Operation CARGO CULTURE

> "A modern container ship
>
>
> is crewed by people
> who have no idea
>
>
>
> what they are carrying."
>
> Capt. Glenn Wostenholme

## **HANDLER SUMMARY**

MVP Bevash, loaded down with various commercial cargo, was also moving smuggled archeological artifacts, including IDOL

Four days ago pirates boarded the ship. IDOL, emitting a siren song answered, enthralled a pirate and afflicting him with DISEASE.

IDOL also calls Cthulhu’s faithful and other Mythos beings who traveled to the ship (see ENCOUNTER TABLE).

As a result of DISEASE, all food stocks rotted, becoming a transmission vector.

The pirates and crew are scattered and starving, an Unnatural hunger that permeates from IDOL. Eating the rotten food or the flesh of a diseased spreads it further.

After learning this lesson, survivors stored rotten corpses in various holds. The unafflicted crew members are relishing these as they grow hungrier and hungrier. The afflicted are eating the cargo and the ship, one bite at a time.

The ship engines were damaged by afflicted, leaving it adrift.

ALTERNATIVE SCENARIO PLAY: PCs are one of the groups: Crew, Rescuers, or Pirates

## **BRIEFING**

Delta Green Agents are activated, closest personnel available, to get to MPV Bevash after getting word from ONI contacts about Unnatural elements possibly being in control of the ship.

The Case Officer plays an underwater recording, sounding like underwater mammals, but rhythmic, prompting a **0/1 SAN test (Unnatural)**. Agents with points in **Unnatural** **10** that fail feel compelled to lean closer to the microphone and grow hungry.

The Coast Guard/Navy is holding a perimeter around the boat, but no help is coming. A few members of a rescue and assistance squad have already made it onboard but aren’t communicating responsively.

Agents can choose any method to get on board, and may choose reasonable equipment.

## **IDOL**

A simple clay bas relief calling the faithful of Cthulhu, to the ship from above and below the waves.

Broadcasts a song detectable on multiple radio frequencies and sonar microphones, and is visible on multiple spectrums.

Hungry, it lashes out at those who touch it with their bare hands, giving them DISEASE if it hurts you (30% psychic attack, damage 1d4).

If thrown into the sea, it attracts aquatic wildlife and corrupt them, too.

Destroying IDOL requires a weapon with at least 30% Lethality, or the use of hypergeometric rituals. It may also be contained with clever solutions by Agents (such as putting it in a lead lined box).

## **DISEASE**

On the ship, POW x 5 checks (or SAN for  DISEASED) occur when moving from one location to another. Failure, loss of 1 WP (1d4 for DISEASED) as hunger pain overtakes.

Ignore/restore WP loss if you eat something, anything.

Over the course of 1d4 hours, DISEASED develop new symptoms, the first of which is

**INFECTIOUS**: On an odd number of damage, target roll CON x 5 roll. Failure, the target is infected and manifests symptoms over the course of 1d4 hours.

Additionally, (roll 1d6):

1. +4 STR +4 CON -4 DEX -4 INT +4 POW -4 CHA
2. +30% Unarmed
3. **BITE:** attack (uses Unarmed) 1d8 + INFECTIOUS & FEEDING
4. **APPENDAGE:** Those afflicted gain the power to summon retractable inky black tentacles, useful for climbing, attacking, or allowing creatures to walk that otherwise couldn’t. Summoning/withdrawing tentacles costs 1 HP, and they may be used to make an attack (Unarmed 1d12 + 5AP)
5. **FEEDING**: Feeding as an action restores 1 HP per round, suffering 1 SAN loss for every HP healed.
6. **AMPHIBIOUS GILLS**: Allows for breathing under and above water.

DISEASE can be banished via hypergeometric ritual, IDOL’s destruction, or a home vignette undergoing surgery

## **MPV BEVASH**

MPV Bevash is a multipurpose vessel transporting nonstandard cargo.

The topside includes several cranes for loading/unloading cargo (**Heavy Machinery**). Below deck are seven holds, which are the focus of the scenario, eventually leading to IDOL. See CONTENTS AND ENCOUNTERS TABLE to fill in the SHIP MANIFEST AID.

It takes approximately 5 undisturbed/normal walking speed minutes to travel from the stern (rear) to the bow (forward).

The holds are accessible from hatches above (**Pilot [Boat] or Heavy Machinery**). Some are open to the air, others are closed. Areas above hatches are connected by thick bulkheads.

Areas above the hold (WB/Cargo on schematic) may also hold cargo, or used for water ballast (WB on schematic). These may also be ENCLOSED SPACES, sometimes dangerously low oxygen levels (**Military Science [Sea] or Science** to know of the danger).

See hold cross section below.

Cargo typically rests on the bottom, but some things may be stored in the ‘tweendecks (Space 6 and 7).

Ladders line the walls for vertical access but a successful **Athletics** test can allow you to leap/fall/shimmy down quicklyb(1d6 damage per floor for failure).

## **CONTENTS AND ENCOUNTERS TABLE**

1. Roll 1d8 once to determine the location of IDOL (1-7 holds, 8 ELSEWHERE)
2. Roll d66 seven times, once for each cargo hold, for contents.
3. Roll on the ENCOUNTER TABLE to see what’s happening.

Use skill rolls to move through holds.

Roll succeeds: Agents are given a chance to plan/disengage with the ENCOUNTER

Roll fails: the Agents are thrown into ENCOUNTER.

These cargo holds are *massive*, there’s hundreds of smaller items.

\*Roll Again and Combine

### **ENCOUNTER TABLE**

Roll 3d6 to generate an ENCOUNTER. Then roll Luck; on a Luck failure, one or more parties is bearing DISEASE.

 2 Rescuer(s)
 3 Brotherhood of the Ocean
 4 Crewmate(s)
 5 Animal(s)
 6 Mythos

### Pirates: Humans, not necessarily sailors, of local nationality.

Goals:

* Make money
* Don’t die
* Get off this hellhole

### Rescuers: Coast Guard/Navy (depending on ship’s location)

Goals:

* Save lives
* Survive
* Get off this hellhole

### Brotherhood of the Ocean: Cthulhu cultist sailors

Goals:

* steer the ship towards R’lyeh
* Search for IDOL
* Attempt to control or reason with Mythos entities on board

### Crew: Human sailors, this was their ship. Mixed nationalities and ethnicities

Goals:

* Survive
* Don’t get captured
* Get off this hellhole

### Animal: normal aquatic wildlife (sharks, rats, seagulls, dolphins)

Goals:

* If diseased, eat
* If not diseased, don’t get eaten.

### Mythos: Answering the Call of Cthulhu. Roll 1d4 or pick

1. Deep Ones [Hybrid and Greater] Goal: Searching for IDOL. Not hungry, but could always eat. Can be reasoned with.
2. Tcho-Tcho pirate crew Goal: Hungry! And searching for IDOL for the favor of Great Cthulhu. Can be reasoned with.
3. K’n-Yani

Don’t belong here. Traveled via an invisible atomic flying machine (roll 1d8 for its location). Goal: Searching for IDOL to summon ‘Tulu, but always on the lookout for pleasurable opportunities. Can be reasoned with.

1. Yugg/Yuggya Goal: Taking IDOL to turn off the sonar alarm pounding through the water, so the Yugg can go back to sleep. Cranky! Hungry! Can’t be reasoned with, but may be manipulated.

## **ELSEWHERE**

Other areas where crew is hiding:

(for crew encounters, use ENCOUNTER TABLE but only roll 2d6 for two latter result)

* Bridge: Highest point. A copy of ship’s manifest may be found here (a list of each hold’s contents).
* Radio Room: Broadcasting distress call, receiving IDOL waves
* Control Room: Has controls for holds (**Computer Science** or **Heavy Machinery**), as well as ship controls (**Pilot [Boat]**).
* Engine Room: can be fixed, some BOTO cultists are doing this.
* Lifeboat: one left, others damaged/eaten through
* Emergency Headquarters: stores fire extinguishers, lifejackets, SCBA gear, other equipment
* Mess: half-eaten corpses

## **SHIP MANIFEST AID**

Fill in with CONTENTS AND ENCOUNTERS TABLE.

Manifest can be found in administrative areas.

## **(OPTIONAL) ALTERNATE INITIATIVE SYSTEM - MOMENTUM**

Begin encounters that require initiative tracking as normal, but then keep track of action roll results.

After the first round, the initiative splits into 4 momentum bands based on the results of rolls: Criticals, Successes, Failures, Fumbles.

Use DEX scores inside of each momentum band.

Criticals go first, then Successes, then Failures, ending with Fumbles.

## **STAT BLOCKS**

### DISEASE template

+4 **STR** +4 **CON** -4 **DEX** -4 **INT** +4 **POW** -4 **CHA**

**SKILLS:** +30% Unarmed

**BITE:** attack (uses Unarmed) 1d8 + INFECTIOUS & FEEDING

**APPENDAGE:** Those afflicted gain the power to summon retractable inky black tentacles, useful for climbing, attacking, or allowing creatures to walk that otherwise couldn’t.

Summoning/withdrawing tentacles costs 1 HP, and they may be used to make an attack (Unarmed 1d12 + 5AP)

**FEEDING**: Feeding as an action restores 1 HP per round, suffering 1 SAN loss for every HP healed.

**AMPHIBIOUS GILLS**: Allows for breathing under and above water.

### Diseased Rats and Seagulls

**STR** 2 **CON** 2 **DEX** 12 **INT** 2 **POW** 3 **HP** 2

**BITE**: 30%, 1d2 + INFECTIOUS

**APPENDAGE**: 30%, 1d12 + 5AP

**TINY**: Firearms rolls versus these are at a 20% penalty due to their small size

**INFECTIOUS**: On an odd number of damage, target makes a CON x 5 roll. On failure, the target is infected and will begin manifesting symptoms over the course of 1d4 hours

**AMPHIBIOUS GILLS**: Allows for breathing under and above water.

**FLIGHT**: (Seagulls only) 50%

### Shark

This represents an especially large predator such as a great white. For a smaller species, reduce STR and CON (for dolphin, lower bite to 1d4 damage)

**STR** 25 **CON** 23 **DEX** 10 **POW** 10 **HP** 24 **WP** 10

**ARMOR**: 5 points of tough skin.

**SKILLS**: Alertness 90%, Stealth 90%, Swim 100%.

**ATTACKS**: Bite 70%, Lethality 10%, Armor Piercing 5.

### Diseased Sharks

This represents an especially large predator such as a great white. For a smaller species, reduce STR and CON. (for dolphin, lower bite to 1d8 damage)

**STR** 25 **CON** 23 **DEX** 10 **POW** 10 **HP** 24 **WP** 10

**ARMOR**: 5 points of tough skin.

**SKILLS**: Alertness 90%, Stealth 90%, Swim 100%.

**ATTACKS**:

Bite 70%, Lethality 10%, Armor Piercing 5 + INFECTIOUS

**APPENDAGE**: 70%, 1d12 + 5AP. Can walk on tentacles.

**AMPHIBIOUS GILLS**: Allows for breathing under and above water.

### Afflicted

Use for Crew, Pirates, and Brotherhood of the Ocean

**STR** 14 **CON** 14 **DEX** 6 **INT** 6 **POW** 14 **CHA** 6 **HP** 14 **WP** 14

**SKILLS**: Craft (Mechanic) 50%, Drive 50%, Heavy Machinery 50%, Pilot (Ship) 50%

**ATTACKS**:

Bite 60%, damage 1d8

Appendage 60%, damage 1d12 + 5AP

Firearms (Pirates): 40% damage by weapons: shotguns, automatic rifles, handguns

### Rescuers

**STR** 14 **CON** 14 **DEX** 12 **INT** 11 **POW** 11 **CHA** 10 **HP** 14 **WP** 14

**ARMOR**: 5 points battle armor, 1 point helmet

**SKILLS**: Alertness 50%, Athletics 50%, Firearms 50%, Military Science (Sea) 50%, Pilot (Boat) 50%, Unarmed Combat 50%

**ATTACKS**: M4 w/holo 70%, damage 1d12 w/ 3AP (or 10% Lethality)

Or

Shotgun 70%, shotgun damage

### Yugg

*worm terribles*

**STR** 24 **CON** 16 **DEX** 7 **INT** 10 **POW** 14 **HP** 20

**ARMOR**: PERSISTENT

**HEALING**: Regenerates 3HP per round

**ATTACKS**:

Bite 50% damage 2d6, AP 5, on a crit drags opponents away

Spit Baby Yugg: 30% target is granted a DEX x 5 check to shake off the Baby Yugg (which acts on its own initiative)

**PERSISTENT**:  An entity of this type is imbued with unnatural vitality. A successful Lethality roll destroys it, but it takes only half HP damage from attacks (including failed Lethality rolls). Some entities are persistent only against certain kinds of harm. Unless the entity’s description says otherwise, hypergeometry inflicts full damage upon it.

**OUT OF WATER**: The numbers above are for a Yugg out of water. Increase by 20% if the Yugg is submerged.

### Baby Yuggs

*Cute parasitic flatworms*

**STR** 4 **CON**  8 **DEX** 4 **INT** 10 **POW** 10 **HP**  6

**ATTACKS**:

Bite and Attach: 30% 1d4 damage and HOST

**TINY**: Firearms rolls versus Baby Yuggs are at a 20% penalty due to their small size.

**HOST**: After 1d4 rounds, the Baby Yugg will have injected samples of genetic material into the target which attempt to ingratiate themselves into the host’s mind; victim may take actions to prevent this from happening (First Aid/Surgery/Medicine/ amputation via Melee Attack, etc)

Often, the worm destroys vital parts of the person and its genetic material is the only thing keeping it alive. The brainworm can be removed with a successful Surgery roll.

### Yuggya

Human slave-hosts. Use stats and skills of humans. Treat failures as fumbles as the Baby Yugg poorly attempt to pilot their meat puppets. Can apologize and may make POW x 5 checks to resist Baby Yugg’s actions at the cost of 1WP. On a success, a 20% penalty is applied to the action.

## Credits

Operation CARGO CULTURE was written by Jake “ChiefMcClane” Cook for the 2020  shotgun scenario contest.

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 © Jake “ChiefMcClane” Cook, excepting those elements that are components of the Delta Green intellectual property.

Operation CARGO CULTURE is not available here under CC-BY-SA.