TEXT: Burner 
  The Pleasant Glades Strip Mall consists of four stores: Anchor Hardware, King Pawn Store, Gatehouse 
  Storage, and Red Talk Phones. It is located near the highway on the outskirts of the city and does just 
  enough business to justify its existence. 
  The player characters all work at stores in Pleasant Glades. They are normal civilians that work in 
  retail. They have no knowledge of the mythos, special backgrounds, or unusual talents. Otherwise they 
  would not be working there. 
  For whatever reason, Pleasant Glades has become the one stop shopping outlet for Cell E, part of the 
  illegal Delta Green conspiracy. They have used Pleasant Glades to set up a green box (the self-storage 
  units are adjacent to the mall) and have bought quite a few supplies there from shovels and quicklime 
  to prepaid burner cell phones, which brings us to tonight, after all the stores have closed. 
  Earlier today, Agent Ethan paid an employee of Red Talk Phones to activate dozens of cheap burner 
  phones that he would pick up later tonight. This is under the table cash and the Red Talk employee 
  needed it but activating and entering in phone numbers of burner phones is more time consuming than 
  he realized. As the scenario starts, all of the PCs are in the back office of Red Talk Phones, opening, 
  activating, and charging the phones. They also have to enter in the other phone numbers in the new 
  phones. Every PC was bribed by the Red Talk employee to help (who is presumably a PC as well). 
  Things did not work out as well for Cell E. Emily pulls into the parking lot in a stolen minivan, with 
  Ethan’s corpse in the back. Edward was taken by ‘It’ at the commune. She needs a phone and Ethan 
  told her about the burners before he bled out. Emily was winged by a cultist, so she’s bleeding as well 
  but her wound can be concealed under her jacket. 
  The scenario starts as the PCs hear Emily arrive. She bangs on the glass door of the store. Her goal is 
  to get a burner and call cell A to tell them that the Avatar is loosed but it is not fully phased into this 
  reality. She captured the cult leader and stuck him in the green box at Gatehouse Storage. She needs 
  backup to recite the banishment ritual tattooed on the leader’s back. She will pass out from blood loss 
  in a few minutes, when the Avatar roars. She will do whatever she can to get a phone from the PCs. 
  911 
  The PCs may or may notice Emily’s wound or the holstered pistol under her jacket. If they do, they will 
  probably want to call 911. If they do, the Program will be alerted and mobilize to capture Emily and 
  deal with the Avatar. It will take them some time to show up though and they may decide to shoot all 
  civilian witnesses. 
  The Avatar and its Roar 
  Regardless of what the PCs do, the Avatar will appear within a few minutes in the front parking lot and 
  roar. It appears as a large winged humanoid but it constantly shifts and mutates, a fractal of flesh and 
  crystal. It costs 1/1d8 SAN to view. 
  The roar is unlike anything the PCs have ever heard nor can they fully process it. It costs 1/1d4 SAN. 
  The Avatar cannot be perceived by normal humans as it is out of phase with reality. However, it can 
  spend 6 MP to roar and cause all nearby humans to also phase out of normal reality. This means the 
  PCs can now perceive and interact with the Avatar. It also means they can be killed by it. It takes the 
  Avatar at least one hour to recover the MP to roar again. 
  
  More importantly, the PCs can no longer be perceived by normal humans with normal human senses. 
  They can talk on the phone and be seen by video cameras but humans can’t see or hear them directly. 
  They also cannot affect any tangible object as long as a normal human perceives it. Glass becomes 
  indestructible and flashlights stop working. They are essentially corporeal ghosts. Note that the avatar 
  is bound by this rule as well, so it can’t bust down any doors as long as there’s at least one normal 
  human nearby. 
  If there are no nearby observers, the Avatar and the PCs can interact with objects normally. The 
  Avatar can batter down doors but the PCs can grab tools 
  Emily’s Wallet 
  After Emily passes out, the PCs will probably want to save her or at least check her for clues. She has a 
  Glock pistol with X number of bullets left (1 for each PC, a total coincidence). She also has a FBI 
  badge, a scrap of paper with a phone number and the letter A, and a wallet. The wallet contains: 
  A hotel keycard 
  The Starry Wisdom Commune New Age Healing Center business card 
  A key for unit 52 in Gatehouse Storage 
  An ATF ID for Emily Williamson 
  Prank Call 911 
  If 911 was called, then the Avatar will watch passively as the paramedics and police show up and look 
  around. They may or may not find Ethan’s body hidden in the minivan. They will not notice the PCs at 
  all, which costs 0/1d4 SAN when the PCs realize the truth. Sooner or later, they will leave. 
  The Avatar’s Plans 
  It wants to devour its prey, namely Emily and the PCs. It stalks around the mall, waiting for its prey to 
  emerge. It knows that all of the affected are gradually phasing out of reality into the Avatar’s reality. If 
  the PCs do nothing, they will disappear entirely. If the Avatar spots a victim, it will chase them. 
  The Border 
  The strip mall (including the storage units) is surrounded by a dimensional barrier. If any of the PCs try 
  to flee, they will see a shimmering wall similar to an aurora borealis. If they cross, they will be 
  transported to the Avatar’s native dimension. 
  Calling A Cell 
  If a PC calls the number on the scrap of paper, they will talk to a member of A Cell. A Cell is desperate 
  and may tell them about the tattooed cultist in unit 52 of Gatehouse Storage. It may ask them to wake 
  Emily up first, assuming the PCs stopped her bleeding. Anchor Hardware and King Pawn have first aid 
  kits available. 
  A Cell will warn the PCs not to trust the government as they will be shot for seeing too much. 
  
  The Program’s Response 
  The Program was alerted earlier when E Cell burned a commune down to the ground and murdered 
  some cultists. If anyone calls 911, they will show up sooner or later. First, they will call a random PC 
  and try to get as much information as possible. They promise whatever help the PC asks for but the 
  Program does not understand the nature of the Avatar. They will try to isolate the area, intercepting 
  local first responders, takeout food delivery drivers, and anyone else the PCs try to call in. 
  The Program’s go-to plan is to send a team of spec ops commandos to sweep the area and secure all 
  evidence and witnesses. They will not be able to perceive the PCs, Emily, or the cult leader until the 
  Avatar roars again. At that point, the commandos phase out and the Program will launch a drone strike 
  to cleanse the area within 5 minutes of the roar. Everyone will die. 
  Getting to the Cult Leader 
  Sneaking from Red Talk Phones to Gatehouse Storage will be difficult while the Avatar is waiting for 
  them. The PCs may hop from store to store, since they should have the keys. The other stores may 
  have useful items to distract or fight the Avatar. Unit 52 is locked and requires Emily’s key or bolt 
  cutters. The cult leader is alive but unconscious. He may wake up but knows no dangerous spells he 
  can recite while tied up. 
  The tattoo can be recited by anyone – it triggers a spell that forces a SAN test on the caster. If 
  successful, the Avatar loses 1d6 POW and alerts the Avatar to the caster’s location. If failed, the caster 
  loses 1d6 SAN. Multiple characters can recite the spell. Either way, the caster loses 1 POW per casting. 
  If taken to 0 POW, the Avatar is banished. 
  Resolution 
  If the PCs can banish the Avatar, everyone will return to reality. Getting to the storage unit without 
  being killed by the Avatar will require teamwork and luck. 
  If the PCs do not succeed in banishing the Avatar, they will gradually phase out of reality. The Avatar 
  will continue to stalk the earth. The cult leader may or may not escape. 
  The Avatar 
  STR 30 DEX 20 CON 20 INT 6 (actually hyper-intelligent but so alien it cannot easily understand earth) 
  POW 20 
  HP 25 
  Armor: 5 points and regenerates 1 point per round. If brought to 0 hit points, it will reform with full 
  health 2d6 rounds later. 
  Combat: 2 attacks of Fractal Rend 45% 1d6 + db  Skills: Alertness 75% Stealth 35% 
  The Cult Leader 
  STR 8 DEX 11 CON 8 INT 15 POW 18 CHA 17 
  HP 8 
  SAN 0 
  Spells: Summon the Avatar, Banish the Avatar 
  Skills: Alertness 35%, Be a manipulative Cult Leader 75%, Deception 75%, Dodge 35%, Knife 50%, 
  Unarmed 30% 
  
SOURCE: textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/CoC - Delta Green - Adv - Burner.pdf