Halloween Scenario 2: Call of Cthulhu

The Everland Compound

Written by John Tynes
Artwork by Earl Frank


Everland is bordered by a twelve-foot chain-link fence. The fence has four rows of barbed wire on top, and the entire assembly is heavily electrified. Vegetation is fairly thick on the Isla de Placer, but has been cleared for twenty yards on either side of the fence. A paved road runs from the dock on the west shore to the one and only entrance through the fence.

That entrance is an armored gate with retractable tire spikes and a fortified guardhouse. Two armed guards are always on duty at the entrance, and they have communications links to the two surveillance stations and to Everland itself. There are no roving guards inside or out, however; no guards leave the compound unless visitors are spotted.

Through the entrance, travelers arrive at the mundane portion of the Everland compound. This contains a parking lot with two large trucks (for hauling supplies from boats moored at the dock), a warehouse, a small power plant and waste processing station, the administration building, a repair shop that can service the mechanical and electronic equipment used throughout Everland, barracks for the guards, a cafeteria, private bungalows for the staff, and a recreation facility for the guards and staff both.

All told, there are 20 armed guards and a staff of ten, including the administrative head of Everland, Terry Matthews. As noted earlier, Matthews is a Knight of the Karotechia; the rest of the staff and guards are Pawns. The guards are almost all militant racist Pawns from the U.S. and Europe who spend several months working guard duty at Everland, in return for which they get training in weapons and guerilla warfare. The 30 staff and guards are exclusively caucasian, for obvious reasons.

Beyond the mundane area lies the heart of Everland. The two zones are separated by still another electrified fence that matches the first one. Foliage obscures vision between the two zones so that the structures of one cannot be seen from the other. [This isn't completely true of inner Everland, since some of the theme-park rides tower above the treeline]

Everland proper is a gaudy theme park. It is not as well- developed as a commercial theme park. There is minimal landscaping, and lots of open fields with dusty paths worn through them. But there are rides in abundance, including a massive roller coaster, a merry-go-round, bumper cars, a tilta- whirl, and so forth. There are a dozen rides altogether, grouped around a fresh-water reservoir with a tropical theme known as Tiki Haven.

Besides the rides, Evertand also hosts a state-of-the- art outdoor theatre with seating for two hundred, a stage with catwalks and backdrops, and a sophisticated light and sound system.

Set off from the theme-park area is the air-conditioned Everland Hotel. This is a five-story structure that contains a hundred furnished rooms, which are rather the worse for wear. The ground floor has been converted into an entertainment center with a video arcade, movie theater, play room, and the like. Behind the "hotel" is an Olympicsized swimming pool and an exercise yard with a kid-sized obstacle course painted in bright colors.

A hundred yards from the hotel is the House of Lash the Clown. This is Rick Lash's two-story home, done up from the outside like a funhouse with clown faces painted all about. Visitors are buzzed in by the two armed guards on duty inside. The interior of the house is simple and clean, though Lash spends little time here. The upstairs contains Lash's bedroom. Much of the ground floor has been converted into a minoremergency medical clinic, used for treating the occasional injury but mostly for preparing the variety of drugs used on the children - and on Lash himself.

During the Rule of Night, four additional guards are stationed inside the house and four medical/pharmaceutical personnel (from the main staff) stay here to oversee things.

Underground tunnels link the staff compound to the Everland theme park, the hotel, and Lash's house. These tunnels are a secret that the children never learn. They are mostly used to bring food and supplies into the park every day or two for distribution by Lash to the kids.

Surveillance cameras - with light amplification and thermal imaging for use at night - are everywhere. Most are very well disguised in trees, buildings, rides, and so forth. A few are out in the open - notably one that shows the front of Lash's house. Hidden cameras are also present in every single room of the hotel. These cameras are monitored by the staff and guards in the administrative compound, though not with much diligence during the Rule of Day. During the Rule of Night, however, the guards and staff watch the cameras avidly, placing bets on which children will live and which will die.

Resolving the Scenario

The primary goal of this scenario is for the Delta Green agents to rescue the six children and return them to their families in San Diego. Secondary goals include exposing and shutting down both Everland and Childsafe, and hopefully doing the same to Dr. Silverman and Lydia Andrews. A tertiary goal could be discovering the Karotechia's involvement ("Hey, why do all these Rick Lash bank accounts lead to Brazil?"), no doubt prompting further adventures.

The climax of the scenario will presumably involve the investigators sneaking into Everland and trying to find and rescue the kids. Usually, all the children are drug-addled and will offer no resistance and raise no alarm, so if the group can get past the guards then all will be well and they can flee the Isla de Placer with the six children in tow. They'll have enough evidence to get the legitimate authorities to take a look at the island and at Childsafe.

Two noteable facts are in order. One, this is the climax to a fast paced trilogy. GMs should push the PCs recover the children in one day. Whatever threat is out there is not about to wait around. The PCs should feel vexed, cornered, and have no time to plan.

Two, this is Delta Green. The ideal climax would be for the investigators to come ashore during the Rule of Night. That means the children will be jacked up on psychoactives, factionalized into violent tribes, and ripe for psychotic mayhem.

Just to make things truly interesting, an NRO DELTA hit squad should hit the island on the heels of the investigators. The squad has followed the agents here and is hoping to wipe out the six BOUNCE children. MJ-12 knows nothing of Everland and Childsafe, so the NRO DELTA squad will be just as baffled by the psychotic children and the crazed theme park as the investigators - though they'll also be willing to blow away toddlers left and right to achieve their goal.

Children being the wily beasts they are, however, the psychotic-drugged kids of Everland may have a few tricks up their sleeve. Meanwhile, Lash the Clown lies sedated in his bedroom, dreaming of cotton candy and the rise and fall of a pop star.

"And God shall wipe all tears from their eyes, and there shall be no more death, nor sorrow, nor pity, and neither shall there be anymore pain, for the former things are cast away."

    -- Revelations Chapter 21:4

Halloween Scenario 3: Call of Cthulhu El Dio de los Muertos


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