TEXT:  
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  Delta Green: 
  Last Things Last  
  By Bret Kramer with Shane Ivey, © 2015 
   
  Clyde Baughman was an active Delta Green agent from 1967 to 1970, and an 
  infrequent “Friendly” during the late Nineties. Four days ago he died in his apartment 
  of a massive heart attack. Delta Green has learned of this and has tasked the nearest 
  available agents to conduct a sweep of his apartment to remove any evidence of the 
  organization.  
   
  The preceding paragraph is the only piece of this scenario suitable for ordinary 
  players. From here forward it’s for the Handler’s eyes only. We are about to reveal 
  everything. You have been warned. 
   
  Handler’s Information 
  For the most part, Baughman was very circumspect about keeping his secrets. There 
  was one significant, unfortunate exception to this rule: his reaction to the death of his 
  wife, Marlene. When cancer took her in 2002 he attempted to use certain incantations, 
  discovered during his career with Delta Green, to restore her to life. Tragically but 
  unsurprisingly, the spell failed to return her in the condition he wanted, instead 
  creating only an undying monster that spoke with his wife’s voice. Baughman, 
  distraught and ashamed, told no one. He sealed the creature in a septic tank at an 
  isolated cabin. Baughman repeatedly tried to work up the nerve to destroy the thing 
  that had once been his wife. He never could. She waits at his cabin still. 
   
  Involving the Agents 
  Many Agents are part of the official Delta Green program: a top-secret, highly 
  restricted counterterrorism program that draws elements from the departments of 
  Defense, Justice, Homeland Security, and Treasury among others.  
  Some Agents who also call themselves Delta Green are actually part of a 
  smaller, unofficial conspiracy led by veterans who refused to come in from the cold 
  when Delta Green was reactivated years ago.  
  Either way, the Agents have day jobs and lives at home. They only work on 
  behalf of Delta Green when the group needs them.  
  
   
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  Take your pick. Which version of Delta Green your Agents belong to doesn’t 
  much matter for this scenario.  
  And let the players pick or create whatever kinds of Agents they want. This 
  scenario doesn’t require particular skills, though some are more useful than others. 
  Needing to move quickly, Delta Green has assigned these Agents due to their 
  proximity to Baughman’s apartment. It can be in any large city you choose.  
  An anonymous, encrypted email is sent to each of them, instructing them to 
  travel to Baughman’s city. The agents are instructed to travel immediately and not 
  inform anyone of their destination. Plane tickets are waiting at the nearest airport. 
  They are to retrieve a packet of instructions from a downtown post office box. 
  If they’re in the official program, the government employees among them are 
  unexpectedly assigned to meet with agents of a joint terrorism task force in 
  Baughman’s city. It’s so restricted that their day-to-day supervisors aren’t allowed to 
  ask a thing about it. 
  Agents who are not government employees or who aren’t in the official 
  program have to come up with their own excuses to leave their jobs and families 
  behind. (In an ongoing campaign, you can explore the repercussions before the next 
  mission in “Home” scenes and in establishing the Agent’s work performance.) 
  In the post office box in Baughman’s city, the Agents find a small package. The 
  package contains their orders on a quickly-printed sheet (Handout A, at the end of the 
  scenario), a dossier on Baughman (Handout B), and a key to Baughman’s apartment. 
   
  Baughman’s Apartment 
  Baughman’s address is an inconspicuous apartment building in a declining, working-
  class neighborhood. The building is a jarring example of early 1960s design theories, 
  blocky and drab. No one takes notice of a small group of reasonably cautious Agents 
  entering the building or Baughman’s apartment. There are no surveillance cameras 
  around. 
  The interior of Baughman’s small apartment is Spartan and grim. Aside from a 
  patina of cigarette smoke there is scant evidence that anyone actually lived here.  
  Just inside the door, a ring of labeled keys hangs from a hook (including a key 
  to his cabin).  
  A well-worn couch faces an archaic, squat television that carries basic cable 
  only. On the adjacent coffee table are a stack of mostly completed crossword puzzle 
  books, issues of Sports Illustrated and Reader’s Digest, and a box of unhealthily 
  artificial donuts (powdered sugar), now crumbling and dry.  
  The adjoining kitchen is mostly bare, with a smattering of cans, pans, and 
  boxes. The only human touch is a crudely drawn human figure entitled “Grampa” 
  
   
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  (signed “Cassie” and bearing two gold stars from the teacher) hanging on the 
  refrigerator. 
  Down the hall are a linen closet (of no interest) and a small bathroom. The 
  bathroom is in a disturbed state: a broken towel rack, a cracked shower door, a few 
  fragments of a broken ceramic toothbrush-holder swept into a corner. There also 
  persist faint traces of the smell of Baughman’s corpse; this is where he died.  
  Baughman occupied one of the two bedrooms at the end of the hall. It holds a 
  queen-sized bed and a dresser on top of which rest photographs of Clyde and his late 
  wife Marlene, high school graduation pictures of his two children, a few photos of a 
  grandchild, and a ceramic paperweight of a child’s handprint with the name “Cassie, 
  age 4” crudely painted on it. 
  Baughman used the other bedroom as an office and for storage. There is no 
  computer. It takes one person about twelve hours to go through the many papers 
  here and systematically examine them. The work can be divided between several 
  agents. Halve the time required if at least one Agent has Accounting 30% or better. 
  Reviewing the papers reveals that Baughman owned a cabin in a rural area 
  about four hours away by car. The papers provide coordinates. 
  There is nothing else of note in the apartment. 
   
  A Complication: Mrs Janowitz 
  Agents making an open or noisy approach to the building may encounter Mrs. 
  Janowitz, age 66, who is out to walk her dog, Mitzi. While Janowitz knew Baughman, 
  the two were not close. She has never met either of Baughman’s children. She 
  mentions in passing, “It was a terrible shame that poor Mr. Baughman wasn’t found 
  for three days. A real pity.” Janowitz is curious but not suspicious. She can be 
  appeased by almost any convincing story: it requires Persuade only if the players 
  make her think something isn’t right, and even then a Persuade skill of 40% or better 
  assuages her. But after that she will keep any eye out for suspicious activity, and if the 
  police later come asking questions she will remember the Agents well.  
   
  The Cabin 
  Clyde Baughman’s cabin is a few hours away from his apartment by car. It is not 
  difficult to reach, though the last few miles are off the main road and are dangerous in 
  poor weather. The cabin itself is one story high, with a bedroom, a bathroom, a living 
  room, a few closets, and a kitchen. The whole building is constructed of wood with a 
  faux log-cabin exterior. It is connected to the local power grid and is heated by a 
  large, field-stone chimney. Water is drawn by an old electrical pump attached to a 
  well.  
  
   
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  The key from Baughman’s apartment fits in the lock. Even a cursory inspection 
  reveals that no one has been here for at least two months. The cabin interior is quiet 
  and there are more than a few cobwebs. Aside from second-hand furniture and a 
  rustic décor there are two items of interest: a footlocker and the plumbing.  
  Behind the building stand an outhouse and a shed. Studying the outhouse with 
  Forensics 40% or better finds that it was last used a couple of months ago. 
  The shed holds an assortment of tools and twenty one-gallon cans of gasoline, 
  all full. 
  Ten yards away from the house, near the edge of the woods, the hatch for a 
  septic tank can be spotted in a shallow pit, not buried as would be expected. Earth 
  piled around indicates it’s stood exposed for years. The septic tank’s entrance hatch is 
  uncovered and is padlocked from the outside (an unusual step; the key is another from 
  Baughman’s ring) but the handle and hinge are well oiled. It won’t be obvious unless 
  the Agents unearth more of the tank, but in fact there are two hatches, one still 
  buried. The septic tank is far too large for the cabin. 
   
  The Footlocker 
  Baughman’s Vietnam-era metal footlocker is stowed under his bed. This is where he 
  kept mementos from his years with Delta Green. Atop the contents is a sealed 
  enveloped marked with a triangle in green ink. The envelope holds a short letter from 
  Baughman (Handout C).   
   
  In the Footlocker 
  You can decide what other evidence Clyde Baughman has left behind. Use this as an 
  opportunity to leave clues to future missions or as an aid in completing ongoing ones. 
  Here a few possibilities. 
   
  • Reel-to-reel tapes labeled with FBI evidence tags, dated 15 AUG 72 to 29 SEP 72, 21 
  hours total. The audio is of the congregants of an unknown church engaged in a 
  pseudo-Christian service involving snake-handling. Frequent mentions are made of 
  “Saint Yig,” “the Scaled Redeemer,” and “the Blessed Serpent.” At several points 
  congregants cry out after having been bitten. One person is refused medical 
  treatment and begins wailing in agony. SAN loss: 0/1. 
   
  • A cardboard box containing a neatly folded but very bloody man’s suit. 
   
  • An annotated copy of the doctoral dissertation “Sky Devils: Archetypical Figures in 
  Native American Mythology” by Karen Barr. It was rejected by the University of 
  
   
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  Indiana, Bloomington, in 1985. You can decide what it says about “Sky Devils,” but 
  studying it as a “Home” pursuit between missions grants +1 percentile in the 
  Unnatural skill and costs 1D3 SAN. 
   
  • Three tear-gas grenades. Manufactured 20 years ago, each requires a Luck roll to 
  work. 
   
  • A large iron knife. Archeology 40% identifies it as of Anglo-Saxon manufacture.  A 
  (human) bone handle is relatively new. The Ogham script cannot be deciphered and 
  appears to be gibberish. 
   
  • A mundane leather pouch containing hair (black bear), teeth (human infant), and 
  feathers (blue jay and barn swallow). 
   
  • One highly magnetized glass sphere, 3 cm in diameter. Anyone inspecting it with 
  Science (Physics) 20% or greater loses 0/1 SAN realizing the glass is far too 
  magnetic for nature. 
   
  • A sizeable file regarding the Ventaja Corporation (aka Venta, meaning ‘advantage’), 
  an Argentine import/export firm, dating from 1965 to 1968. The file begins with an FBI 
  investigation into allegations of weapon smuggling into and out of Miami. The FBI 
  investigation was discontinued but a more covert Delta Green surveillance of the 
  company continued as Baughman uncovered financial ties between Ventaja and 
  several accounts mentioned on a World War II-era financial watch list called “K 
  Group.” A raid on a Ventaja warehouse in San Juan, Puerto Rico, resulted in the 
  recovery of something called “The Scheel Formula.” A manila folder with that title is 
  empty. 
   
   
  The Plumbing 
  Inspecting the cabin’s plumbing finds that none of the pipes lead to the septic tank. 
  They once did but all have been disconnected for no discernible reason.   
   
  The Septic Tank 
  The players may well notice the oddness of having a functioning outhouse at a cabin 
  that has a septic tank and is perfectly capable of running water. If they don’t, point it 
  out to any Agent with INT 14 or 20% in a skill such as Craft (Plumbing) or Craft 
  (Construction). 
  
   
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  Listening at either of the inspection pipes that rise from the tank reveals 
  nothing. But anyone opening the tank is in for a rude surprise. 
  The tank is much larger than necessary for this cabin, nearly two meters deep 
  (six feet), nearly two meters wide (six feet), and three meters long (ten feet). The 
  interior is dark and only slightly damp, with a shallow layer of water at the floor. The 
  ladder has been removed. It is clear that the tank is not being used for its intended 
  purpose.  
  Any source of bright light, anyone putting a probe into the tank, or anyone 
  actually entering the tank attracts the attention of Marlene, Clyde’s long-dead wife, 
  horribly reanimated. 
   
  The Thing In the Tank 
  A wasted corpse, rotten from so many years in the dank hole (SAN loss: 1/1D8 from 
  the Unnatural), Marlene is more than an inexpertly raised zombie. Her resurrection was 
  the result of Baughman unwittingly imbuing her remains with a unnatural 
  consciousness we term “the Other.” 
  The Other is a formless intelligence from dimensions outside of our own that 
  can inhabit the corpse of any creature that had an INT of 1 or greater in life. The 
  reanimated corpse is unnaturally strong and fast. It is more cunning than intelligent but 
  it can to draw upon the memories of the corpse it animates. 
  The Other knows much of what Marlene knew. While it could not convince 
  Clyde that his wife had returned to him, it made it impossible for him to destroy the 
  body that spoke with his wife’s dead voice. It hopes to manipulate the newcomers 
  with greater effect. 
   
  If ‘Marlene’ realizes human beings are near, she attempts to get their attention 
  and sympathy by pounding on the inside of the tank and crying for help in a croaking, 
  pathetic voice.  
   
  She says that her husband was a sick man, always seeking terrible secrets. She 
  says he did something strange to her, some kind of awful pagan prayer to make her 
  his slave forever. But it didn’t work the way he thought, so he locked her in this tank. 
  Whatever he did kept her from dying.  
  She begs for air and light. She begs for freedom. 
  Trying to discern anything from her voice with HUMINT is no good with the 
  concrete in between.  
  An Agent who opens the hatch sees her inside, huddled weakly in the shallow 
  water, reaching a hand feebly up. On first glance she looks like a small, somewhat 
  misshapen, nude woman in her fifties. Her flesh is grey-blue and she has torn out most 
  of her hair. Her hands are blood-stained, the flesh stripped by constant clawing at the 
  
   
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  walls. Her feet and lower legs are swollen from frequent immersion in water and skin 
  sloughs off with alarming frequency. 
  And yet she lives. 
  She does her best to persuade the Agents to help her. If an Agent reaches 
  down to help her, she takes the offered hand. She says that she’ll recover. She needs 
  only to eat and rest and things will be all right. 
  HUMINT even when they can see her doesn’t say much.  
   
  • HUMINT 40% can’t tell what to make of her body language and mannerisms. 
  They’re all strange; but if she’s been stuck in a septic tank for all these years 
  unable to die, that should be no surprise.  
  • HUMINT 60% senses a strange disconnect between her speech and her facial 
  expressions and mannerisms. It’s unlike anyone the Agent has ever 
  encountered. 
  • HUMINT 80% can tell she’s in a high state of alert, not quite as defeated as 
  she seems.  
   
  If They Suspect the Other 
  Marlene keeps up this act as long as it works. If the Other thinks it has been found out, 
  it will attempt to bargain with the Agents, offering the secrets of the cosmos in 
  exchange for its life.  
  What exactly the Other tells the Agents is up to you. It knows far less about the 
  cosmos than it claims, and whatever it says will be four parts nonsense to one part 
  truth. Make up gibberish names and violations of physics.  
  Talking to it for an hour or two adds +1 percentile to each Agent’s Unnatural 
  skill at a SAN cost of 1 SAN. Keeping it imprisoned somewhere for ongoing 
  conversations can be a “Home” pursuit between missions, a version of studying the 
  Unnatural. That grants +1D10 percentiles to Unnatural at a cost of 1 SAN per skill 
  point gained, and it may make the Agent the target of a new Delta Green mission.  
   
  Destroying Marlene 
  The decision to attack Marlene should not be easy. Tell the players that they each face 
  a SAN loss for violence if they go ahead. Before you warn them of the SAN cost, 
  secretly take stock of the players’ talk and reactions. For an Agent who thinks Marlene 
  is just an innocent woman who’s been cursed by her husband, the SAN cost will be 
  1/1D10. For an Agent convinced that she’s something worse, the SAN cost will be 
  1/1D6. 
  
   
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  Clyde Baughman has provided one option: the gasoline in the shed. If poured 
  into the tank and ignited, it will eventually destroy the Marlene-thing. When she sees 
  what they’re up to, she screams in panic and begs for mercy. If they go ahead, the 
  Other panics, leaps out of the open hatch with impossible strength, and attacks the 
  Agent holding the gas-can. (SAN loss: 0/1D6 from suffering Violence.) 
  Likewise, if the Agents bring Marlene out of the tank but then seem about to 
  kill her or try to bind her, she lashes out with shocking ferocity.  
  Marlene fights for only one or two turns, just long enough to hurt one or two 
  Agents. Then she sprints into the woods to escape. Somewhere nearby the Other 
  expects to find another, better corpse to inhabit. 
  If the Agents find some way to restrain her in the tank while they light the 
  gasoline, her dying gasps and pleading shrieks are hideous, horrified and plaintive. 
  And they go on so long. Minutes pass. Far past the time when her voice should be 
  silenced by scorching fumes she screams and croaks. Gradually the screams become a 
  high, strange whine, nothing produced by a human voicebox. It rises beyond the limits 
  of hearing and then into silence. 
  Destroying Marlene before she reveals her murderous intentions costs 1/1D10 
  SAN for an Agent who thinks she is just an innocent woman cursed by her husband. It 
  costs 1/1D6 SAN for an Agent who’s convinced she’s something worse. 
  Destroying Marlene after she attacks them gains the Agents 1D8 SAN each. 
   
  That Which Was Marlene 
  STR 21, CON 25, DEX 17, INT 9, POW 11, CHA 10 
  HP 23, WP 11 
  SKILLS Athletics 99%, Persuade 60%, Unarmed Combat 75%, Unnatural 44% 
  ATTACKS Claw or Bite, Damage 1D3+2 (Armor Piercing 3) 
  ARMOR 3 points of desiccated flesh 
  NOTES Marlene’s high Athletics skill reflects the fact that she runs and climbs with 
  supernatural strength and speed. Her Charisma stat applies if someone can’t see her 
  or if she has time to recover to a semblance of life. That’s possible if she’s set free to 
  feed on living things, especially fresh blood.  
  Marlene heals 1 HP at the beginning of her turn, every turn unless her body is 
  thoroughly destroyed. If her HP drop to zero, she falls twitching—and begins to heal. 
  If her body is destroyed, the spirit of the Other abandons Marlene’s corpse and drifts 
  away unseen, seeking a new host. If another living creature dies nearby (within about 
  10 meters) the Other jumps into that corpse.  
  Catching and destroying the Other in its incorporeal form requires secrets that 
  cannot be found in this scenario and will not be defined in other publications. We 
  leave them up to you to create. 
  
   
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  Conclusion 
  As per their orders from Delta Green, the investigators are to remove any evidence of 
  Clyde Baughman’s involvement with organization. It is left to their discretion if they 
  want to destroy these traces, arrange to turn them over to a Delta Green collection 
  team at a nearby airport or military base, or hide them someplace private. So long as 
  nothing in Baughman’s apartment or cabin can reveal his work with Delta Green, the 
  group will be satisfied.  
  If an Agent comes back badly hurt or suffering a new insanity, that may have 
  unhappy effects on the Agent’s career and family. You can resolve that in “Home” 
  scenes before the next mission. 
   
   
   
  
   
   
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  Handout A 
   
   
   
   
  DIRECTIVES 
   
  Proceed to residence of Agent Clyde Baughman (deceased). 
   
  Remove any evidence of our activities.  
   
  Report security breaches.  
   
  Heirs are expected w/in 48 hours. Make sure everything is clean by then.  
   
  No Friendlies! 
   
  Destroy this message immediately after memorizing it. 
   
   
   
  
   
   
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  Handout B 
   
   
   
   
  SUMMARY OF A REPORT ON CLYDE BAUGHMAN 
   
  D.O.B. 3/28/1945 
   
  FAMILY: Wife, Marlene (8/20/1948 to 11/2/2002); Daughter, Sharon (9/12/1967); 
  Son, Michael (7/28/1974). 
   
  OCCUPATION: Bureau of Internal Revenue (later IRS) 6/11/1965 – 9/1/1999, retired 
  as Assistant Deputy Commissioner for Operational Support.  
   
  AFFILIATION: Active with group from 1967 to 1970, taking part in eleven 
  operations (details unavailable). Numerous consultations with a specialty in taxation 
  and property confiscations. No current association with group. 
   
   
   
  
   
   
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  Handout C 
   
   
   
   
  To Whom It May Concern: 
   
  If you are reading this note, I can assume I have died or become 
  incapacitated before I had the courage to complete my final 
  mission. You will find about 20 gallons of gas in the shed behind 
  this cabin. Pour it into the septic tank beside the cabin and ignite 
  it. You’d be happier if you didn’t look inside. Please make sure 
  that the remains are kept from my children. I am so sorry. God please 
  forgive me. 
   
  Clyde Baughman 
   
   
  
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