Wednesday, October 27, 2021

Top Hat's Home Delta Green Campaign: Session Seventeen

This one's been a long time coming, but to be honest, I just kinda forgot about it for a while.

The team decided they needed to scope out the compound first. And what better way to do that than to seduce the reverend. Sadie hit him up with a booty call and said she'd bring two of her friends. The reverend was excited and gave Sadie, Barbara, and Gina a tour of the place. Using Demolitions and Stealth, Gina picked out two spots for the two IEDs she'd created with Barbara's help. One was hidden in the living quarters to cause general chaos and destruction while the other was planted on the wall of the radio station. The latter was supposed to punch a hole in the wall and fence to make it easier for the team to get into the building.

Sadie lied and said she had to use the bathroom and so Father Gauss-Wernstrom took her out to the outhouse that they'd hooked up to a septic tank. This was to cover for Gina while she placed the IED inside the radio station. The reverend was expecting some sort of outdoor sex situation, which it eventually turned into. He left his hand-radio on one of the tables inside. Gina and Barbara figured it was important, but forgot to do anything about it. After that, Gina and Barbara lied that they weren't feeling well and everyone went home.


The next day, the congregation piled onto their bus and drove off, leaving two die-hard cultists and one lukewarm dude to guard the compound. The team split up into two groups: Barbara and Sadie who would engage the cultists outside, and Gina and Ren who would attempt to break into the basement. Sadie started the fight by driving the van through the gates. The lukewarm cultist saw her and Barbara climb out of the car with guns and ran for his life. The IED took out one of the die-hards while Sadie started shooting. With the power of teamwork and molotovs, the two women easily neutralized the cultists.

Meanwhile, the other bomb had busted a decently sized hole in the radio station's wall and demolished the fence a foot or so away. Gina and Ren climbed through it to see the hatch to the basement open and noises of frantic movement coming from below. They found the machines and the giant vat of protomatter, glowing pink in the dark. Doug the deacon cried out "Don't shoot!" as everyone squinted at each other in the darkness. Gina's face flashed onto one of the machine's monitors and Doug succeeded on his Alertness roll. He screamed "Protect me!" into the hand-radio which he had taken from upstairs at the first sound of gunfire. Gina was frozen in place but Ren wasn't. His first shot missed in the darkness and Doug turned and ran but the next round Gina shook off her paralysis and gunned him down. A temporary insanity led her to start destroying the machines. She rendered them unusable, but Ren calmed her down with Psychotherapy before she destroyed them.

The team stood in the wreckage of everything while they tried to figure out what the hell was going on. Fox Tox wasn't surprised to learn about the machines downstairs. With a combination of an Unnatural roll, some cryptic ramblings from Barbara, and her own deductions, Gina's player realized what the situation was. She told everyone she knew what to do and was going downstairs. Barbara shot her a knowing look that meant "You know you don't have to do this," but Gina shook her off. She climbed down with a can of gasoline and a fire axe and got to work. The rest of the team listened to her grunts and shouts as she destroyed every last scrap of machinery. The exclamations turned into screams as the fire roared and her protomatter body began to melt and fall apart.

I had a lot more stuff planned. More adventures with Fox Tox, a meeting with Forrest James, Oakes, and Ops, other scenarios that would let them poke deeper into the stuff they'd been uncovering. However, everyone was pretty exhausted after the campaign and the session and said that they were done for now. Plus it was an awesome note to end on. I agreed with them, and since then, we haven't played Delta Green again. Honestly, I don't mind it that much. Maybe in a year or two I might ask them if they want to play again, but I'm really satisfied with how this went as a campaign.

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