TEXT:  
  DELTA GREEN CAMPAIGN SEEDS 
   
   
   
  SEED 1 
  When: Around 2001 
  Main Threat: Disciples of the Worm 
  Acts: Intro + 3 Major Acts (Afghanistan, US CITY, DoW HQ) 
  Resumed Plot: 
   
  Players go for something in Afghanistan 
   
  Found Ghouls helping Talibans fighting Coalition Forces and a Taliban leader that got contact in 
  US soil for drug (a DoW drug dealer) 
   
  Back in US Soil, investigation over DoW and a brain cancer is diagnosed to a player close 
  person (Wife? Brother? Son?) 
   
  Temptation of corruption over the player to let the close person become a DoW to save his life. 
  DG destroy major DoW branch in the designated US City. Found documents on south America 
  DOW HQ 
   
  Attack DoW HQ with major DG op. 
   
  No win-win situation: probably best is a win with high costs. 
   
   
  SEED 2a 
  When: Pre - Rules of Engagement 
  Main Threat: MJ12 / Agent BLACK / Stephen Alzis / DG 
  Acts: Intro + 3 Acts 
  Intro 
   
  Some agency (or even DG if dealing with an already existing cell) gets to investigate odd events 
  (perhaps series of murders?) 
   
  Found mad ex-MJ12 fugitive doctor evidence (found himself with protomatter and is in a crazy 
  attempt to remove the affected organs for new ones from victims?) 
   
  NRO Delta finds the defector before players can reach. Fight between players and NRO for some 
  good old pulp action 
   
  If they players are not DG, DG contacts them as soon as they find out, recruits them 
   
  Basics are set for new players. DG* Good guys. MiB* Bad guys. Simple, right? 
  Act 1 
   
  Opera: Find more on the doctor. Starts classic investigation prone to make a lot of noise 
   
  NRO Delta starts their hunt on this cell. Doctor spoke too much, they are still making questions 
  and someone has to pay for the dead NRO guys at the previous encounter. 
  
   
  A-Cell tries to reach an agreement with MJ12. Player Cell will be free game while A-Cell assigns 
  a NPC Cell to conduit the same investigation. Player Cell is sacrificed as smoke screen 
   
  NRO puts up the pressure on Player Cell. Agent BLACK (as described on DG Dark Theatres: The 
  Fast Track) contacts player Cell and warns them on how convenient it is that the MiB suddenly 
  know their addresses and other supposedly secret personal details. The doubt is cast 
  Act 2 
   
  Alzis enters the stage. Claims only he can actually protect them from DG. He does not mention 
  or consider NRO as the main threat. 
   
  Agent BLACK recommends avoiding Alzis (in case the group didn't know) and suggest going 
  against the NPC Cell on the case. If they didn't believe BLACK when he suggested betrayal they 
  might after they find them. 
   
  BLACK comments on how many times A-Cell sacrificed lambs in the past and points them 
  toward further evidence to be investigated, including how DG is not even a legit government 
  agency while those MiB are. A-Cell activates ANDREA to deal with the very troublesome Player 
  Cell 
   
  Good and bad fade to grey, if not turned upside down 
  Act 3 
   
  Pressure on the players gets to max. They won't hold much longer on their own hiding and 
  living on Green Boxes 
   
  BLACK hints about trying to locate A-Cell and blackmail them to stop the hunt to keep their 
  personal details secret 
   
  Alzis steps up again offering protection. Suggests that, if the MiB are legit government agency, 
  then someone in the government could stop them. That, or contact MiB directly as DG wont 
  dare touching them under Alzis protection 
   
  Multiple ending options depending on how much they screw up from that point. Narrow 
  possibility of survival. Keep to DG values and try to tell DG about BLACK? Go after A-Cell as 
  Agent BLACK suggested? Fall into the lies and try to defect to MJ12? Try to blackmail/attack A-
  Cell? In big N web of madness, treachery and deception there is so many ways to blow up your 
  last chance and so very few ways to survive… 
  Notes 
  The main ideas behind the proposed scenario, in case you do not agree with some (or all) of the points 
  above are: 
   
  Show the game basics. Who is DG, MJ12, PARIAH and hint the Greys 
   
  Discard the idea of DG being white shinny knights on their fight against evil and MJ12 and 
  mindless fuckers trying to get all humanity killed, narrow the distance of the two. This is not a 
  game of paladins, boys 
   
  Give a glimpse on how big is the tangled web of lies up to the very top 
   
  Making a hell of the characters existence. Have them cornered against the wall. Try to provoke 
  desperation on the players for their characters to live another day. Be the prey, not the hunter 
   
  No Mass Effect 3 ending. 
   
   
   
  
  SEED 2b 
  This proposal attempts to solve a few problems with the original Proposal: 
   
  Add some scenarios/investigations under the storyline. 
   
  Make it look like the players are screwing up on their own before they get chased by NRO 
  DELTA. 
   
  Make it possible for them to still be DG agents at the end. 
   
  Not have both Alzis and BLACK at the same time. 
  Intro 
   
  The PCs investigate the curious death of 2 people, found in their car on the side of the highway. 
  They exhibit weird decomposition/skin-rot. 
   
  They follow a trail of bodies until they catch up with a guy that apparently carries some 
  unknown pathogen that he can release on a prey, like a chemical attack. 
   
  Phenomen-X gets involved, to add more opportunities for the players to screw up something in 
  public. 
   
  The PCs hopefully catch him and contain him/kill him. 
   
  The PCs get in contact with DG, if they are not agents already. 
  Act 1 
   
  The PCs must find out where chemical-boy came from. 
   
  They find out he was a homeless guy — or something like that — who went into a "medical 
  trial" to make some quick money. 
   
  The company running those trials is very dodgy: just a few employees, and the only doctor is 
  some crazy scientist kid with not many credentials and probably some problems with the 
  medical authorities in his past. 
   
  He happens to be the protege/son/whatever of an ex-MJ-12 scientist. That scientist is either 
  dead or imprisoned or interned or whatever, but somehow managed to pass on his notes. The 
  crazy scientist kid is effectively continuing some MJ-12 project (BOUNCE/RECOIL or JOSHUA?). 
   
  When they start getting close to this kind of information, the Men In Black show up and take 
  the kid away along with all his notes. OMG, the government is covering things up! Thank God 
  DG is watching! 
   
  Phenomen-X may come back at some point during this adventure, too. 
  Act 2 
   
  One of the PCs gets contacted by somebody who claims their brother/friend has some similar 
  condition to what the first chemical-boy had. That somebody also claims to have tracked down 
  the PC from his appearance on one of the latest Phenomen-X show. 
   
  The players probably won't resist going all A-Team and help that person (especially if it's a cute 
  looking girl?). If they somehow get the idea to contact A-Cell, they don't get an answer right 
  away… and they get pressured into following the damsel in distress. 
   
  The brother/friend of the damsel in trouble lives in a town where MJ-12 runs some experiments 
  based on the Deep Ones. Recently they grew suspicious of the Greys, and they want to explore 
  other areas to find more ways to fight their alien allies in case something goes wrong… and one 
  of the only other solid alien/paranormal leads they have are the Deep Ones they captured back 
  during the Innsmouth Raid. 
  
   
  This would be your usual "half the town is a bunch of crazy mutants, and somewhere there's an 
  MJ-12 group that orchestrate the experiment". 
   
  Likely ends with scientists running away, and an NRO DELTA team carpet bombing the town to 
  leave no clues behind. 
   
  The problem is that the damsel in distress is fake: she's police or FBI or something. What 
  happened is that the freak town is the playground of either Ringwood or Lounds (the 2 pro-Grey 
  scientists in MJ-12's Steering Committee). Gavin Ross (who may now be the new Agent ADAM, 
  depending on your DG timeline) wants to get them removed from MJ-12. He thinks he can 
  expose their human experiments in a way that would force the Steering Committee to get rid of 
  them. He may be manipulating the PCs (and DG) from the outside, or, if he's indeed part of DG, 
  maybe he had Alphonse agree to sacrifice a few agents towards that goal. Alphonse will 
  probably try to save the PCs if possible, maybe going the extra mile by sending a friendly to 
  help them from the sideline. 
  Act 3 
   
  Ringwood or Lounds is furious about the interruption in their experiments. 
   
  The PCs are directly targeted: they are rounded up by Men In Black in order to be escorted to a 
  military base. But a group of armed men arrive just in time and help the PCs escape. Their 
  saviors belong to some mafia organization that was given very specific orders. They don't know 
  much else, but they were given a message from Stephen Alzis who will expect some show of 
  gratitude out of the PCs — after all, they were going to be either executed quietly or sent to 
  prison without much of a trial. A good way to say "thank you" would be to acquire some of 
  Ringwood's experiment notes on Deep One hybridization… otherwise… you know… he would let 
  MJ-12 have their way with the PCs. 
   
  They are directed towards a chemical laboratory that is really a front for some of Ringwood or 
  Lounds' operations. 
   
  The adventure will involve mostly observing the lab, sneaking in or somehow finding another 
  weakness (like an employee taking some notes home, or even leaking intel to a big 
  pharmaceutical company or something) and figuring a way to get their hands on what Alzis 
  wants. 
   
  They will also have to avoid the NRO DELTA guys, who are actively looking for them —- maybe 
  they have limited time, as their friends and families are targeted. 
   
  If the PCs are stuck, maybe Alphonse sends some off the books reinforcements. 
   
  In the end, Alzis probably gets what he wants. Ringwood/Lounds will intervene in person, and in 
  the chaos, either the PCs kill him or some NRO DELTA agent working directly for Ross will send 
  a "stray bullet" his way…. so Ross should also get what he wants. 
  Conclusion 
   
  If everything went according to plan, there should be one less pro-Grey member on the MJ-12 
  Steering Committee. 
   
  Alzis managed to snatched something valuable for him in the middle of all this chaos. He will 
  probably contact the PCs again for some other task. 
   
  If the PCs did well (given the circumstances), Alphonse may come forward (either through some 
  encrypted phone call, or using some other high-ranking DG cell leader representing him). "I'm 
  sorry you had to be thrown to the wolves like this, but although you may not realize it, you 
  helped achieve great change"… "Yeah, but what's in it for us, you crazy old man?" would ask 
  the players…. "Well, the most valuable thing there is: information". The players can ask 3 
  questions to Alphonse, and he will answer. 
  
  SEED 3 
  Suicide / Immortality 
  When: Between Rules of Engagement and Through a Glass Darkly 
  Main Threat: Reinhard Galt / MJ12 Project RAINBOW / Quantum mechanics 
  Acts: Hard to say. 5 months total at very slow pace and with lots of other details added to the mix 
   
  Resumed Plot: 
   
  Reinhard Galt, through the works of Dr. Willem Eisenbein, gets knowledge of the 
  Eisenbein/Tillinghast resonator 
   
  Dr Gunther Frank models a plan to use the resonator to achieve quantum immortality on a full 
  body level (http://en.wikipedia.org/wiki/Quantum_suicide_and_immortality). Further 
  explanation later and no, I was not on acids that day 
   
  Galt gathers a small group of ritters to gather the necessary stuff to pull it out 
   
  Characters get the call about an armed assault on the docks. Assailants, unidentified, used 
  automatic weapons and got a massive cargo hold of rare earth elements 
  (http://en.wikipedia.org/wiki/Rare_earth_element). Very professional work. Cameras got shot. 
  Fear for a Dirty Bomb (http://en.wikipedia.org/wiki/Dirty_bomb) in the works gets most 
  agencies into the work 
   
  Despite lack of cameras, a photo arrives at the investigators. Reinhard Galt is on it as well as 
  the ritters. A-Cell gets into berserk mode to get Galt shot down 
   
  Investigation ensues. While the characters investigate this and that, a few other armed assaults 
  by Galt happen, ending with the big one at March Industries to get a necessary Hi-tech 
  electromagnetic generator or whatever other mumbo jumbo derived from Eldridge investigation 
  we want. MJ12 mobilizes NRO Delta against Galt. Gavin Ross (ADAM) finds himself in a rough 
  position having to keep Lepus/NRO in check as well as his own DG guys. DG is now caught in 
  the middle of a war not their own 
   
  More investigation happens. Chance to uncover Project RAINBOW and ability to expand the 
  campaign further in the future from that link 
   
  Galt assaults electric power plant to get the first prototype to work with ritters and expendable 
  bauer. Fails miserably and some plant personnel are found in grotesque fashion. They are 
  basically a meatball of several iterations of themselves. Several heads, arms, legs, et all. As a 
  reminder, Wackenhut Corporation handles security for a large amount of electrical power plants, 
  especially nuclear plant. Chance of a shoot out between NRO / DG depending on how long it 
  takes both of them to arrive to the scene. 
   
  Galt assaults nuclear plant and makes a second attempt with increased power output. 
  Investigators get a chance to stop Galt if they arrive to the right place in time. If they are late 
  (or wrong), Galt gains quantum immortality under certain conditions 
  Fine, as I said, this is a weird one. First of all, quantum immortality. I am going to make a very brief 
  explanation that will be terrible for anyone actually knowledgeable on physics but rather simple for the 
  rest of us to understand. Let’s assume multiple universes. Let’s assume you shoot a gun against Galt 
  and you may fail or not under infinite number of circumstances. Universe A -> Galt dies, Universe B -> 
  Galt lives. You shoot again in Universe B and again, you might kill him or not. And again, and again, 
  and again… There is an infinitely small chance that you ALWAYS fail and he ALWAYS survives on 
  Universe XXXX even if you killed him in all infinite prior universes. According to Everett's Many Worlds 
  interpretation, Galt is always alive and dead at the same time, but we only perceive Galt in one of 
  those two possible states. 
  
  HP 
  Lovecraft's 
  From 
  Beyond 
  (http://en.wikipedia.org/wiki/From_Beyond_%28short_story%29) 
  explains how the Tillinghast Resonator was created to affect the Pineal Gland to allow us to see beyond 
  our normal senses into the terrifying overlapping reality of the Mythos. If Galt can manage to change 
  the machine into making everyone perceive Universe XYXJALKS where every attempt to kill him fails, 
  then he will have achieved quantum immortality, which added to his ability to not age, well… deep shit 
  at its finest 
  Well, when I ran all this I mixed a hell lot of other things to the general plot that made this quite a 
  memorable campaign for my players, even with them failing and Galt getting what he wanted. I made 
  one of the ritters a CIA agent that could pretty much block files from the agents and make their life 
  more difficult. I had NSA yelling at FBI as my players were mostly in FBI/police. I had Alzis screwing 
  things up and putting up threats/suggestions as he is not particularly happy with Galt's objectives. 
  Armed aryan supremacist to shoot (bauers). Since Galt had to move heavy hardware (and hell lot of 
  guns) Tiger Transit made a cameo too. One of the ritters was one of my players brother, since the 
  family (and the agent) were right-wing extremists. Lepus showing up in the middle… Well, about 
  everything was in it. It was one hell of a mess and funny as hell 
   
   
  SEED 4 
  The Alumni of Seal Team 5 
  When: anytime 
  Main Threat: various groups of Ghouls and related creatures 
  Acts: somewhere between 3 and 5 
  Background: 
  Back during the Vietnam war, the US Army encountered ghouls during their fights against the Vietcong 
  near the Cambodian border. Those "cave cannibals" demonstrated so much stamina and strength (not 
  even counting the tactical advantage given by being able to dig your way around an enemy) that 
  PROJECT SUBTERRANEA was funded by MJ-12 after the war, based on the couple of subjects they 
  managed to acquire. 
  Seal Team 5 was formed by all the soldiers who volunteered for human testing of this new "super 
  soldier"-marketed project. That project was a failure, however. Some subjects died horribly, some 
  others went insane, and the rest didn't seem to show any signs of ghoulish abilities. 
  Overall plot: 
  When the son of a Seal Team 5 member starts eating his girlfriend, DG gets involved and unravels a 
  web of consequences for a 30 year old project… it's up to them to clean MJ-12's mess, but in doing so 
  they end up facing dangerous enemies, forming impossible alliances, and getting knee deep in the 
  conspiracy. 
  Overall goals: 
  This first scenario is pretty easy, especially since at least 2 NPCs can help the players. This is so that a 
  new group can find their groove (especially when players are not used to investigation-based 
  adventures) and slowly get into the DG conspiracy (at the end, the players are enlisted as friendlies or 
  agents, depending on how well they performed). The other scenarios slowly ramp up their involvement 
  
  in DG, and the last act is a big free-form scenario with lots of factions and NPCs with various agendas. 
  The goal is to establish DG as a bunch of "good guys" fighting evil, even though this often involves 
  morally difficult decisions. It would take a second campaign for the players to actually realize DG is not 
  official and can be pretty evil sometimes too. 
  The campaign can be stretched or shortened according to your needs: scenarios can be added (each 
  one focusing on a different Seal Team member or related individual) between the first and last 
  scenarios, and each scenario can send the players in a different area, on an adventure with different 
  themes and moods. 
  Act 1: Teenage Wasteland 
  One of the Seal Team 5 members retired from military service to raise his family in a nice suburban 
  area, but after a few years he started experiencing "changes" in his behaviour, physical abilities and, 
  above all, eating habits. It culminated in an unforgivable event that sent him running away — and he's 
  been hiding ever since. Unknown to him is the fact that his son is also experiencing the same changes, 
  only he mixes everything up with the emotional rollercoaster of being a teenager. 
  When a couple of mutilated bodies turn up in the same area, and the wounds have human teeth marks 
  in them, some flags go up inside DG. If the players are already DG agents, they are sent to investigate 
  the case, if possible (depending on their profession) by replacing the current officials in charge (e.g. 
  the FBI taking over a local police case). Otherwise, they just do their own parallel investigation. If the 
  players are not DG agents, they are the actual people assigned to the case, but a mysterious "Agent 
  Osborne" may contact them at some point. 
  The Seal Team dad can also contact the players, acting like a "shadow informer". 
  For added complexity, a test sample of the saliva found in the victims' wounds could have been sent to 
  the FBI lab. The synthetic compound would raise alerts inside MJ-12, which would then start watching 
  the players from far away. 
  Act 2: Your First Opera 
  After the first case, Osborne contacts the players with a list of Seal Team members, and some leads to 
  find one of them. He was last seen in one of the Bible Belt states. The players soon realize he's built a 
  Christian-based cult around him with a very literal interpretation of "eating the flesh of Christ" (most 
  members have "offered" one of their limbs to their messiah). There's an unusual pattern of 
  kidnappings around the cult's farm, too, spanning all the way to the neighboring states, as the cult 
  members try to hide the fact they feed on travelers. 
  The cult leader (the Seal Team member) actually tried to understand more about his transformation, 
  and during his travels he learned about the magical abilities ghouls can get access to. He is currently 
  attempting to shift his farm — and his cult — somewhere half-way to the Dreamlands in order to stay 
  hidden from the authorities. 
  This mission results in the players getting more information about the ghouls, especially with the books 
  and notes their can seize from the farm (if they didn't blow it up before searching it first). Of interest 
  are some of the cult leader's contacts, which include other Seal Team members, but also a couple 
  other ghoul communities elsewhere in the country, and a few other Mythos-related factions (if needed 
  for future scenarios). 
   
  
  Act 3: The Untimely Death of Mr. Osborne 
  When Agent Osborne calls the players once again asking them to meet him in a quiet part of New 
  Jersey, they think it's gonna be another quick briefing with lots of omitted information, a cryptic manila 
  envelope, some paranoid recommendations, and the code to a greenbox for them to use during an 
  upcoming investigation on a 3rd member of the Seal Team 5. But instead, Mr. Osborne is missing. 
  After a bit of searching, they find Mr. Osborne's body: he blew his brains out with his own gun. Finding 
  his notes, they realize he was indeed gathering intel on a Seal Team member, but the trail ends 
  abruptly after he started looking at a few funeral homes scattered around the state, all owned by the 
  same people. 
  It turns out this is the first occurrence of any DG agent outside of Cell-A and Cell-N to discover about 
  ghouls being able to take the appearance of another human being (see the DG sourcebook for info on 
  Cell-N). Cell-A kept that information to themselves, like the assholes they are, to help keep cell N's 
  integrity. They figured they would share the info with the other cells when necessary. But when agent 
  Osbourne realized it, it was too late — he was in a tight situation with another hungry ghoul. No time 
  to ask Cell-A for information. He knew, however, that DG would be compromised and decided to 
  sacrifice himself. The players will realize soon enough that this kind of sacrifice is pretty useless, and 
  that Cell-A is really a bunch of assholes. 
  Anyway, that's when the players get all promoted to full DG agents, one of them being also promoted 
  to cell leader with a phone line to Cell-A and all the headaches that come with it. Time to grow up. 
  The case itself is what you would expect from ghouls: they own cremation houses and cemeteries 
  where bodies are fed to their community, but also sometimes sold to a special clientele: humans that 
  want to indulge in cannibalistic activities, either because they're fucked in the head, or because they 
  have a ghoul-fetish somehow (which means they're also fucked in the head, by the way). Also, the 
  ghouls have links to the local organized crime families in a way that leads to believe that ghouls may 
  have infiltrated one of the nearby New York crime families. 
  This one will be a lot trickier to solve, obviously, and even more difficult to actually win: the enemy is 
  not a self-contained organization like the previous case, and there's just too many ghouls and 
  ramifications to hunt down. This is where the player's actions will start to have likely consequences in 
  future scenarios, and this is where they learn the hard reality of fighting the Mythos: you can never 
  completely win. 
  Act 4: The City That Never Sleeps 
  The previous case brought a whole new world of problems to the players — chief among them is that 
  ghouls can look like anybody, and may have access to the Mafia's resources. 
  Following the lead to one of NYC's crime families confirms the players' nightmare: there are indeed 
  ghouls in one of them. Worst, they realize that those ghouls are the "pragmatic" branch of a group 
  called the "Heretics" — ghouls that believe they shouldn't have to hide and feed on rotten corpses, and 
  instead should hunt humans and be their masters. Those guys are engaged in a secret war with the 
  "Keepers of the Faith", old-school ghouls that live in NYC's underground, and could be made into allies 
  (check Countdown for more info on all this, minus the Mafia connection). And then again, there's the 
  problem of Stephen Alzis, who will be all too happy to mess with the players in order to stir this whole 
  ghouls situation going on in his city one way or another. Or maybe he doesn't care and just wants to 
  have fun… but even that could backfire. 
  
  This last scenario is obviously very big, and unlike the first couple ones, totally non-linear. It also 
  probably ends with the situation blowing up in some way, and either half of the players dying, or Cell-A 
  telling them to get the hell out before they do any more damage. In any case, it should have 
  interesting ripple effects throughout the DG-verse, especially depending on MJ-12's involvement (I 
  envision MJ-12's role in this campaign to be limited to optional sideboxes, for GMs that can handle 
  more complexity). 
  MJ-12's optional involvement: they will find some interest in the players at some point, seeing how 
  they seem to follow the trail left over by an old project of theirs. They are also newbie DG members, 
  and those are the easiest to turn — or use in some way. In my game, one player became an 
  unknowing spy for MJ-12, and this paved the way to a full front clash between MJ-12 and DG that 
  happened in the second campaign… but as far as this 1st campaign goes, they're mostly in the 
  background, with an occasional muscle intervention from one of their strike teams. 
   
  
SOURCE: textdata/thevault/Delta Green [multi]/core/Delta Green - Campaign Seeds.pdf