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Delta Green: Ex Oblivione

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The Past Is Bloody Teeth…Which Still Hunger
Something evil has stirred in a tiny desert town. It haunts the area like the thin clouds which taint the sky each morning, turning the sun blood red. Sometimes, it is thick and choking. Other times, it’s a skein so barely there it’s easy to forget it exists at all. It holds the people in check. Only black flattop and sun devils wait for them, each and every day. But few ever leave. And the evil around them can no longer be denied.

A gruesome crime draws Delta Green to the haunted desert. Bodies have been ritualistically mutilated. Bizarre words carved into the drywall speak to the insanity of the killer—and, to Delta Green, the urgency of the investigation…

HOME DAGON HOME HOME YHANTHLEI SEA TO THE SEA.

Ex Oblivione is a complete scenario for Delta Green, the role-playing game of Lovecraftian horror and conspiracy. It is playable with the full rules in the Agent’s Handbook, or the quickstart rules in Delta Green: Need to Know, available from Arc Dream Publishing. Learn more at delta-green.com.

30 pages, Paperback

Published October 19, 2019

8 people want to read

About the author

Dennis Detwiller

77 books60 followers

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Displaying 1 - 2 of 2 reviews
Profile Image for Taddow.
670 reviews7 followers
February 15, 2021
Some Minor Spoilers Follow: This Delta Green adventure involves a site of horrific murders, conspiracies from the past and an unnatural evil’s plot for revenge. The Agents are sent to a remote small town to investigate a ritualistic murder scene where several people are killed in a house. These murders will lead the Agents to an epic violent conclusion of death and destruction.

There are a lot of great ideas here, but sadly the adventures comes off feeling rushed and railroaded at times. For instance, initially I thought it was heading in a “Children of the Corn” style horror mystery (and it could still be that with some work from the Handler), but its not really that. Then I thought there was going be a find and follow the clues mystery to see the grander picture of something (which it could be with some work), but it’s not really that either. Its basically a series of events that occur where the Agents are given a role of importance and made to participate using “convenient” methods. This could really be a great adventure by adding some additional revelations and atmosphere encounters between the start to finish to really set the mood. If I was going to run this adventure, I would likely convert it to a more long-term (days, maybe weeks) investigation where the Agents go to the town because of a horrific act (like the crime they are originally sent there to investigate) and then have them explore different locations, gather clues and interacting with people to find that there is definitely something weird going on. This buy-in could provide some player satisfaction for solving the mystery and add dramatic effect for when the big reveal finally happens.

In the end, I found that I did not understand the purpose of some of the material, for instance, why was the family murdered? There did not seem to be a story reason for this other than to give a reason for the Agents to be sent to investigate. It did not contribute anything to the core conclusion in my opinion. Also, why do we need to use a blatant way to force an Agent to go to a certain location (you’ll know what I mean when you read the scenario)? With proper clue placement and intrigue, the adventure itself could have provide the carrot to lead the investigators to where they needed to go to investigate.

You could counter all I’ve said by stating the evil presence is insane and who knows why it does what it does. Or, the adventure is not really meant to be a mystery, but just a medium to get Agents involved in a desperate out of the pot into the fire type of situation. Sure, I get that, but I just feel this adventure could have been so much more, the framework was there.
Profile Image for Benjamin.
1,440 reviews25 followers
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December 26, 2023
How? My DG read/collection organizing.

What? An adventure also featured in Delta Green: Black Sites, which, frankly, I reviewed there.

Yeah, so? One thing I missed out on: when the town turns on the PCs, there's a note about how there really is no way to dismiss the spirit, which... both feels very Delta Green (there is no way to win except to survive) and also a bit of a forced deck in terms of emotional resolution.
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