They turn off the path and head into the shadows, becoming something other than normal. Black places filled with blank rooms, closed doors, and empty hallways lined with dust. In these places your voice catches in your throat, the air seems to hum, and bad things happen. People get hurt. Objects vanish. Misery flows like the water from the loose faucet in the bathroom. Hate hangs in the air like old paint. It smells of time and circumstance, and something just a little beyond the world. It smells like surrender.
The house at 1206 Spooner Avenue is a place gone wrong. In the last 50 years, 18 people have died there, and you can feel it. Doors in 1206 Spooner Avenue stay shut, and no one ever hears a child's laughter at night. In the hours that stretch like taffy after two, no one ever hears music from a darkened room.
Music From a Darkened Room is a scenario for Delta Green: The Role-Playing Game.
Grisly Deaths in a Seaside Town. A serial killer is at work in quiet Glenridge, Long Island. Bizarre mutilations mark the victims of the ?Glenridge Chiropractor,? as national news and the conspiracy theorists at Phenomen-X call the killer. Privately, the medical examiner is more troubled by residue found on the corpses: a pulpy, gray, organic substance that defies analysis. When the police ask the FBI for help, Delta Green agents answer the call. This is hardly the first serial-killer case where Delta Green has suspected unnatural forces. But it might be the most dangerous to body and soul.
?A Victim of the Art? first appeared in the award-winning sourcebook Delta Green: Countdown. This new version has been revised for the rules and updated setting of Delta Green: The Role-Playing Game, with new color illustrations by the author. ?A Victim of the Art? is playable with Delta Green: Need to Know or Delta Green: Agent's Handbook, available from Arc Dream Publishing.
WELCOME TO THE APOCALYPSE
Born of the U.S. government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green's leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day - but often at a shattering personal cost.
In Delta Green: The Role-Playing Game, you are one of those agents. You're the one they call when unnatural horrors seep into the world. You fight to keep cosmic evil from claiming human lives and sanity. You conspire to cover it all up so no one else must see what you've seen - or learn the terrible truths you've discovered.
The AGENT'S HANDBOOK is a players-only rulebook for Delta Green: The Role-Playing Game. This new incarnation of the award-winning DELTA GREEN game line includes:
Some analysts develop signals intelligence or SIGINT. Some develop human intelligence, HUMINT. Delta Green deals in older secrets. It needs archeological intelligence: ARCHINT, a study of appalling dangers left in hidden places. It needs agents to look into horrors so that others can turn away. Agents like yours.
Written by Dennis Detwiller and Caleb Stokes, ARCHINT is a full-color sourcebook for Delta Green, the role-playing game of Lovecraftian horror and modern conspiracy.
"It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be let alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests." -H.P. Lovecraft, "At the Mountains of Madness." Delta Green: Black Sites collects seven Delta Green operations that were previously published only in PDF or in standalone paperback modules.
They lock bystanders and Agents alike in unlit rooms with the cosmic terrors of the unnatural. Unwanted survivals rise from death or slumber into the nightmarish life of humanity. PX POKER NIGHT: At an isolated Air Force base, discontented service members listen to the night sky and hear secrets not meant for human ears. Updated for Delta Green: The Role-Playing Game and featuring new illustrations by Dennis Detwiller. Written by Dennis Detwiller and Adam Scott Glancy. KALI GHATI: A Delta Green operative goes missing from a combat base in the Afghanistan war. A handful of agents in-country must learn what discovery lured him across the wire. Then they must bring him home. Written by Shane Ivey. THE LAST EQUATION: A gifted university student guns down a family of total strangers, leaving behind a string of numbers that fills Delta Green's researchers with dread. Can your Agents stop the next horrific slaughter? Written by Dennis Detwiller. LOVER IN THE ICE: A bitter midwestern winter shuts down a city??and awakens a threat that is all too ready to spread. Featuring new illustrations by Dennis Detwiller. Written by Caleb Stokes. SWEETNESS: Vandalism on a family home makes the police fear a hate crime. Delta Green recognizes the symbol for something worse. What connections have these ordinary people made to bring such danger to their door? Written by Dennis Detwiller. HOURGLASS: A woman vanishes, screaming, in front of dozens of witnesses in a small Oregon town. Your Agents must find what killed her, stop the threat, and make sure no one else ever learns the truth. Written by Shane Ivey. EX OBLIVIONE: Vicious murders stain the Arizona desert. Crazed words scrawled at a crime scene hint at Y'ha-nthlei and the sea. A handful of Agents have a chance to claim vengeance for ancient wrongs- or suffer it. Written by Dennis Detwiller. An index helps Handlers build broader connections between horrors in their campaigns. Delta Green: Black Sites is full-color hardback, 208 pages. Its scenarios are playable with the Agent's Handbook and the Handler's Guide, or with the quickstart rules in Delta Green: Need to Know.
Born of the U.S. government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors - often at a shattering personal cost.
The team behind the eight-time ENnie Award-winning Delta Green: The Role-Playing Game presents a collection of original adventures to introduce players to Delta Green. These operations will lead future agents to new heights of cosmic terror.
BLACKSAT
"BLACKSAT" follows a team of NASA astronauts and a pair of strange civilians into space in 2010. A simple satellite repair leads them to truths of mathematics and physics beyond all human wonder and fear.
Night Visions
"Night Visions" tracks U.S. soldiers in Afghanistan in 2011. A diplomatic patrol takes them to Gath Valley, a corner of the country that everyone tries to ignore - a place of deep shadows and ancient hungers.
Sick Again
"Sick Again" sees a team from the Centers for Disease Control and Prevention rushing to rural Arizona in 2012. Investigating a strange viral outbreak may expose them to threats beyond time itself.
Wormwood Arena
"Wormwood Arena" brings together survivors of the prior adventures - if there are any - as Agents of Delta Green. A harmless-seeming Kansas cult's new pamphlet sports a sigil of unnatural portent. The Agents must investigate the cult, perhaps even infiltrate it, and stop a catastrophic incursion before it begins.
THE SKY WATCHES
September, 1996. In a small Tennessee town, teenager Billy Ray Spivey vanishes for two days without explanation and comes back changed. When he uses unnatural powers to kill two people, conspiracy theorists blame UFOs. Delta Green has other suspicions. A team of agents heads to Groversville to find the truth, but they may become the next victims.
Written by John Scott Tynes, Convergence was the first Delta Green scenario ever published. Delta Green's illegal conspiracy of government agents exploit their positions and connections to cover up lethal incursions from beyond time and space, facing the madness so that no one else must.
Convergence has blighted the nightmares of unwitting players since it first appeared in 1992. This edition has been thoroughly edited and updated for Delta Green: The Role-Playing Game and it accompanies Delta Green: The Conspiracy, a sourcebook for terrors in the Nineties.
This is the horror that started it all. Prepare your briefing. Gather your players. Give them our best wishes. None of you will ever be the same.
Do You Want to Live Forever?
A secretive research company has developed a miracle drug, only to learn that every miracle has its price. Delta Green agents may be the ones to pay it.
Delta Green: Extremophilia brings the agents to Helena, Montana, where people are going insane and dying of a bizarre fungal infection. But this is no fungus that ever evolved on Earth. It's something far older, far stranger, and far more dangerous. Can the agents stop the spread of this terrifying threat? Or will they become just another vector for the disease?
Gather your players. Horror, suspense, intrigue, death, and strange wonders await.
Delta Green: Extremophilia is a scenario for Delta Green: The Role-Playing Game. It is playable with Delta Green: Need to Know or Delta Green: Agent's Handbook.
GORGO!
MORMO!
THOUSAND-FACED MOON!
The Gerritsen mansion, built in Red Hook in 1847, stands covered by scaffolding and plastic tarps in its slow metamorphosis into condominiums. A capable construction crew has the goodwill of neighbors. But when the day's work ends, something stirs in the darkness. Soft voices whisper. Weird footprints linger. Children of Red Hook have begun to vanish. Delta Green takes an interest. The Gerritsen mansion did not always have that name.
Your Agents must investigate the three most recent disappearances and strange reports from the Gerritsen mansion. If some unnatural horror is at work, they must find a way to stop it. The moon darkens. Fears gather. The infants of Red Hook are hardly the only ones at risk.
Claimed by the God that feeds!
In early 2001, a few Agents of Delta Green face an evil too cruel to ignore. They can never turn back from what they see or what they must do to stop it. A night of death leaves them scarred forever. But even as one terror fades, another awakens.
The Agents find themselves beset by a power more frightful than Delta Green itself, a force beyond that hungers for unnatural death. A force that hunts horrors like a cat stalking prey. A force that has made the Agents the instruments of its ceaseless devourings.
God's Teeth follows the Agents across nearly twenty years of dire history and is played with the Delta Green: The Role-Playing Game rules.
This massive, full-color volume is filled with deep resources just for the Delta Green game master.
Innocence Feeds Appalling Appetites. In an Internet video, already viral, a harried-looking woman stands on a park bench in a small-town park. She is crying and shouting at a handful of befuddled people. She says they live with a community that does awful things. They accept this community. They take its money. And it takes women and children. "It takes them and it-it-" Suddenly she vanishes, screaming in agony. ??Hourglass? is a horrifying scenario for Delta Green: The Role-Playing Game, available from Arc Dream Publishing. It reveals Hourglass, Oregon, and secrets that your Agents may wish they had never uncovered. But if they don't seek the truth, who will?
The Father of War Unleashed
Born of the U.S. government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors - often at a shattering cost.
Iconoclasts is a 206-page full-color hardback campaign for Delta Green. It brings a team of Agents to a scene of horrors all too real: Mosul in 2016, held by the self-styled Islamic State in a reign of depraved brutality. From a small base at the Kirkuk airfield, the Agents must research the horrors to come and prepare for a harrowing infiltration.
Fear Is a Fractal ...and your world is a lie. A horror freed from an antique book reverberates through reality, shaking things, reordering them and making them run like wax. Doors open to endless Victorian hallways where threats stalk the shadows on clockwork limbs, cold metal seeking the warmth of blood and bone. Madness pursues at every turn, baring its teeth to speak your name, and you can't escape because it's inside you.
But don't despair. There is hope. A King waits for us. Beyond the tumbledown fa??ade of the world, through the twists and tunnels of the human imagination, past the edge of everything sane, the King waits in the country of Carcosa. The place all madmen go. There, and only there, is the answer to everything. The last answer. IMPOSSIBLE LANDSCAPES is the first campaign for Delta Green: The Role-Playing Game. Four operations sprawl across decades and the immeasurable stretches of nightmare. Harrowing investigations and the bitterest truths test the mettle of the most accomplished Agents.
It's the most wonderful time of the year!
A rural Alabama valley has always been prone to severe cold snaps. On 22 DEC 1998, the worst ?Jack Frost? storm in history hit the farming town of Willis. A lingering freeze and sudden flood killed dozens.
Your players get a ground view of that apocalyptic storm. Their scientists, drawn from an ultra-classified UFO research project, suspect that something otherworldly is at work. Their investigation may reveal a threat more vast and terrifying than they could conceive.
Jack Frost is a scenario for Delta Green: The Role-Playing Game. It features the other side of one of Delta Green's deadliest conflicts: the researchers and soldiers of the legendary MAJESTIC program.
Kali Ghati is a scenario for DELTA GREEN: THE ROLE-PLAYING GAME. The Agents are soldiers, intelligence officers, federal agents or civilian contractors among the U.S. forces in Afghanistan. Thanks to Delta Green's machinations, all have been in Afghanistan longer than they ever planned. They expect to be sent home soon. But now, they have a mission. Again.
A fellow Delta Green agent has gone missing from an Army base in a troubled province. It's up to the player characters to find him before the disappearance draws the kind of attention that Delta Green cannot afford.
"Kali Ghati" includes a complete scenario and six ready-to-play Agents. It is playable with Delta Green: Need to Know or Delta Green: Agent's Handbook.
LOATHSOME SECRETS AWAKEN. An apocolyptic ice storm has crippled Lafontaine, Missouri. The Agents must secure a forgotten storage facility packed with artifacts of past Delta Green operations. They soon confront a horror that gruesomely invades and mutilates its victims. What is preying on the citizens of Lafontaine besides the weather? Can the Agents overcome the threat with decisive action, or will they doom everyone in the horror's path? Lafontaine, Missouri, is paralyzed by an ice storm. Delta Green has received a silent alarm from a storage unit in the city and needs eyes on the ground.
"Lover in the ice" is playable with Delta Green: Need to Know or Delta Green: Agent's Handbook. (Content warning: body horror and sexual violence.)
The dying of the light.
Joplin, Missouri. The crossroads of America. In the dying days of summer 2018, two investigators drive into town from Washington, D.C., on a case that looks like a waste of time and resources: to investigate the finances of a rural shelter for homeless youth. It looks like poison to careers that are already on life support. Unless there's more to it. Unless the ghostly lights of tall tales really do rise over the black woods. Unless the leaves whisper with memories beyond life and death.
Delta Green has to find new Agents somewhere.
Meridian introduces two such recruits, beleaguered federal agents from a career-killing task force. They seek a church too poor to follow the law. They find something else entirely.
They turn off the path and head into the shadows, becoming something other than normal. Black places filled with blank rooms, closed doors, and empty hallways lined with dust. In these places your voice catches in your throat, the air seems to hum, and bad things happen. People get hurt. Objects vanish. Misery flows like the water from the loose faucet in the bathroom. Hate hangs in the air like old paint. It smells of time and circumstance, and something just a little beyond the world. It smells like surrender.
The house at 1206 Spooner Avenue is a place gone wrong. In the last 50 years, 18 people have died there, and you can feel it. Doors in 1206 Spooner Avenue stay shut, and no one ever hears a child's laughter at night. In the hours that stretch like taffy after two, no one ever hears music from a darkened room.
Music From a Darkened Room is a scenario for Delta Green: The Role-Playing Game.
The Agents investigate a cutting-edge physics laboratory that may have looked a little too deeply into the roiling chaos of reality. Chaos looks back. The Olympian Holobeam Array, funded in part by the U.S. Department of Energy, was built to delve into a fringe theory of physics. It uses highly classified technology that its parent company developed in conjunction with the U.S. military.
A few hours ago, the Holobeam Array went online. A few minutes ago, it went offline in a catastrophic power surge. Its engineers soon restored power and communications. Its lead researcher said everything was fine. Delta Green, a secret agency dedicated to investigating, stopping, and covering-up deadly incursions of unnatural forces, had reason to suspect otherwise.
It immediately pulled strings to launch an emergency inspection, sending the players' Agents to investigate, under cover of a Department of Energy safety inspection. The Agents have no idea what they'll find when they reach the Array.
Born of the U.S. government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors - often at a shattering personal cost.
In Delta Green: The Role-Playing Game, the players are those agents. They fight to save human lives and sanity from threats beyond space and time. Delta Green's percentile-based rules are compatible with 20 years' worth of Delta Green scenarios and sourcebooks.
The Delta Green Slipcase set includes two full-color rulebooks:
The King in Yellow. A simple play twists thoughts and perceptions, twists reality itself. Its beautiful, poisonous words awaken realizations that make the audience long for the peace of ignorance. It first touched the stage in the dying light of the 19th century and has arisen again and again to bring to human souls the bitter satisfaction of despair.
Delta Green, a conspiracy dedicated to stopping unnatural terrors, enacted the STATIC Protocol as a ruthless response to the threat of The King in Yellow. That work comes to terrifying fruition in Impossible Landscapes, a massive campaign for Delta Green RPG. Impossible Landscapes presents Agents with dreadful discoveries that spiral in upon themselves like the twists of the Yellow Sign itself.
STATIC Protocol enhances Impossible Landscapes by collecting even deeper research from its sprawling timeline. Agents can piece together these fragments as they pursue secrets they may regret. Secrets of otherworldly power. Of murder and memory that lengthen like the shadows cast by sinking suns. Of an invitation to a masquerade that never ends and is the end of all things. Of the bitter truths of Carcosa, The King in Yellow, and the Yellow Sign.
Cosmic terror infects the U.S. government and the companies that profit from it. Delta Green: The Complex offers 19 new dossiers for federal agencies and important contractors to enhance your Delta Green campaign. Each dossier describes the entity's budget, operatives, organizational structure and history, mandate, areas of friction with other agencies, suggested professions for Delta Green agents, and what it's like to work there.
The Complex gives deep and playable details for the ATF, Booz Allen Hamilton, the Coast Guard, Consolidated Analysis Center, Constellis Group, Customs and Border Protection, DARPA, the Defense Intelligence Agency, FEMA, Lockheed Martin, NASA, the National Nuclear Security Administration, the National Counterterrorism Center, the National Geospatial Intelligence Agency, the National Reconnaissance Office, the NSA, the Office of Naval Intelligence, the RAND Corporation, and the Secret Service.
In Delta Green, cosmic terror meets modern conspiracy. Delta Green is a secret group dedicated to protecting humanity from unnatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.
The Conspiracy is a 1990s sourcebook for Delta Green: The Role-Playing Game: An updated, rearranged version of the original, 1997 Delta Green sourcebook with new art and graphic design, new appendices by Shane Ivey, editing by Shane Ivey and Caleb Stokes, and a foreword by Ray Winninger. Delta Green won the Origins Award for Best Roleplaying Supplement. The Delta Green line has consistently been some of the highest-rated RPG books of all time. The Conspiracy brings those original, infamous horrors to the light of a new age.
Born of the U.S. government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors - often at a shattering personal cost.
Delta Green: The Labyrinth takes Delta Green agents beyond the beltway and deep into the fissures of America in the new millennium. From the loathsome servitors of the 1% to the hardscrabble faithful of the Rust Belt, from the abusive warrens of the Internet to the lonely chambers of every human heart, from the toxic legacy of the Cold War to the doomed idealists trapped in a world they cannot save, American life has entered a labyrinth of twisty passages all alike. And while there are many ways in, there is no way out.
A killing spree is horrifying enough. When all eight members of the Ridgeway family are gunned down by a math student who then kills himself, Delta Green sees hints that make it more terrifying still. Your Agents have to stop the madness before it spreads. The Last Equation is a full-color scenario of personal apocalypse and lethal mystery.
Delta Green's Task Force T.I. screwed up. They were in Myanmar, deep in the undeveloped hinterlands. The operation went south, people died, and something unnatural and monstrous escaped -- perhaps with the aid of an agent from the task force. Now they're the operation for a new team of agents.
The player characters must hear testimony from the survivors of Task Force T.I., decide exactly what happened and who's responsible, and recommend a course of action to Delta Green's leaders. The testimony plays out scene by bloody scene. In each flashback, the players temporarily take the roles of the members of Task Force T.I. The players get tips on how to play them based on their individual personalities and prejudices -- and, more importantly, the ways that their teammates remember them behaving.
Memories of overwhelming terror are rarely accurate. But memories are all Delta Green has to go on if a further horror is to be prevented.
Even Death Has a Half-Life. Two days ago, a newspaper delivery driver found retired geneticist Tibalt Grieves dead outside his suburban home. Police found Grieves' girlfriend dead in the house. A detective discovered a hidden lab, outfitted with biohazard scrubbers. A CDC specialist found unidentifiable samples - samples that indicated that something had gotten loose.
When the sun rose, Grieves' body began to smolder and disintegrate. It was another five hours before Delta Green got involved. In Delta Green: Viscid, the Agents must keep a lid on a story that threatens to spin out into the public in all its unnatural detail.
They must delve into the secrets of strange and lethal forces acting in secrecy all around them. They must follow a trail of carnage to a horrifying communion. As far as Delta Green is concerned, staying alive is the last of their priorities.
The King in Yellow. Robert W. Chambers' unearthly book has inspired millions of shivering readers since the death of the Gilded Age. This beautiful edition brings new potency to its stories of madness and romance.
Acclaimed artist Samuel Araya graces this edition of The King in Yellow with his finest work. Full-page paintings and unnerving sketches evoke the weird romance of Robert Chambers' finest tales.
Author Kenneth Hite annotates every tale with his uniquely macabre erudition. His insights bring ever-deeper understanding of truths that only the mad or the hopeless would seek.
This tome will stand with pride on any shelf. Readers will be drawn again and again to the Sign engraved in gold...to the twin suns strangely setting...to the tattered robes of the King in Yellow.