are sealed shut. ALERTNESS 30% or HEAVY MACHINERY 30% reveals burn marks around the seal of the door, the metal fused together indicating the door was recently welded shut.

The inner hatch is locked requiring a key to open. Once in, SEARCH 30% finds the failsafe device next to the helm and the Captain’s Stateroom key on his corpse. The Captain appears to have been clawing at his head during his final moments.
THE FAILSAFE DEVICE
Next to the helm lies the Failsafe Device, essentially a bundle of cables leading into a large metal box. On top of the box is a glass case, inside of which is a metal toggle-switch. Words on top of the box read “BREAK GLASS ONLY IN EXTREME EMERGENCY”. A mechanical counter beneath the switch keeps track of Years:Months:Days:Hours:Minutes:Seconds. Once activated, the device slows down time for those inside of its field to a minute level while the world outside continues as normal.

When the Agents find the device, the glass case is broken and the counter is stopped at 00:00:01:08:35:59 (1 day, 8 hours, 35 minutes and 59 seconds, or 32 hours). What happens if they attempt to use the device is up to The Handler.
SECOND DECK
This deck primarily contains the Cargo Bays and the only way to access them is via ladder from the Upper Deck.
CARGO HOLD #1
This was used to house the cells for the Lesser Deep Ones. All cages are empty now, with their doors hanging open and guards dead. MEDICINE 30%/FIRST AID 30% shows that the guards died from slashes on their bodies. These are the only men on board to have external wounds.
CARGO HOLD #5
The door has three unique locks. Opening the door requires keys from the Captain and First and Second Mates. Upon entering, Agents find a massive block of ice with a gargantuan shadow inside: The Star Spawn. ALERTNESS shows there is a large crack forming on the outside of the block.

END GAME
During the investigation, the Star Spawn will attempt to break out and the Agents must do what they can to stop it. If it senses the Agents are trying to destroy it, it uses its incredible strength to break the ice and attacks. If it kills the Agents, it will attack the Cutter and flee into the ocean.

REQUIRED ENCOUNTERS
LESSER DEEP ONES
Lying in wait on the ship, the Innsmouth Hybrids attack the Agents.
GREATER DEEP ONES
The Star Spawn becomes aware of the Agents and psychically calls for reinforcements that attack the ship.

OPTIONAL ENCOUNTERS
FREAK STORM
A freak storm rolls in during the investigation cutting the Agents off from the USCG Cutter for a number of hours.
SURVIVOR
The Agents come across a member of the crew that is still alive.

NPCs
Captain Campion (Captain of USCGC Douglas Munro)
STR 12 CON 11 DEX 13 INT 13 POW 12 CHA 11 HP 12 WP 12 SAN 60 BP 48

ALERTNESS 60 ATHLETICS 50 BUREAUCRACY 30 FIREARMS 40
PILOT (SHIP) 80 SWIM 40 UNARMED COMBAT 40
USCG Sailors
STR 10 CON 11 DEX 11 INT 13 POW 12 CHA 11 HP 10 WP 12 SAN 60 BP 48

ALERTNESS 40 ATHLETICS 50 FIREARMS 40 HEAVY MACHINERY 30
PILOT (SHIP) 80 SWIM 40 UNARMED COMBAT 40

UNIQUE WEAPONS
Bow/Stern Cannon
SKILL
RANGE
LETHALITY
RADIUS
AMMO
AP
Heavy weapons
5km
50
75m
1
10
M-1918A2 Browning Automatic Rifle
SKILL
RANGE
LETHALITY
RADIUS
AMMO
AP
Heavy weapons
400m
20%
Per burst
20/mag
5
M1 Bazooka
SKILL
RANGE
LETHALITY
RADIUS
AMMO
AP
Heavy weapons
100m
30%
10m
1
20
M1A1 Thompson Submachine Gun (Military)
SKILL
RANGE
DAMAGE
LETHALITY
AMMO
AP
Firearms
50m
1D10
10% using burst
30/mag
N/A
Satchel Charge
SKILL
RANGE
LETHALITY
RADIUS
AMMO
AP
Demolitions
400m
20% per charge
(can stack)
50
N/A
N/A

ENEMIES
DEEP ONES (LESSER) - PAGE 194 HANDLER’S GUIDE
STR 17 CON 15 DEX 12 INT 13 POW 12 HP 16 WP 12

ARMOR: 1 point of thick scales or flabby hide.

SKILLS: Alertness 30%, Athletics 40%, Persuade 30%, Swim 75%, Unnatural 10%.

ATTACKS
Knife-like talons 55%, damage 1D8, Armor Piercing 3. Grapple 55%, pins the target.
ABILITIES
ALMOST HUMAN: Some Lesser Deep Ones appear as deformed, inbred humans, especially to those unaware of the Deep One threat. Only a full medical examination or their use of inhuman abilities may reveal their true nature.

PARTIALLY AMPHIBIOUS: If the transformation from human is not complete, the Lesser Deep One is only partially adapted to existence in the ocean. A hybrid mostly transformed can submerge for hours or days at a time. Some hybrids remain in that state perpetually. Those who fully transform are as at home in the depths of the sea as on dry land.

INHUMAN MOVEMENT: The Lesser Deep One can leap, climb, and lope in a wholly inhuman manner. With an Athletics test, it can cover heights and obstacles that would stop a normal human. The Lesser Deep One can move up to 25 kph on land, and 30 kph in the water.

RITUALS: Some learned Lesser Deep Ones have access to hypergeometric rituals—usually those dealing with Deep Ones, Cthulhu, or the ocean.

SAN LOSS: 0/1D4.
DEEP ONES (GREATER) - PAGE 193 HANDLER’S GUIDE
STR 26 CON 26 DEX 11 INT 16 POW 14 HP 26 WP 14

ARMOR: 3 points of bony scales (see RESILIENT).

SKILLS: Alertness 30%, Athletics 70%, Swim 99%, Unnatural 80%.
ATTACKS
Talons or sharp spines 55%, damage 2D6, Armor Piercing 5. Lunge and bite 35%, Lethality 10%, Armor Piercing 5. Grasp 55%, damage as for grappling.
ABILITIES
AMPHIBIOUS: The Greater Deep One is adapted to existence on land or in the ocean, at any depth. After a day on the surface, it loses 1 HP per day until it returns to the sea. (Immersing itself in salt water instantly restores all HP lost in this manner.)

GENETIC HYPERGEOMETRY: The Greater Deep One can access deep genetic memories of hypergeometric techniques, allowing it to operate nearly any ritual.

INHUMAN MOVEMENT: The Greater Deep One can move up to 30 kph on land, or 60 kph in the water.

INJECTOR: If the target is helpless, the Greater Deep One can strike with a barbed stinger that injects the target with the Deep One reproductive element (described on page 195). This attack costs the target 1/1D8 SAN due to helplessness, and may, eventually, transform the target into a Lesser Deep One.

RESILIENT: A successful Lethality roll does not destroy a Greater Deep One, but inflicts HP damage equal to the Lethality rating.

UNNATURAL BIOLOGY: The Greater Deep One’s physiology would baffle any biologist. Making a called shot for “vitals” or another apparently vulnerable area inflicts normal damage, with no special game effect.

SAN LOSS: 1/1D8.
STAR SPAWN OF CTHULHU - PAGE 224 HANDLER’S GUIDE

STR 80 CON 120 DEX 10 INT 24 POW 30 HP 100 WP 30
ATTACKS
Claw Swipe 60%, Lethality 20%, Armor Piercing 10.
Grab and consume 40%, Lethality 40% (see GRAB AND CONSUME).
ABILITIES
DISCORPORATION: A successful attack with a Lethality rating of 50% or higher causes the spawn of Cthulhu to explode in a disgusting spray of slime and fragments, effectively destroying it. Whether the spawn is truly dead or eventually reforms is unknown.

DISSOLUTE MATTER: While most spawn of Cthulhu assume and maintain a recognizable shape, they remain immune to all but the most destructive weapons as their bodies naturally displace and reform. The spawn takes no more than 1 HP damage from any attack except hypergeometry or a heavy weapon with a Lethality rating of 50% or higher.

BALLISTIC FLIGHT: On a successful Flight skill roll one of Cthulhu’s spawn is capable of launching itself into the atmosphere at speeds faster than a jet aircraft. It lands with an unceremonious impact, inflicting a Lethality attack of 15% in a 10-meter radius.

GRAB AND CONSUME: The Cthulhu-spawn can attempt to grab and consume any nearby character that successfully attacked it with an attack of Lethality 10% or higher. The spawn smashes a limb down (the target is permitted a Dodge roll), seizes the target (the target can attempt an unopposed STR contest to escape), and then drops the victim into an orifice for digestion. If the Dodge and STR tests fail, the target suffers a Lethality attack of 40%. Nutrients from the shredded target restore 1D12 HP to the spawn.

NON-TERRENE: The spawn of Cthulhu are at home in nearly any environment. Radiation, pressure, cold, vacuum, and other inimical environments have no negative effects on them.

PSYCHIC SHOUT: Characters who fail the SAN roll when encountering the spawn of Cthulhu experience more than its awful physical presence. A character who fails the SAN roll and is exceptionally sensitive (with INT or POW 17 or higher, or any Art, Occult, or Psychotherapy skill at 60% or better) collapses, overwhelmed by a psychic “shout.” It can only be approximated as a voice shouting or babbling what should be nonsense if it were a voice— yet it is clearly filled with utterly alien meaning.

RITUALS: The spawn of Cthulhu manipulate unnatural forces in ways inconceivable to humanity. They can work any ritual, with as much ease, as the Handler thinks fitting.

SAN LOSS: 1D6/1D20

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This was an entry to the 2020 Delta Green shotgun scenario contest, written by Spamsolo

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.