Coke Room

## SUMMARY

This scenario takes place in Chicago in the late 2000s. The player characters are mostly civilians - not affiliated with Delta Green, though they may have skills useful to the conspiracy later.

They are regulars at a rave/techno club in Chicago called **Confuzion** and, through various connections, get invited into a lounge of the club to do cocaine. Unknown to them, the drug they’re taking is Coco Loco, cocaine grown with Lac Maternum as a steroid. The man that has invited them to the lounge for cocaine is secretly a member of the Brotherhood of New Potential, whose mutations from worship of Shub-Niggurath, coupled with an overdose on Coco Loco, will spell horror for the players.

## THE LOUNGE

The scenario begins with the players already in the lounge, a mirror with several lines of cocaine has already made the rounds, handlers are invited to ask the players which characters have already indulged in the cocaine. Any firearms they may have were checked at the door to the club and not on their person, though ladies can get away with tasers and mace in their bags.

The lounge is comfortable, with some sofas, a liquor cabinet, a stereo system, and a washroom. Muffled dance music can be heard through the walls. There is a Southeast-Asian relief of a demon in the North wall. **The door to the lounge can lock from the inside.** NPCs in the lounge are:

1. **John Forward,** A cocky but good-looking caucasian man wearing a business suit. He’s an investor in G.A.P and a member of the New Potential Brotherhood.
2. **Aimee,** A sex worker, hanging off Forward’s shoulder.
3. **“Mr. Tau”,** A silent asian-american man of slightly below-average height who sips on a beer in the back of the lounge.
4. **Mike Salazar,** A bouncer.

## OVERDOSE

The scenario kicks off with the host of the coke party, John Forward, enduring a cocaine overdose. Handlers are encouraged to roleplay the party going relatively normal and lively, and descending into horror with the sudden and powerful onset of Forward’s overdose.

Attempts to call 911 are blocked by Mr. Tau, who will tell the player characters not to make any calls while getting staff to try to help Forward; if they insist, he will snatch their phones.

Players who suggest administering Naloxone must make a luck roll to have it on their (or another character’s) person unless they specifically list it on their character sheets or make reference to it in the earlier roleplay. Naloxone stops the convulsions and appears to stop the overdose, though this does nothing to save John.

The horrible sound of bones splintering and flesh twisting is heard as he begins to bleed from his orifices, his screams begin to sound almost like *bleating*? Underneath his clothes, his body becomes a horrible, bleeding mass of broken bones and twisted flesh. Witnessing this costs 1/1d6 from unnatural; cocaine overdoses are violent and frightening, but they aren’t supposed to do *that* to a person.

Once Forward’s horrible mutations are plain for the characters to see, Mr. Tau takes control. He will tell the players to give him their phones and will disallow them from leaving; relying on manipulation and lies at first, resorting to threats and violence if necessary. His primary goal is to keep the situation under control until he receives orders. Once that’s done, he calls up “Cohen” and orders Salazar to watch the players.

## THE COVER-UP

The situation is given to Confuzion’s manager, Cohen Wechsler-Cooke, and to his superiors in Tong Shukoran. Their orders are simple: eliminate witnesses. Cover it up. Once Tau gets his orders, he orders Salazar out of the room to convene with the others.

A group of the staff, low-level thugs that work for Tong Shukoran, convene and arm themselves with machetes. To clear out the club to give them some *privacy*, they cut the power to the club temporarily, feigning a tripped breaker, which will call the night’s activities short and get civilians out.

## TRAPPED

From when Forward dies to when the Tong sends men to kill the players takes about 2 hours, during which the players can begin to investigate the Lounge. There aren’t many options for weapons aside from liquor bottles, floor lamps, and whatever the agents have on their person.

If they manage to attack and subdue Salazar, they can take the weapons off his person, Tau will try to negotiate for them to be forfeited before they begin their assault. An hour and fifteen minutes after Forward dies, Salazar leaves.

Agents who make a critical search check will notice that the tongue on the Southeast-Asian demon relief can move counter-clockwise. Doing so reveals an entrance to **The Altar Complex** (see ALTAR COMPLEX)

## BLACKOUT

An hour and a half after Forward dies, the power to the room goes out for 7 minutes. During which a few things happen.

### Sliver of Light

In the pitch blackness of the Lounge, an agent that makes an alertness or search check will see a sliver of light peeking through a seam in the North wall around the relief. Succeeding at an INT or Search roll will find the secret lever, leading to the Altar Complex.

### Mother’s Here

Those who partook in the Coco Loco make a SAN roll. Those who succeed endure a powerful feeling of vertigo and confusion. Those who fail suffer vivid hallucinations, thousands of goat’s eyes staring at them, the warmth of a mother’s hug, hunger, rage. The Lac Maternum in their systems, paired with the stress and sensory deprivation of the dark, has put them into a dull contact with Shub-Niggurath.

They don’t realize it, but they’ve been affected by Shub-Niggurath. Mechanically, treat them as having the benefits of the spell “*Exaltation of the Flesh*”.

## THE ALTAR COMPLEX

Behind the wall of the Lounge, through a slender concrete passage, is a compact temple complex beneath the club. It contains a small temple to Shukoran, the Death’s Herald, a room with packets of cocaine and reverb, and a storeroom with various weapons:

* A Burmese dha, geometric figures are etched across its surface. Using the dha to behead a target as a “called shot” has no penalty. People wielding the Dha who see a human corpse must make a SAN or else lose 1d3 from Unnatural and feel compelled to behead the corpses. It deals 1d8 damage
* One shotgun with 5 buckshot rounds
* A black trapezohedron, touching it will afflict the characters as per the spell Clairvoyance. They lose 1/1d6 SAN from unnatural.
* An idol of Shub-Niggurath as “The Magna Mater”.

## SIEGE

Tong Shukoran’s plan is to kill the players with melee weapons, only resorting to firearms if the situation demands. They intend to frame it to look like the players were doing cocaine, were being forced out, and responded violently, causing the staff to retaliate.

### Machetes

A group of four Tong Shukoran thugs, all armed with machetes, are the first in after the lights are back on. They’ll try to break the door to the lounge down and hack the agents to death. They don’t fight until death, and will retreat if it looks like they’re bit off too much.

### Guns

If Tau thinks the Machete group were killed or were unsuccessful in killing the witnesses, he’ll send two of his thugs in to clean the rest up. One will be armed with a pistol, the other with a shotgun.

### The Reserves

Tau has a few that he will keep with him to guard the club from intruders and himself. They’ll carry pistols on them. Two guards will be with Tau as of the start of the Siege, he may dispatch some of them away as the situation demands.

### 9-1-1

Agents that get hold of a phone and who alert 911 hear the thrum of helicopters and the sound of a police barricade around Confuzion being established, an HRT team is deployed and will sweep the entire club room-by-room, arresting anyone they see, killing anyone that refuses to comply.

### John’s Awake

At any point in the scenario that the Handler deems appropriate, John Forward may reanimate and fly into a rampage, killing and eating whoever he finds. A suggested time would be if one of the players touch the idol of Shub-Niggurath in the Altar Complex or during the Blackout after the agents have recovered from their hallucinations (see **MOTHER’S HERE**). It will not come within 2m of the idol of Shub-Niggurath.

## RESOLUTION

The scenario is resolved when the agents either escape from Confuzion, with or without killing Tau and his goons. Not long after, they’re approached by an FBI task force, any unnatural occurrences are written off as cocaine-influenced hallucinations and are told that to protect themselves, this shouldn’t go public. They’re in Delta Green’s hands, whatever they do from this point on is entirely up the Handler’s discretion.

## Entities and Artifacts

### Tong Shukoran Thug

The Tong Shukoran thugs are almost exclusively Tcho-Tcho, they’re noticeably shorter than most characters, though they’re no less capable of harm.
**STR** 13 **CON** 12 **DEX** 12 **INT** 13 **POW** 10 **CHA** 9

**HP** 13 **WP** 10 **SAN** 10 **BREAKING POINT** 0

**MOTIVATIONS**: Protect the Tong, Obsession (Cannibalistic urges), Addiction (Cocaine)

**SKILLS**: Alertness 50%, Athletics 50%, Firearms 35%, First Aid 40%, Melee Weapons 50%, Persuade 30%, Search 60%, Unarmed Combat 50%.

**ATTACKS**: 9 mm pistol 35%, damage 1D10.

Shotgun 55%, damage 2D8

Machete 50%, damage 1D8.

Knife 50%, damage 1D4, Armor Piercing 3.

Unarmed 50%, damage 1D4−1.

### What Remains of John Forward

These are twisted, broken remains of G.A.P investor and Brotherhood of New Potential cultist John Forward, unmade and reformed by Coco Loco’s volatile reaction to his pre-existing mutations. His current form looks like crushed human remains, a bovine carcass, and an overcooked pheasant, all at once.
**WHAT REMAINS OF JOHN FORWARD**
A yuppie who’s recently changed careers

**STR** 16 **CON** 20 **DEX** 9 **INT** 12 **POW** 10

**HP** 18 **WP** 10

**ARMOR**: see **UNFORMED**

**SKILLS**: Alertness 50%, Athletics 50%, Grapple 55%

**ATTACKS**: Grapple 55% (see **RAVENOUS**)

**RAVENOUS**: In any turn after it has pinned a victim in its flailing limbs, What Remains of John Forward can tear into a victim with its ghastly teeth and suck down flesh and blood, inflicting 2d4 damage. If it has taken damage, it regains 1 point of HP for each point of damage inflicted.

**UNFORMED**: What Remains of John Forward only takes half damage from attacks that aren’t fire or hypergeometry.

### Mok Bin Tau “Mr. Tau”

A veteran enforcer of Tong Shukoran, Mok Bin Tau has come to Confuzion to relax, drink, and score some heroin. He ends up right under the fan just as the shit hits it.
**MOK BIN TAU**
Gangland Veteran

**STR** 14 **CON** 14 **DEX** 14 **INT** 13 **POW** 13 **CHA** 11

**HP** 14 **WP** 13 **SAN** 0

**MOTIVATIONS** / **DISORDERS**: Antisocial Personality Disorder, Addiction (Cocaine), Addiction (Heroin)

**ARMOR**: None

**FOREIGN LANGUAGES:** English 61%, Tcho-Tcho 87%

**SKILLS**: Alertness 55%, Athletics 60%, Criminology 52%, Firearms 51%, Melee Weapons: 38%, Stealth 41%, Search 56%, Unarmed 60%

**ATTACKS**:

Unarmed 60% damage 1d4

Machete 38% damage 1d8

Glock 17 51% damage 1d10

### Coco Loco

Coco Loco, at first glance, is a uniquely high-potency strain of cocaine. It’s a known quantity to the DEA and Chicago Narcotics, though how such a potent product could be produced so quickly continues to baffle them.
Coco Loco is elaborated upon in “Countdown”, what’s relevant to this scenario is two things:

1. Coco Loco establishes a connection, at first dull, with Shub-Niggurath, this connection is strengthened the more of it is taken and with other factors (alcohol, stress, sensory deprivation)
2. Taking Coco Loco causes the player to become hyperactive and hyper-focused. An agent that does a hit of Coco Loco gains +2 to all physical attributes for 1d3 hours. Taking more than two hits in under two hours will require a CON roll to avoid overdosing (at -20% if copious amounts of the substance have been used).

## Credits

Coke Room was written by Fin Deeley for the 2022  Shotgun Scenario contest. Source: https://docs.google.com/document/d/1h9\_4SS\_91nHBiHG0gzT\_uSTfjAMssvHn1\_mV8mHO8FQ/edit#.

Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents of this document are © Fin Deeley, excepting those elements that are components of the Delta Green intellectual property.

Coke Room is not available here under CC-BY-SA.

For preservation purposes, an exported PDF of the original submission can be found here.