This post will be short and straight to the point. Thanks to Jackdays another one of my fan-made WFRP addons found its way to Kalevala Hammer.
“Araby or Bust! (Or Let’s Take Road Trip to Nehekhara!” is a campaign template that I had in my head for a few years now. Similarly to my Border Princes addon, it focuses on a foreign land in the world of Warhammer Fantasy. In this case it’s the sun-scorched Araby, as well as the adjacent territories of cursed Nehekhara. The players will first have to get there from Tilea, then find employment in the Imperial embassy in sinister Lashiek, and finally travel to the doomed Land of the Dead, east of Araby, in search of a horrifying ancient weapon, created ages ago during the rise of Nagash.
I’ve been GMing this campaign for more than half a year now and it’s been great fun for me and my players. Without bragging or self-promoting too much, it’s been working like a charm. Yes, the GM has to do a lot of work himself since this is only a template, but the core ideas and plot settings are detailed enough to make running this campaign relatively easy.
I also dedicated it to my original Roll20 WFRP group. I’m very lucky to be able to play with such fantastic people from the late 2015 to this day, despite minor setbacks and scheduling issues. Andy, Bryan, Jason, Sean and Michael – this one’s for you. Thanks for everything.
You can find “Araby or Bust! (Or Let’s Take Road Trip to Nehekhara!”here. I also highly recommend that you check out Jackday’s impressive work, including his comprehensive Warhammer Fantasy timelines and various, impressive addons. I particularly love his dragons document.
Once again a huge thanks to Jackdays for publishing my work on his fantastic website. I’ve been using it ever since I’ve started GMing WFRP, all those years ago, and his work really helped me out big time. Thanks Jack, you’re one of the good guys.
This one is going to be a hard read. You have been warned.
Enjoying TTRPGs with your friends can be a great thing. You sit around a table, have a few laughs, a couple of beers… or more than a couple. Maybe something stronger, eh? Maybe something that’ll help you relax, which is not alcohol-related? Yeah, you know where this is going, don’t you? Sadly, addictions are oftentimes an all too real issue during tabletop gaming sessions. A lot of people can’t imagine abusing alcohol or drugs around a table on which you normally throw a bunch of funny-shaped dice, but it happens. It is a real and serious problem.
This post will be a bit more personal, since I used to play with people who had crippling, life-shattering addictions. I will not drop any names or even nicknames, but suffice to say that for many years drugs and alcohol were a part of my gaming group, the one that I’ve formed myself. I’ve begun my regular GMing career at the end of 2009, around the same time when one of my friends whom reluctantly joined the group, started doing drugs. First it wasn’t anything serious, some light stuff here and there. The problem was that with each passing week his dependency on the stuff grew. He started coming to sessions completely stoned, or was doing lines during the actual game. I’ve written about the hardships and risks of gaming with your friends before, and so you know that it’s very hard to tell a close person that he or she is doing something wrong, something autodestructive even.
What’s worse is that the habit is highly infectious. We were all very young back then, and just like all young people we thought that nothing will harm us or potentially be hamrful to us in a long run. Soon another of my friends decided to try out the drugs. After all one dose is nothing, right? When he passed away in the Summer of 2014, he was a full-on drug addict. He never managed to drop his dependency on this stuff. Granted it wasn’t what’s killed him, but it has surely hurt his immune system, allowing the cancer an easier job.
Do I blame the friend who, because of his own depression and inability to deal with everyday life, introduced the drugs into our group? I used to. Maybe, in some sense, I still am, but in the end it’s always about personal choice. You can say “no”, or even better do what whe have not, and just remove the problem from your group altogether. I couldn’t do that. I was never a very decisive, aggresive person, and I don’t like telling people what to do or what not to do. This also stems from the fact that I honestly believe that people should always find their own way, instead of being told what to do by others. However I can recognise that in this particular case I should’ve acted decisively and harshly. I should have removed that man from our circle and not allow him to return until he got 100% clean. I didn’t and the consequences were, eventually, dire.
That, plus I would be lying if I said that I was always 100% clean. Curiosity got better of me a couple of times, and while I never got addicted to anything, I was, for a time, a part of the problem. For taking this stuff, for letting others use it at my table, for not wanting to have a serious, mature talk with them about this whole situation that we’ve gotten ourselves into. When you’re in your early 20s and you believe that the world is yours for the taking, you tend to do a lot of stupid shit. I recognise that and I also realise now how some of this stupid shit can haunt you for decades to come…
In the end, after two years of dealing with a hardcore drug abuser who was aggressive, disruptive, regularly getting late to the games and angry at the entire world (especially when the budget for the drugs was slowly shrinking), and who eventually replaced them with alcohol, I’ve kicked him out. He got stinking drunk during one of our sessions at my home, and passed away under the table. My then-girlfriend was witness to this, and as you can imagine, she wasn’t happy. But that wasn’t the reason why I kicked him out and blacklisted him for almost three years. The real reason was how he acted when we all tried to wake him up. How he got aggressive, vulgar and showed the true monstrous side of an addict, bereft of his “fix”. At that moment I realised that this wasn’t the same man whom I so used to admire, many years ago.
He eventually managed to turn his life around. He dropped the drugs and the booze, learned how to live once again. He found many passions, just like before the addiction, and is now living a relatively happy life. A more cynical man would probably say that him coming clean mainly had to do with financial issues, but… I like to think that he simply managed to defeat some of his demons. I really do. We’re in contact and are still good friends, even though we haven’t been gaming together for many, many years now. I am happy for him, and I wish him all the best.
What’s the moral of this post? I guess it’s about being vigilant and decisive. Don’t allow this kind of thing into your group. If you see someone who’s dowining a 4-pack of beer in less than 30 minutes at your table, react. Learn to ask uncomfortable questions and make hard decisions. Addicition is a real, deadly plague in today’s hard and merciless world, and it touches everyone, no matter where they’re from or what their occupations and hobbies are. Don’t make the same mistakes that me and my group did, beacuse in the end you may not get a second chance at life.
Look, I get that the times are changing but let’s not get carried away, and treat everyone the way they deserve, ok?
I’m not gonna mince words here – the “quest for perfect political corectness” (thank you, Andreas) can sometimes be a bit too much. While I applaud the fight to remove racism, bigotry, homophobia and other shite like that from modern culture, there are times when people are trying a tad too hard and don’t achieve the expected result. Or rather, yeah, they do but there is some collateral damage. Like in the case of the new insanity system in 4th edition WFRP.
Warhammer Fantasy Roleplay was heavily inspired by the eldritch and madness-inducing nature of the Call of Cthulhu roleplaying game. Sure, there were funny and zany elements added by the original authors, but deep down it was a horror game. Maybe horror-lite, but horror nonetheless. The horrifying warping powers of chaos, the madness-inducing ratmen, the mind-twisting knowledge, which was not meant for any mortal mind to comprehend – these and more were always a staple of WFRP, and other Warhammer-based games, like Dark Heresy for example.
While the subject of mental health is a delicate one, something that I can safely confirm to as a clinically depressed person who went through a heavy psychiatric and psychological treatment a couple years back, I believe that if handled correctly, it can be a great addition to any game. 2nd edition of Warhammer Fantasy Roleplay used a very solid insanity system. Delta Green’s bond mechanics, and how they can be used to deter madness at the cost of personal relations is one of the staples of this game.
Then we have the 4th edition WFRP in which insanity is explicitly related to chaos corruption. What the fuck?
Seriously, who though that this was a good idea? Not only is it silly, it also means that in the world of Warhammer Fantasy everyone who’s mentally ill is basically a degenerate mutant scum, a chaos-infected monster and a kindling for a witchfinder’s fire. I don’t know what the authors intended for this mechanic but it backfired spectacularly. There are a few things which I dislike in the newest edition of WFRP, but most of them are related to mechanics. This however I abhor becuase it actually has the exact opposite effect to the one intended (at least I presume so). 4th edition is big on equality – both racial and sexual, and that’s a great thing. For them to drop a ball on such an important and delicate matter is simply bizzare. A few paragraphs for mental illnesses, few short descriptions and that’s that. Dissapointing. Damn dissapointing.
Talking about mental illness in a mature, respecting manner is hard, especially when it comes to entertainment. Doubly so when said entertainment is focused around games of make-believe, played by a bunch of nerds rolling strangely shaped dice. However it can be done right. Arc Dream Publishing and Chaosium proved that. I’m very sad to say that Cubicle 7 failed in this regard. While I can overlook minor mechanical issues which plague this game, I must say that the treatment of insanity-related issues is more than dissapointing for me. Sure, it’s a touchy, difficult topic but it can be done right. Shame that this is wasn’t the case with WFRP 4e. I don’t know if the authors didn’t want to insult people who are struggling with mental health, but if so then the final effects are seriosuly not what they should’ve been. Shame that all too often the political correctness only applies to races and sexes, but not to folks who sometimes can’t take a break from their own minds.
But hey, at least players can now solely blame the chaos gods for their PCs schizophrenia. It was Tzeentch all along! Who knew, eh?
Sometimes it’s a good thing to come to terms with your own limitations.
I’ve written a couple of times about the burnout syndrome in TTRPGs, often associated with running/playing a single system for too long. Lately I’ve been experiencing it with WFRP, the game that I’m most familiar with, not to metnio the one that I’ve been GMing for the longest time. The campaign in Araby is going strong, and in my other group we’ve just finished “The Thousand Thrones”, after playing it for exactly 3 years and 3 days! Last year, before the pandemic hit, I was also GMing the classic “The Enemy Within” campaign, before switching first for Call of Cthulhu, and then for my favorite game of all time – Hunter: The Reckoning.
What I’m saying is that WFRP became like this constant presence at my gaming tables, real and virtual. I don’t exactly mind, but sometimes a break is needed. After the Araby is done, we’ll be trying out some Classic World of Darkness with the guys, but I also wanted to switch systems a bit in the “TTT” crew. So I’ve asked them if they’d be down for trying something else, at least for a short while. They’ve agreed and we’ve agreed on Delta Green, one of the best RPGs of all time, at least in my opinion.
As soon as we’ve settled on the new system I started having doubts. I’ve ran Delta Green twice before and each time it ended poorly. I’ve failed to grasp the nuances and atmosphere building necessities of a Lovecraftian game. The sessions started well, but in the end they were usually devolving into full scale shoot ’em ups. If you know anything about the Mythos-centred games is that combat is probably the worst option available to the PCs, no matter if we’re talking about the classic Call of Cthulhu or the more modern titles, such as Delta Green. However in the case of my games that’s how they usually went and ended – with a bang. Or a whole lot of them, not to mention whole lotta bodies, mostly those of the Agents.
This time I’ve decided to prepare myself better. I’ve scoured YouTube for actual live DG sessions. I asked people on Twitter, including the game’s creators. I’ve re-watched the first season of “True Detective”, one of my favorite TV shows of all time.
In the end I’ve decided to stick to Warhammer Fantasy Roleplay.
Yeah, no kidding. You see, it’s completely ok to admit that you won’t be able to do something, if you’re feeling that it is beyond the scope of your skills and abilities. I honestly and genuinely think that running a proper Delta Green is somethig that I am unable to do properly, at least for now. Call of Cthulhu never gave me any problems, but DG requires a specific approach to GMing. I don’t have that approach. Maybe I will one day, but for now I just don’t feel like I can do this system justice. I also don’t think that my players would be having fun, with me not being able to do my job as a GM right. It’s ok, sometimes it is better to not do something, than to force yourself to falsely convince yourself that you can, in fact, accomplish a task that is clearly beyond the reach of your abilities.
Anyway, I should return to re-reading the core rulebook for the 4th edition of WFRP.
Oh, but in case you’d like to watch/listen to some excellent live Delta Green sessions, visit these two channels: Theatre of the Mind Players and DeadlyButler. Their content is well worth checking out!
I also wanted to thank the good people of Twitter for their fantastic advice and patient attitude towards my (many and specific) questions, regarding the game. Special thanks go to Rob Wieland, Andy Hamhock, Benjamin Brown, Matt Feigal, Silent Pete, Mister King Dice, adriangamenerd, SpandexAndy, wil logsdon, Neil Spurr and Man.in.Black.DG. Thank you for your patience and wisdom.
This is the last Delta Green scenario review, at least for a while. I need to prepare myself for actually running the game in the near future!
Written by evilbrennan for the Fairfield Project’s 2006 shotgun scenario contest, this adventure takes place in Mexico and is dark. Like, really dark. Depressingly dark. While I greatly enjoyed evilbrennan’s work, I don’t think it’s for everyone, especially those who are adverse to seeing children getting hurt in their games. Some of the themes in this module are rather hard to stomach, although that’s also the reason why I consider it to be so good.
The Agents are sent to a small, remote Mexican town of Pátzcuaro, not far from the Mexico City. A lot of children are getting killed there, and in a particularly gruesome way at that. Their parents have established a neighborhood watch, but to no awai. Each night sees another kid torn to shreds…
To make matters more challenging, a huge drug smuggling operation (or a full-on drug war, it’s up to Handler) is taking place on the streets of Pátzcuaro. Not only will the Agents need to discover the Mythos-spawned monstrosity that’s slaughtering the youngest citizens of the town, but they’ll also need to deal with the drug-selling gangs and the police, who’s less than subtle in their law-enforcing methods.
Meanwhile the Mexican day of the dead is approaching fast…
There is a lot of tension in this scenario, and the Handler should base his GMing style on utilising it in the right manner, and during the appropriate moments. The Agents will almost certainly be outsiders and thus the autochthons won’t likely act trustful towards them, especially when they discover that they snoop around and ask unwanted questions! The police will also keep throwing obstacles in the PCs path, not to mention the drug gangsters. “The Tales Dead Men Tell” is a difficult scenario to run, not only because of its nasty antagonists, but mainly because of the high level of interpersonal skills which the players will need to show and use, in order to accomplish their mission. This is one tricky adventure, that’s for sure!
I’ve GMed “The Tales Dead Men Tell” in the 80’s, during the so-called “Cowboy Years”, and… the Agents all died. Yeah, the ending was a total disaster and none of the players wanted to take the risk in finishing the mission, even if it’d mean their eventual demise. I strongly advise any Handler to prepare for a completely unexpected actions from their Agents. I know, I know – that’s like the most obvious thing when it comes to TTRPGs, but in the case of “The Tales Dead Men Tell” it’s more than given.
This adventure is difficult. Difficult to read, difficult to run and difficult to playu. I like it, but… it’s not something that I’d run for a group of random people during an RPG convention. It’s probably wiser to GM it for a group of close friends, and even then the Handler should warn them about the potentialy disturbing themes and, higher than normal, difficulty level. Because there’s a big chance that the PCs will snuff it at the end. Very big chance.
Hey, it’s Delta Green. The prospect of a happy ending and cozy retirement plans are thrown out of the window, once you decide to take part in your first Night at the Opera.
I still recommend it to anyone who likes their games dark, mature and really, really gritty. Evilbrennan made a solid, if slightly disturbing scenario, which you can download from here. Happy hunting!
Until next time, when I finally return to the Old World!
I can’t stop reviewing these DG scenarios. They’re like a drug to me, I swear…
“Cancer Cell” was written by Sebastian Lindeberg for the Fairfield Project’s 2018 shotgun scenario contest. I had a pleasure to ran it in the early 2019, and it was definitely an interesting, if difficult to manage, experience.
As usual: slight spoilers ahead. You have been warned.
It has a very simple premise – defend the fort at all costs. In this case the fort is an apartment in which there’s a very special and very deadly package, guarded byt a friendly. Bad guys want to grab it, no matter the cost. The Agents have to hold their ground until the cavalry arrives. However all is not as it seems, and the PCs will have to be extra vigilant or else they risk losing much more than their lives…
“Cancer Cell” is written on a single page and can be finished during a single session. That’s the beauty of it. It is supposed to be tense, dramatic and nerve-wracking. Players should feel trapped and without any hope for escaping the apartment, at least not without the help of fellow Delta Green members (who are taking their sweet time getting there!).
The Handler has a very tough job to accomplish here. The narration needs to be precise, on point and tense. The Agents should never feel safe. Not for a second! If they’ll start getting too comfy and sure of their survival, something dramatic and intense needs to happen, something that will put the fear of God into them. When I was running this adventure a couple years back, I wasn’t exactly able to conjure this level of dread and isolation.
To be honest, I’m not sure if I’d be able to do it now. Yeah, “Cancer Cell” is a hard scenario to master. Very hard, in fact. However that is it’s beauty. It is a milestone of sorts. If the GM will be able to run it successfuly, it means that he’s the real deal. At least in my opinion.
Oh, and it also shows what a terrifying prospect a rogue team od Delta Green agents can pose to a wider, unsuspecting world…
This short, tense and deadly adventure is perfect as a interlude of sorts between longer ops. It can be also implemented into a campaign, although probably not without some modifications to its original framework. I highly recommend trying it out, or at least giving it a thorough read. Lindeberg managed to condense an A+ TV crime drama’s sense of tension and danger, into just a single page of online paper. This is one of the best Delta Green adventures ever written, but also one of the hardest to run. You have been warned.
I can’t stop writing these Delta Green reviews! I still have a few scenarios to talk about and so today it’s time for “Safe House, Dark” by John Hook.
Written for for the Fairfield Project’s 2014 shotgun scenario contest, this one has a really cool premise. A CIA safe house in an old apartment building suddendly goes dark. It was occupied by an elderly Charlotte Lemaire… until recently. Mrs. Lamaire has gone missing, along with a couple other residents. No one knows what happened to them, but all of the other people living in the building are terrified, fearing that they might be next to dissapear. Not only that, but all of them are having horrifying, vivid nightmares of a shadowy entity, watching them from the deepest and darkest shadows of their rooms…
If there ever was a true horror scenario written for Delta Green, it is “Safe House, Dark”. I had a privilege of running it back in 2o19 and Hook’s masterful crafting of its atmosphere, ensured that my players were sitting on the edge of their seats (I knew this to be a fact, even though we were playing over Roll20). This adventure is recommended for a single player, two max. I honestly think that three is the way to go, but I can see why the author wanted to include fewer Agents on the scene. Not to mention that they ideally should be young and unexperienced, not ready to face the shadowy horror of the apartment 3C.
It’s really important to build up a proper tension in this scenario. The author recommends some subtle tips and tricks, and honestly the biggest and scariest threat in “Safe House, Dark” is the building itself. The Agents should develop a proper paranoia while exploring it’s old and shadowy corridors, and every creak and flashing bulb should send chills down their spines. Of course the real meat of the scenario, which I’m not going to mention in this review (no spoilers here!) will also work wonders… or rather horrors, once the players discover its true nature.
I have a huge urge to run John Hook’s “Safe House, Dark” once again. Maybe this year I’ll get the chance since we’ll be switching from WFRP to Delta Green rather soon. I think that with a careful preparation, this adventure would be a great introudction to the system. It’s easily on par with “Last Things Last” when it comes to introducing new players to Delta Green. You can find it here. I think that I don’t have to encourage you to try it out, do I?
Oh, I almost forgot – I also have to compliment the author for creating a set of fantastic maps for his scenario. They really help with the atmosphere, aside from being, you know, really useful!
The eldritch trains has no brakes and so I’m reviewing yet another “Delta Green” scenario. This time it’s something for the arachnophobes!
“Metamorphosis” is a quick and tense adventure written by Graham Kinniburgh for the Fairfield Project’s 2007 shotgun scenario contest, where it took first place! I can tell you right now that this award was well earned, since “Metamorphosis” is a wonderfuly dark, grim and tense ordeal, ticking all the right boxes when it comes to pleasing “Delta Green” enthusiasts.
Slight spoilers ahead. You’ve been warned.
The entire premise of this op is wonderfully simple – the PCs encounter another DG Cell which got itself in some deep shit. The “O” Cell managed to bring down a spider-worshipping cult but two of their members got seriously wounded, and one of them will soon suffer a fate worse than death…
The players’ Agents will encounter their unfortunate colleagues while trying to using the same Green Box. Things within the “O” Cell are not going well, with OSCAR, their leader, hiding the truth from his colleagues, one of them slowly bleeding out and another one going through a rapid and monstrous metamorphosis (wink, wink) into something not from this world. There’s also another Agent stationed outside the Green Box with an automatic shotgun, ready to charge in, guns blazing. The PCs got themselves into a seriously FUBAR situation and will need to think and act fast if they are to stay alive.
The gist of this scenario is that it almost entirely takes place inside the Green Box, a safe house-like area used by Delta Green Operatives. Time is running out as one of the “O” Cell members is quickly turning into something monstrous and inhuman, a Daughter of Atlach-Nacha, and it’s up to the players to decide what to do with her. Of course her companions, particularly their romanitcally involved leader, might disagree with the PCs obvious ideas about dealing with this whole situation.
“Metamorphosis” is a perfect scenario for those Handlers who like to put emphasis on moral choices, making difficult decisions and crossing certain lines which perhaps should never be crossed. It’s a compact, tight and utterly tense adventure, and will probably only take a single session to finish. However that’s its beauty – the PCs have very little time to do what’s right… or what’s necessary.
Oh, and in case you don’t know what Atlach-Nacha is, let me give you an advice: if you’re afraid of spiders you might want to give this scenario a pass, or at the very least try and suppress your fear of creepy crawlies for a session or two. I am generally skittish when it comes to arachnids, and reading “Metamorphosis” gave me the creeps. The good kind of creeps, mind you. But I know that descriptive scenes of eight legged freaks feasting on human brains are not to everyone’s liking.
Graham Kinniburgh wrote one of my favorite “Delta Green” adventures of all time, and I seriously recommend it to everyone who’s even slightly interested in this game. You can find it here.
I’m in a huge modern-day era RPG mood, and so here’s another Delta Green scenario review for y’all!
“Special Delivery” was written for the Fairfield Project’s 2014 shotgun scenario contest by Tyler Hudak, and is a very interesting take on the classic tale of misplaced package (with a dark twist, of course!). The Agents are called to a sleepy town of Edmond. Lately Delta Green managed to eradicate a shipping company that was sending mythos-related items to its clients. One of these artifacts, a possessed Russian icon, went to a cultist named Bejamin Hale, who resides in Edmond. The operatives soon discover that the package was “misplaced” by a disgruntled postal worker, and that the dangerous item is now influencing the man to do horrible things. If the Agents won’t stop him soon, the demon in the icon will be free to wreak havoc on the unsuspecting world…
Oh yeah, spoilers. Sorry.
Anyway, the entire scenario is quick, compact and properly tense. The author managed to build a palpable sense of tension and playing for high stakes. Despite Edmond being a tiny, sleepy town somewhere in the middle of nowhere in the U.S.A., the potential for great evil being unleashed there, forces the agents to act quickly and decisively. There’s no room for error here, and the Handler should definitely instill a sense of urgency in his players. The consequences of the vile bolotianyk getting free will be more than dire…
It took us less than two sessions to finish “Special Delivery”. It’s a perfect quick op to spice up your Agents’ lives and works well as a interlude between longer scenarios or maybe even chapters of a lengthy campaign. You can read it here, and I hope that you’ll have just as much fun playing through it, as we did.
It is time for more Delta Green! One of my favorite ops that I’ve managed to GM is “Black Lilith” by Mark Brassington.
A fascinating tale of horror, carnage and ancient mystery, this scenario takes place in the bustling city of New York, where an ancient horror has been unleashed by some very unscrupulous people.
Warning: spoilers ahead! Read further at your own risk.
The enigmatic Tiger Transit shipping company ordered the teft of 8 ancient stone disks from the Istanbul Archeological Museum. Unbestknown to them, the cursed items housed the terrifying spirit of Black Lilith, a malign spirit which is able to urge people to commit horrible attrocities. Her first targets were the prostitutes in the Tiger Transit-controlled brothel, which hapless owner decided (rather unwisely) to spin one of the ancient disks. All hell broke loose, the brothel was burnt to the ground and its male patrons and minders slaughtered, and Black Lilith recieved her first taste of true power in millenia…
The Agents of Delta Green will have to solve the riddle of the burnt-out brothel, the mysterious disks and the ruthless ex-CIA agent who stole the damn things for Tiger Transit, and is not shy of using the Mythos as her weapon! Meanwhile Black Lilith is causing havoc in the city, urging people (mostly women) to commit more and more acts of mayhem, brutality and mindless carnage. If the operatives won’t find a way to stop her soon, she will be able to mainfest in the physical world. When that happens, the whole situastion will turn FUBAR very, very quickly…
This is a deceptively tricky scenario, which will require a lot of qucik thinking and improvisation from the players. Time is running out and with every atrocity commited under her influence (as well as covered by the ever-vigilant media), Black Lilith is getting stronger. The Agents might find some help in person of a half-blind, half-deaf and half-mads Turkish museum curator, who knows quite a lot about the cursed disks and the dreaded entity, which was imprisoned within them. Getting him to divulge the needed information, however, is more than tricky, if not outright impossible…
It took us a session and a half (a total of approximately 4 hours) to finish this scenario, and it was damn tense. The agents had to race against the clock, using all their wits, contacts and reserves of good luck to defeat Black Lilith. It’s a very cool op, perfect as a short stop-gap between the chapters of a larger campaign. I highly recommend Mark Brassington’s excellent work, which, by the way, was written for the shotgun scenario contest of 2013. You can find it on the equally excellent Fairfield Project website. Happy gaming!