VISITATION
A scenario for the 2024 Shotgun Scenario Contest
Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents of this document are ©the author, excepting those elements that are components of the Delta Green intellectual property.
THE MOTOR-INN
Fall, 1999. Chesapeake Crown Motor-Inn, near Charlestown, MD. The agents have been staying here off-and-on for two weeks while surveilling the Skoptsi. They’ve learned the Skoptsi are a cult mainly of Russian immigrants who practice holy castration and use human trafficking for financing and recruitment. Embellish this as you see fit. They’ve returned home and are checking out tonight. The weather’s getting foul.
They chose to lodge at the Crown because it is far enough away from the Skoptsi in Moscow-on-the-Chesapeake. Unbeknownst to them, the proprietor of the motor-inn is a voyeurist who was discovered, then flipped by the Skoptsi into an informant. The Skoptsi attempted to blackmail the proprietor into killing the agents, but this failed. They have sent agents to the motor-inn to punish the proprietor & arrange for a direct attack. Should the assassin fail, a sorcerer in a truck up the road will summon a horror to destroy the agents.
The Agents have a few things to do:
- Notify the Cell Leader you are ready for debriefing, through a call at a payphone
- Wait for the Cell Leader’s directions.
- Pack their equipment and belongings, “sanitize” the room
- Return their keys to Cletus, the motel proprietor.
- Leave.
THE PAYPHONE
Agents searching for a payphone can find one around the side of the motel near the lobby entrance. They’ve specifically been told not to use their room phone. Agents who succeed an alertness check will notice a box truck that drives by as they’re going to the phone. They'll need to go into the lobby and use the change machine to use it. While they are operating the change machine, Cletus enters and says hello before stammering and making awkward conversation about the storm that’s coming in tonight. He’s been ordered to kill the agents but can’t bring himself to.
- HUMINT: He’s very obviously nervous
- PSYCHOTHERAPY: Cletus is an awkward guy, especially around women, but this is different, this isn’t shame or arousal, it’s fear.
- ALERTNESS (-40%): Cletus is wearing a small-of-the-back holster, he’s not used to it yet.
Cletus deflects confrontation with humor, and reacts to accusations with paralyzing fear, he wordlessly retreats into the manager’s office and locks the door. In a violent confrontation, he’s amateurish.
After they make the call to notify their cell leader they are instructed to stay put and await further direction, they notice Rybalkin's car pull into the lot & he comes into the lobby. Courteous but cold with the agents, he waits for Cletus to see him.
PACKING
Packing requires no rolls, and instead is to invite some roleplay. What did the agents bring with them? For weapons, any long rifles must be disassembled. SMGs and Pistols can be kept intact in their bags or on their person.
While they are packing, they can make a Search check at -20% to find cameras hidden in outlets and in their TV. 0/1d3 Helplessness. They’ve been watched for a long time.
- ELECTRICIAN: These cameras are connected to the building’s electrical systems.
- MICROELECTRONICS: See above, plus you can tell the cameras are transmitting through the electrical system to somewhere in the building.
- FORENSICS: It’s evident these cameras have been here for years and maintained.
- CRIMINOLOGY: The installer did a good job of hiding these, but where they set the cameras betrays their inexperience.
RYBALKIN
Rybalkin won’t try to kill the agents while they’re on the phone, and will instead wait until he is alone with Cletus, then drag him into his basement, punish him, then force Cletus to call the agents. The agents receive a frantic call in which Cletus tells them about the cameras in their room. Rybalkin then hangs up the phone and strangles Cletus.
LEAVE
If agents decide to leave. Rybalkin emerges from the manager’s office and shoots at them as they enter their vehicle. If they’re able to get out of the parking lot alive, they’re chased by the cultists in the box truck, who attempt to pull out in front of them, heaping a dead cow out of the back that they’ve sacrificed for the summoning to force the driver to swerve. They then attempt the ritual to summon The Dark Young to kill the agents. If the agents swerve into a ditch, the two drivers train their guns on the car in case the agents try to escape.
INVESTIGATE
Agents who investigate find the door to the manager’s office ajar, with a train of blood leading into a door leading into the basement. Going into the basement. There’s a central concrete corridor that connects to four rooms.
- A boiler room, large steel tanks of hot water. Washing and drying machines.
- Cletus’ bedroom. Spartan. A cot, a tv, a poster of jesus.
- A room with a desk and several TVs with camera feeds of all the rooms. The fuse box is in here too. A bottle of lube, a box of tissues. A ladder leads into a narrow hallway above that agents will quickly realize is in the walls of the motels. Secret exit to the parking lot and into one of the other rooms from behind a two-way mirror.
- A room with a shrine. A wooden crucifix and candles. There’s a mop and cleaning stuff and a cat-of-nine-tails in the center of the room. Forensics will indicate that Cletus was flagellating himself here.
CONFRONTATION
Rybalkin will try to ambush the players as they’re searching the basement. He’s skittish and will use hit-and-run tactics. The cultists in the box truck will summon the dark young if he hasn’t gotten back to them in an hour, by the time they find him, it’ll be roughly 30-15 minutes. If they capture him, he’ll bide his time and try to resist torture. A search check can find the Magna Mater ward around his neck. He can be tortured into giving away the location of the box truck.
SUMMONING
If the cultists in the truck think Rybalkin is dead or compromised, they begin a ritual to summon a dark young. It materializes from the nearby woods and will lurch over to the motel and begin ripping it apart. The cultists will then leave.
ENTITIES AND CHARACTERS
CLETUS
STR 10 CON 10 DEX 12 INT 14 POW 12 CHA 13
HP 10 WP 12 SAN 42 BREAKING POINT 36
BONDS: None.
MOTIVATIONS & DISORDERS: Remain inconspicuous
D: Obsession (irrepressible voyeuristic urges)
SKILLS: Athletics 30%, Firearms 25%, Unarmed 50%, Melee Weapons 40%
ATTACKS: Luger pistol 25% 1d8 damage
RYBALKIN
STR 9 CON 11 DEX 13 INT 11 POW 16 CHA 8
HP 10 WP 16 SAN 40 BREAKING POINT 32
MOTIVATIONS / DISORDERS PTSD, Depression, Lead a holy life, serve the Goddess.
SKILLS Alertness 50%, Athletics 50%, Craft (Mechanic) 50%, Craft (Carpentry) 50%, Criminology 30%, Drive 45%, Firearms 45%, First Aid 30%, Heavy Machinery 60%, Melee Weapons 40%, Occult 35%, Search 30%, Stealth 35%, Survival 45%, Unarmed 60%
ARMOR None.
ATTACKS Mosin Nagant Revolver 45% 1d10 Damage
Revolver Rifle 45% 1d12 Damage, Armor Piercing 5
CHARM OF THE MAGNA MATER: the Dark Young will not attack or approach the wearer of the Charm.
DRIVER
Use the same stats as Rybalkin, though they only have Walther light pistols (45%, 1d8 damage)
SUMMONER
STR 9 CON 9 DEX 12 INT 13 POW 16 CHA 9
HP 9 WP 16 SAN 30 BREAKING POINT 16
MOTIVATIONS / DISORDERS PTSD, Depression, Lead a holy life, serve the Goddess.
SKILLS Alertness 50%, Athletics 40%, Craft (Carpentry) 50%, Firearms 25%, First Aid 50%, Medicine 30%, Melee Weapons 40%, Pharmacy 30% Occult 50%, Search 30%, Stealth 35%, Surgery 60%, Unarmed 60%
ARMOR None.
ATTACKS Ritual Dagger 50% 1d6
RITUALS BECKON THE ARCHANGEL OF THE MAGNA MATER (Call Haedi Nigritiae), PETITION THE ARCHANGEL TO RETURN UNTO THE KINGDOM OF THE MAGNA MATER (Dismiss Haedi Nigritiae), SOLONITSYN'S TRICK (Obscure Memory), SUBJUGATION (Exchange Personalities)
DARK YOUNG / HAEDUS NIGRITIA
STR 46 CON 22 DEX 16 INT 12 POW 16
HP 34 WP 16
ARMOR: See UNNATURAL FLESH.
SKILLS: Alertness 40%, Stealth 60% (80% in forests or
jungles), Unnatural 70%.
ATTACKS: Trampling hooves and crushing tentacles 40%,
damage 6D6 (and see TRAMPLING AND CRUSHING).
Grapple and feed 80%, damage special (see FEEDING).
FEEDING: The turn after grappling, the haedus nigritia may suck blood from a pinned target with one of its horrible mouths. That reduces the victim’s STR by 2D6 and adds the same amount to the monster’s HP or WP, whichever it prefers.
NON-TERRENE: The haedi nigritiae are at home in nearly any environment. Radiation, pressure, cold, vacuum, and other inimical environments have no negative effects on them.
STENCH: All unprotected breathers around a haedus nigritia make CON tests or suffer −20% to all tests until they escape the stench.
TRAMPLING AND CRUSHING: With a successful attack roll, the haedus nigritia may divide its damage dice among up to six victims within reach. Each victim may attempt to Dodge the monster’s attack roll.
UNNATURAL BIOLOGY: The physiology of the haedus nigritia would baffle any biologist. Making a called shot for “vitals” or another apparently vulnerable area inflicts normal damage, with no special game effect.
UNNATURAL FLESH: A haedus nigritia takes only 1 HP damage from any unarmed attack, melee weapon, firearm, or explosive with a Lethality rating lower than 40%, and no damage whatsoever from corrosives, electricity, and toxins. It takes full damage from hypergeometry.
SAN LOSS: 1D4/1D10.
Credits
Visitation was written by Finley Deeley for the 2024 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1bkidEUYqYWTz9DpudkhnVYNiIkkzOGrVOdBhlzlKPMQ/edit