Hopefully,
the party of Investigators will have made the connexion between Dr. Windrush of
the ASPR and the mysterious goings-on in Elsa’s basement. By this stage they
might well wish to beard the good Doctor in his den and ask for an explanation.
A
Call Upon The ASPR...
Whatever
time of day that the group decides to do this, it starts to rain as they make
their way there – there isn’t anything pertinent about this; it’s just for
atmosphere.
The
current address for the ASPR is rooms 15 and 16 on the 11th floor at
44 East 23rd Street. When the party arrives, the storm is in full
swing: the 11th floor is largely deserted, other suites being
occupied by a legal firm, a low-scale publisher’s, and a private detective’s
offices. Rain lashes the windows on this level and the light is dim and Noir-ish. As the party approaches, they
notice the door to the ASPR offices is open and there are upraised voices
coming from within. A successful Listen Roll
will determine the following conversation:
[Unknown Male Voice] ‘What happened, Windrush? I thought your people
were going to sweep this Sheridan mess away’
[Windrush] ‘Those weren’t our people...’
[UMV] ‘I’m sorry? “Not your people”? Then who were they, Windrush?’
[W] ‘Just a bunch of amateurs! You have to understand, we have a reputation
to protect. I thought if I brought these other people in, it would give us some
distance...’
[UMV] ‘I don’t give a damn about your reputation, Windrush.
I asked for your people to make this go away. A simple fix. Instead, you’ve
brought in outsiders and made the situation worse...’
[W] ‘I’m sorry! I thought I was helping both our causes this way...!’
[UMV] ‘“Sorry” doesn’t help anyone Windrush. Now there
are too many people who know what’s going on and that’s a security headache I
don’t need. Let me introduce you my colleague – Mr. Grey.’
[W] ‘Oh my God! No! No! NO...!’
(It
would be politic of the Investigators to storm in about now...)
The
scene that greets them is grotesque and bizarre. Dr. Windrush has been thrown
back across his desk; looming over him is a figure in a trench coat and hat,
grey of skin, long of limb and with huge almond-shaped black eyes. In its
uplifted hand is a moving, jelly-like blob, sprouting quills like a demented
sea-urchin and shimmering in constantly-changing colours: the light from this
object plays over Windrush’s terrified face. The party needs to make SAN Rolls – 0/1D2. The sound of a gun
cocking draws the party’s attention from this tableau to a darkened corner of
the room. Stepping forward is the moustachioed man from the Waldorf Astoria.
‘Welcome’
he says, covering the party with his pistol, ‘Mr. Grey here has very sharp ears
and heard you coming. I hope that you had time to listen in and catch up – I do hate having to repeat myself.’
This
is Government agent Josiah Masterson.
Josiah Masterson - Shady G-man
STR: 12
CON: 11
SIZ: 10
INT: 14
Idea: 70%
EDU: 18
Know: 90%
POW: 15
Luck: 75%
DEX: 12
APP: 15
Move: 7
SAN: 65
HP: 11
Weapons:
.45 Revolver 50%, 1D10
Average Damage Bonus: +0
Spells:
None
Skills:
Hide 55%; Sneak 60%; Govt. Bureaucracy 70%;
SAN Loss: it costs no SAN to see Josiah Masterson
Because
he’s a bad guy he now gets to monologue: Agent Masterson explains that the
government had become very excited by the proposed research of Dr. Crawford
Tillinghast, but unfortunately that fellow had gone mad and tried to kill his
best friend with the device, an act which led to his death and the machine’s
partial destruction. The Agency (he doesn’t specify which) managed to re-create
the device to a serviceable level, and contacted entities from beyond, a
representative of which is Mr. Grey. He has been helping the humans refine
their technology and the results were encouraging until Elsa began talking
about the things which she had inadvertently seen. Masterson called in the ASPR
to de-bunk her article but instead of just doing as he was told, Windrush
complicated things by bringing in the party for his own selfish ends. Now
Masterson has a problem to clean up.
Opening
A Can Of Wooptar!
While
Masterson is dishing the dirt,
lightning flashes several times and, as it does so, the room is thrown into
garish brightness and heavy shadow. In the aftermath (and thunder) the walls
and furniture of the room start to fade, becoming see-through and hazy. The
party will recognise the effect, however the strange misty light which they saw
at Elsa’s place is absent. The players may exclaim that Masterson has brought
the machine here!
‘Oh
no, not I,’ he smiles, ‘their technology (nods to Mr. Grey) is vastly
dissimilar to our own and works much better, without all of the side-effects
which plague our device. Mr. Grey you see, has his own machine.’
Mr.
Grey now brandishes the spiky blob in his hand and utters a strange ululation.
A hot wind like the inside of an oven washes into the room and a demonic
chittering is heard. The light in the office has turned a coppery gold and
strange fan-like growths can be seen all around, dotting what seems to be a
wide plain spreading in all directions beneath a grotesquely large sun.
Suddenly
the party is attacked from all sides! By Wooptars!
“Wooptars”
STR:
5-6
CON: 7
SIZ: 2
INT: 7
Idea: 35%
POW:
10-11
Luck: 50-55%
DEX:
20
Move: 8
SAN:
n/a
HP: 5
Weapons:
Bite 30%, 1D6+db; Tail Spike 20%, 1D3+POT 5 Poison
Average Damage Bonus: -1D6
Spells:
None
Skills:
Climb 70%; Dodge 50%; Hide 70%; Sneak 60%; Spot Hidden 75%
SAN Loss: it costs 0/1D3 to see a “Wooptar”
Wooptars are the denizens of a hot, far-distant
planet, but not Mercury. Elsa described them as seemingly harmless but, in
fact, they are quite deadly little buggers. They have a nasty bite and can
paralyse large prey with their pointy tails. Fortunately, they are not bright,
and they do not use tactics or work together – they favour bravado and single
combat. Because they are so quick, they get two attacks per round – two bites,
two tail spikes, or one of each – one at the beginning and one at the end of each
combat round.
Despite a superficial resemblance to chameleons,
they do not change colour or behave in any way like those reptiles. They are
very keen-sighted however, and extremely difficult to surprise.
*****
Figure
on there being two or three of these critters for every Investigator. Remember
that the players are restricted by the dimensions and furniture of the office,
while the Wooptars are not so confined. If the party seems to be getting the
upper hand too easily, throw an extra Wooptar in per character – there are tons
of these guys around!
Mr.
Grey seems Hell-bent on taking revenge on Dr. Windrush. While the Investigators
try to make headway against the aliens, he draws forth his Electric Gun and
attempts to use it on the incapacitated doctor. This will either kill Windrush
or just knock him out. After this, Grey will cross over to Masterson and grab him;
he will then dimensionally shift himself and the agent away, leaving the
Wooptar-world to fade away in their wake. Players will have to make Spot Hidden Rolls during the melee to
try and thwart these plans.
“Mr. Grey” – Surgically-Altered Mi-Go
STR:
11
CON:
11
SIZ:
10
INT:
13
Idea: 65%
POW:
13
Luck: 65%
DEX:
14
Move: 7
SAN:
n/a
HP: 11
Weapons:
Electric Gun: 1D10+Special
Armour:
none, but the extra-terrene body causes all Impaling
weapons to do minimum possible damage.
Average Damage Bonus: +0
Spells:
None
Skills:
Hide 15%; Sneak 15%; +20% to all Sciences
SAN Loss: it costs 0/1D2 to see “Mr. Grey” outside of his
coat-and-hat disguise
By
the 1950s, the Mi-Go will have perfected this form of body modification and
will have created a backstory to go with it that will convince the humans who
encounter them of their status as bona
fide space aliens; most of those humans will work for shady government
departments. In time Delta Green will have seen through this smokescreen and
will have set about eliminating the “Alien Grey” threat and exposing it for
what it is.
For
now, the players should have a chuckle at the in-joke but should resist using
any meta-knowledge of UFOlogy to affect play. Like other Mi-Go, Mr. Grey cannot
be photographed and will deliquesce if killed. He communicates semi-telepathically
to those around him in a strange buzzing voice. His Electric Gun is standard
issue: it cannot be used by humans unless they modify it by making two Electrical Repair Rolls on it, and even
then it will only work if they roll a 1 or 2 on 1D6 when using it. His
phase-shifting device – far superior to Crawford Tillinghast’s design – is the
sparkling sea-urchin thing which he carries in his hand. Being superior
alien-tech, it has 20 HPs and, like a Mi-Go, takes only minimal damage from Impaling weapons.
*****
Grey
will simply move to the next part of his plan if stopped from accomplishing any
individual step: if someone stops him killing Windrush, he will move to
Masterson; if he is prevented from grabbing Masterson, he will dimensionally
shift. If he cannot dimensionally shift, he will hurl himself at the window and
fall to the pavement 11 storeys below. By the time anyone can get down there to
check on him, he will have dissolved into a dissipating puddle of goo.
Once
Grey is dead or has escaped to another dimension, the situation will quickly
become resolved: the party will be free of Wooptars and left in the offices of the
ASPR on a rainy night; Dr. Windrush will be there, either alive or dead, and
Masterson will be there too, if he hasn’t vanished with Mr. Grey. Once
Masterson is disarmed, or wounded, he will quickly capitulate.
The
Wrap-Up...
The
conclusion is up to the players. There is no remaining evidence to prove their
adventure to outside parties, and there are possibly dead bodies to explain
(not to mention wounded party members). If the players decide to fake a
break-in with Masterson as the criminal, he will smile and play along: if
anyone asks him why he isn’t worried about this, he shrugs and says that he’ll
make bail before they slam the cell door – he’s too important a player as far
as his ongoing mission is concerned. If this plan is carried out by the party,
Masterson is as good as his word: before the night is over, he vanishes
mysteriously from his gaol cell and only the party will have any idea how he
managed to accomplish this.
Windrush,
if he is still alive, will have some explaining to do to the Investigators and
they will no doubt make him eat humble pie. In recompense, he will pay for any
reasonable damages, or loss, which the party may have incurred and will also
sign them up as lifetime members of the ASPR.
Finally,
Elsa Sheridan has probably seen too much to return to her workaday life. The
players may be keen to take her onboard as a new character or, if she has
formed a romantic attachment with a party member, she may become a regular NPC
for the group. If she has unluckily died as part of these shenanigans, then the
party may resolve to avenge her.
Rewards
Discovering
the conspiracy: +1D10 SAN
Elsa
dies! -2D8 SAN
Capturing
Masterson (however momentarily): +1D4 SAN
*****
Notes:
This
is an example of what random pieces of information viewed through Cthulhu
Mythos goggles can generate. I discovered the article on Elsa Sheridan in “The Fortean Times” magazine (FT322,
January 2015) and realised that two of her critters (the Martian and the
Uranian) bore mild resemblances to some Mythos monsters. Thereafter, I simply
tied the report into a backdated re-reading of Lovecraft’s “From Beyond” (1934), did some research about 1920’s New York, and
the rest is (pseudo)history. Keepers attempting to run this should definitely read
“From Beyond” before launching ahead
(it’s very short!).
I
no longer have a roleplaying group that I can run this sort of thing for, so
this is a completely un-playtested scenario. If anyone out there would like to
run it – it’s designed to fill a short gap between larger stories in an ongoing
campaign – please feel free to do so. Then, if you have any thoughts about it,
you might like to drop me a note in the comments below. Enjoy!
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