Delta Green Scenario Guide – The Mist

By Don Juneau, (c) 1996 DELTA GREEN: Impulse Item A CTHULHU NOW! Adventure framework, by Don Juneau "Impulse Item" is more of a framework than a fully fleshed out and complete adventure. This is partially so it can be hacked, chopped, channelled, primered, painted and wedged into your
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Delta Green Scenario Guide – The Killer Out of Space

By Kenneth Scroggins, (c) 1999 INTRODUCTION The PC’s are divided into Three groups of pregenerated characters. Each group has a DG friendly about to become an agent (Together they will be Q-cell). The first group is three SPACOM personnel; a NRO Satellite Security Engineer, a NS
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Delta Green Scenario Guide

By Jacob Busby, (c) 1999 This is a list of modern-day campaigns, scenarios and story seeds, which may be suitable for Delta Green or similar conspiracy games. A few points should be borne in mind when perusing this list: * Whilst I have tried to avoid needlessly giving any information
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The New Reich – Document #8301

By Dave Kish, ©1999 This scenario is intended to demonstrate just what can be done with the Karotechia, and to show that A-bombs and bio-warfare are not the only big bangs out there. Aside from the obvious CoC/DG connections, most of this is drawn from real government and private-sect
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The Beast Amid – Document #8250

By Michael Beck, ©1999 The Call A exactly 8:14 one night every one of the player characters will receive a phone call. Note that this phone call will occur regardless of where the PC actually is. If he’s at home with his family, the call will come on his home phone. If he’
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The Gunther Documents #8221

By Cry.Sys, (c) 1998 Greetings. I suggest this as a short break in your campaigns, or as a campaign like I plan it to evolve into. I use the * to denote that the item is a small handout of info. This scenario needs a little work, but this is its basic outline. I’ll probably add
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