TEXT: Snakes on a Plane 
  ABSTRACT 
  Qantas Airlines Flight 7 from Dallas, Fort Worth to Sydney is hijacked by serpent men and redirected 
  toward Antarctica. 
  SEQUENCE OF EVENTS 
  The player characters are all travelers aboard a flight making a transatlantic or transpacific crossing, 
  most likely a large jet aircraft such as a Boeing 747 or Airbus A380. Unfortunately, three of their fellow 
  passengers have other plans. 
  Nothing out of the ordinary happens until the plane is well over the Pacific Ocean, far from any 
  landmass. The first sign that something is wrong comes when all communication equipment aboard the 
  plane mysteriously fails (thanks to a jammer carried by one of the hijackers). The hijackers' first move 
  after this will be to disarm or disable anyone carrying weapons (roll alertness before to see if they have 
  spotted players who are packing). They can do this through violence or by hypnotizing them with 
  magic (opposed POW*5 test). The hijackers will used hypnotized people as crowd control to manage 
  the rest of the passengers and crew. Hypnotized thralls do as the hijackers bid, but especially heinous 
  commands or other shocks potentially allow them a chance to escape domination with another opposed 
  POW*5 test. The hijackers can sense weak willed individuals and will single them out for domination. 
  After they have neutralized any armed threats to their control of the plane, the hijackers will announce 
  their plans: they are merely diverting this transport until they have reached their destination. Do not 
  interfere and you will not be harmed. They will either hypnotize the pilots or remove them from the 
  cockpit and make their own modifications to the plane's controls. They turn the aircraft due South. 
  After the example of 9/11 many of the passengers will assume that cooperating means death. At some 
  point a group of them will attempt to retake control of the plane, rushing the hijackers or trying to 
  outwit and ambush them. Unless the players intervene in some way this will fail with massive 
  casualties. The hijackers are smart, have numerous tricks up their sleeves, and are totally unafraid to 
  kill anyone who resists them, along with anyone else in the wrong place at the wrong time. 
  Alternatively, the hijackers can carry out their plan a secret, subverting pilots and crew as well as a 
  few passengers seated within view of the cockpit (such as within the top floor of a 747). Players might 
  notice people acting strangely, odd messages over the plane's PA system, or unexplained "course 
  corrections," and much of the adventure could be spent figuring out what is amiss. The hijackers may 
  attempt to use sorcery to disguise the view outside the airplane windows, but this illusion will not fool 
  anyone clever or sufficiently skilled at navigation, who will be able to track the plane's movements and 
  intuit where it's headed. Maintaining such a large illusion over so many people is demanding, and the 
  hijackers will require fresh blood to keep their reserves of magic power full (see section HIJACKERS 
  below). 
  The hijackers are expert scientists, engineers and technicians. They are able to "upgrade" the aircraft 
  while it is in flight, as well as repair damage inflicted by uncooperative passengers or crew. Passengers 
  who know anything about aviation or physics will notice that something is very odd about the way the 
  aircraft performs as a result of these changes. Anyone familiar with navigation will eventually recognize 
  the plane is headed for Antarctica. The aircraft's new pilots will have solutions for things like sector 
  whiteout and other problems flying near the South Pole. 
  
  Anything which punctures the cabin (such as bullets, though hollow points reduce the risk) will 
  depressurize it at a rate proportional to the size of the opening. Any human inside a cabin that lost 
  significant pressure must either wear oxygen mask, hold their breath, or asphyxiate. The hijackers are 
  mysteriously unaffected - they came prepared for high altitudes and scarce oxygen at their final 
  destination. 
  ENDINGS 
  Killing or incapacitating the hijackers breaks the spell blocking communications. The plane will most 
  likely have enough fuel to reach an airport somewhere, likely not the one it was originally destined for. 
  If the pilots are dead or incapacitated, things look bleaker. 
  Crashing the aircraft into the ocean kills everyone on board except the hijackers, who may survive 
  through some charm or incantation. If so they will rig up a raft of some kind and contrive some way to 
  send a distress signal to the nearest ship, passing themselves off as sole survivors of an unfortunate 
  aviation disaster. 
  If not stopped, the hijackers take the plane over Antarctica, across an enormous range of mountains 
  not found on any map, to a vast and terrible ruined city on the plateau beyond, 20,000 feet above sea 
  level. They land on the plateau, most likely wrecking the planeís landing gear. Then they will use the 
  human cargo they have brought with them for some dark scientific purpose or sinister ritual to further 
  their schemes. Killing them at this point and regaining control of the plane is not likely to be of 
  tremendous help. Taking off again is probably impossible and strange interference prevents most 
  communication devices from working in the dread city. 
  HIJACKERS 
  Serpent people in human disguise. They consumed their victims and assumed their identities and 
  appearances using sorcery. It is up to the Handler to decide under what circumstances these glamours 
  will disappear and reveal their true appearance. 
  All have: 
  Alertness 70%, Archaeology 60%, Athletics 50%, Craft (All) 80%, Disguise 70%, Dodge 40%, 
  Firearms 50%, Medicine 40%, Melee Weapons 50%, Occult 90%, Science (All) 80%, Stealth 60%, 
  Search 70%, Unarmed 60% 
  Harlan Maurice Waits 
  29 year old software engineer from Burlington, Vermont, USA 
  SERPENT MAN 
  11 STR, 13 CON, 11 DEX, 20 INT, 19 POW, 8 CHA 
  12 HP 
  Scaly Hide (1 Armor) 
  Bite for D6 Damage plus venom 
  Jessica Alan Watts 
  31 year old financial analyst from Perth, Western Australia, AUS 
  SERPENT WOMAN 
  12 STR, 10 CON, 13 DEX, 19 INT, 16 POW, 9 CHA 
  11 HP 
  
  Scaly Hide (1 Armor) 
  Bite for D6 Damage plus venom 
  Toyotomi Hinamura 
  45 year old archaeologist from Matsumoto, Nagano, JPN 
  SERPENT MAN 
  13 STR, 9 CON, 12 DEX, 18 INT, 17 POW, 8 CHA 
  12 HP 
  Scaly Hide (1 Armor) 
  Bite for D6+1 Damage plus venom 
  Serpent venom has 10% lethality with an onset time of D10 minutes. 
  The serpents can replenish both HP and WP by sucking blood from passengers. Don't bother tracking 
  WP for each one, just have them "top off" after they cast a lot of spells. It's unpleasant to watch, more 
  so to actually be bitten. 
  The serpent disguised as Harlan is the most powerful sorcerer of the three, and the most senior by 
  thousands or millions of years. He tolerates the others because he cannot accomplish what he has 
  planned all by himself. However, all are skilled with magic. 
  Each serpent has a protective ward which will stop one bullet before dissipating. It can be recast, but is 
  a lengthy spell which cannot be performed while in combat. 
  The snake disguised as Harlan knows a spell to swap bodies with other people. He keeps this 
  knowledge secret from the others out of fear that they will use it on him. If he is about to perish and 
  given any opportunity to do so he will prepare and cast this spell, making an opposed POW*5 test 
  against a target within line of sight. The target will realize what is happening and should have at least 
  a round to break LoS or otherwise stop the process. He will attempt to do so without being noticed, 
  such that the target is shunted into his own body and immediately killed before anyone is the wiser. 
  The serpents are expert artificers and have crafted many magical devices to aid them, such as: 
   
  A ballpoint pen which focuses the serpent's bioelectrical energy, inflicting D8 electrical damage 
  as a melee attack and stunning the target (CON*5 test or be immobilized). 
   
  A necklace that causes temporary blindness in any human who looks at it while active. 
   
  A pocket watch that emits a strange gas, capable of causing sickness, lethargy or vivid 
  hallucinations. 
   
  An earring that makes the wearer invisible when active. 
   
  A hand mirror that projects a deadly cone of heat (kill radius with 10% lethality). 
  Their checked baggage in the hold could contain stranger things yet, such as strange books or 
  innocuous seeming devices essential to their schemes ahead. 
  Should they reach the elder thing city, the serpents' plan is up to the keeper. Maybe… 
  …they need a large number of human sacrifices to fuel a ritual. 
  …they want to trade them to the elder things for installation in the construct. 
  …they are planning to open a portal using leftover elder technology, bringing the passengers through 
  to another epoch as a first generation of slave-subjects. 
  
  ALTERNATIVES 
  Change the destination to somewhere else, such as a portal to the Dreamlands which the serpents 
  open once the aircraft is flying at a particular latitude, longitude, altitude and speed. 
  Replace the snakes with Shan, have them modify the plane to leave earth's atmosphere so they can 
  finally escape this wretched planet. 
  There's just one juvenile serpent on the plane, but she's not doing anything sinister at the moment, 
  just trying to catch a ride from one continent to another like everyone else. Her cover is blown when a 
  child unwittingly makes the Voorish sign. 
  The plane is a prison transport ferrying dangerous convicts. One is a killer who insists that the "worms 
  inside" made him do it. He breaks free and havoc ensues. 
   
  
SOURCE: textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/Delta Green - Adv - Snakes on a Plane.pdf