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Delta Green: The King in Yellow

Welcome to the STATIC Protocol. Delta Green: The King in Yellow is a harrowing 13-chapter cosmic horror campaign that plunges your agents into the darkest corners of the occult. From the dusty archives of French Intelligence to FBI raids in modern New York, investigators will track the devastating influence of a cursed play that leaves a trail of suicides and madness in its wake.

At the heart of the mystery lies the Macallistar Building and the Dorchester House—seemingly ordinary structures that serve as gateways to the "Night Floors," a surreal and terrifying dimension. Agents must confront the Castaigne lineage, rogue scientists crafting bizarre automatons, and the Brotherhood of Doors before the Yellow Sign consumes reality itself.

Designed for Virtual Tabletops (Foundry VTT, Roll20, Fantasy Grounds), this campaign features 84 meticulously crafted maps. Navigate through cold asylum cells, clandestine projection rooms, and dream-rift hotels as your Delta Green operatives struggle to contain an infection that defies human logic. Will they survive, or become another casualty of the STATIC Protocol?

Chapters / Acts13 Dedicated Chapters
Battlemaps Available82 Free Maps HD
VTT CompatibilityFoundry, Roll20, Fantasy Grounds

groupsRunning Delta Green: The King in Yellow?

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Select a Campaign Chapter

Click any chapter below to access its dedicated guide, act synopsis, and full tactical battlemap collection.

Chapter #1VTT Adventure

Chapter 1: Ars Goetia, Author X & Second Bureau

The Investigation Begins

The investigation kicks off with a chilling discovery in New York. The FBI raids Abigail Wright's apartment, uncovering a dark occult symbol tied to the ancient *Ars Goetia*. The cramped, oppressive atmosphere of the apartment hints at darker forces at play, setting the stage for a sprawling cosmic horror mystery. Meanwhile, across the Atlantic in Paris, the French *Deuxième Bureau* delves into their dusty, austere archives. They are hunting for clues regarding the elusive "Author X," the mysterious playwright behind the cursed production, *The King in Yellow*. As Agents piece together the puzzle across time and continents, the threads of the occult draw them toward abandoned malls, luxurious manors, and European castles holding dark secrets.

6 Tactical MapsOpen Chapterarrow_forward
Chapter #2VTT Adventure

Chapter 2: Dorchester House & Patients

Asylum of the Yellow Sign

Dorchester House stands as a grim monument to psychological despair—a former orphanage now functioning as a psychiatric facility run by a Delta Green front. However, the sterile walls and cold corridors hide a far more insidious reality. Patients and medical staff alike are slowly succumbing to the corrupting influence of the King in Yellow, their minds fraying as the boundaries between reality and the Night World begin to dissolve. As investigators delve deeper into the asylum and its connected web of locations—from the dusty military intelligence archives to the sterile halls of Seere, Inc. and an unsettling abandoned shopping mall—they will uncover a labyrinth of cosmic horror. The eerie surrealism of the Château des Portes and the claustrophobic decay of suburban and apartment dwellings offer a chilling backdrop to a conspiracy that threatens to consume everyone involved.

7 Tactical MapsOpen Chapterarrow_forward
Chapter #3VTT Adventure

Dr. Elias Barbas

A Scientist's Descent

Dr. Elias Barbas, once a brilliant mind working for the secretive Delta Green organization, has succumbed to a rapid and terrifying mental deterioration. Following a fateful exposure to the esoteric influence of the King in Yellow, his perception of reality has irreversibly fractured, leaving him paranoid and isolated. Locked away in his Boston residence, the doctor spends his waking hours constructing bizarre, unnatural automatons. These metallic monstrosities serve as sentinels to his growing madness, guarding the threshold as his home progressively bleeds into the horrific, alternate dimension known as the Night World.

1 Tactical MapsOpen Chapterarrow_forward
Chapter #4VTT Adventure

The Brotherhood of Doors & Ian F. Decraig

Reconstructing the Madness

In this chilling chapter, investigators delve into the twisted legacy of the Brotherhood of Doors, an occult sect founded by a witness to the original performance of *The King in Yellow*. Desperate to reconstruct the accursed play in Latin, the founder's obsession led to a series of supernatural events, culminating in an impossible, inexplicable escape from a locked cell in Joliet Prison. The trail spans decades and continents, taking the characters from the tense, surveillance-heavy atmosphere of a 19th-century Parisian theater to the dusty, classified archives of the French Sûreté. Along the way, players will uncover scattered photographic evidence in a quiet 90s New York apartment and brave the eerie, oppressively mechanical residence of Dr. Elias Barbas in Boston. Ultimately, the investigation converges on the clinical isolation wards of the Dorchester House psychiatric hospital. Here, the boundaries of reality break down completely, plunging the characters into the "Night Floors"—a nightmarish, labyrinthine distortion of the asylum. They must navigate this surreal and aberrant space to find "The Missing Room" and recover a vital government file before the madness consumes them entirely.

7 Tactical MapsOpen Chapterarrow_forward
Chapter #5VTT Adventure

The Castaigne Lineage

Ancestral Corruption

The Investigators delve into the occult lineage of the Castaigne family, a bloodline deeply entwined with cosmic horrors and dimensional rifts. The trail spans centuries and continents, from modern suburban cultist hideouts adorned with the Yellow Sign to the surreal, anomalous night floors of a cursed New York apartment building. As the mystery unravels, the investigators trace the corruption back to its 15th-century origins in Reims, France. The infamous Castle of Doors, a marvel of cursed clockwork and demonic seals, holds the dark truths behind the *Hygromanteia* grimoire and the giant automatons that guard the family's twisted legacy.

4 Tactical MapsOpen Chapterarrow_forward
Chapter #6VTT Adventure

Victor Correll & A Song Before Travel

The Fatal Screening

A seemingly innocuous underground film screening in Chicago transforms into an unfathomable massacre. Director Victor Correll's cursed adaptation of *The King in Yellow* claims hundreds of lives in a single night, forcing Delta Green agents into a brutal and immediate cleanup known as Operation ACTIVE STATIC. As investigators sift through the carnage, they realize the horror of the present is inexplicably tethered to a tragic and bloody history in 15th-century France. Dragged through the veil of time and madness, the agents must piece together the grim legacy of the Chastaigne family in Reims. From the desolate, plague-touched grounds of a medieval castle to a high tower hiding a deadly drop, the team must trace the origins of the curse. Their investigation will lead them through secret Parisian safehouses stained with blood, culminating in a demonic mechanical ballroom where giant puppets forever dance on occult seals.

6 Tactical MapsOpen Chapterarrow_forward
Chapter #7VTT Adventure

Asa Daribondi & Occult Architecture

Thinking Houses and Ritual Murder

Asa Daribondi, a prodigy architect, falls under the terrifying influence of the King in Yellow and a sinister sect. Driven by otherworldly whispers, he begins designing 'thinking houses'—avant-garde, non-Euclidean structures that bend reality and serve dark cosmic purposes. His architectural madness culminates in the design of the infamous Macallistar Building, a towering monument to occult geometry dominating the 1920s New York skyline. Behind his architectural genius lies a gruesome reality: Daribondi orchestrates a series of ritualistic child murders to consecrate his impossible designs and appease otherworldly entities. The investigation spans centuries, from stolen medieval tomes to 1950s charred offices and modern-day sentient cinemas, leading agents on a harrowing journey through time and space to unravel a conspiracy of cosmic proportions.

10 Tactical MapsOpen Chapterarrow_forward
Chapter #8VTT Adventure

The Macallistar Building & Its Residents

Portal to the Night World

Originally built as an opulent private residence in New York, the Macallistar Building has slowly transformed into a sinister gateway to the Night World. Over the decades, a disturbing pattern has emerged: numerous residents have vanished without a trace within its walls, leaving behind only echoes of their existence and a lingering sense of dread. The building's impossible geometry twists the minds of those who dare to investigate its history. The investigation quickly spirals outward, connecting the Macallistar anomalies to the Dorchester House, a secure psychiatric facility where the upper floors seemingly bleed into an alternate dimension. As the Agents delve deeper, they will encounter the bizarre homes of individuals connected to the portal: Dr. Elias Barbas, an eccentric inventor harboring a robotic guardian, and Ophelia Sitri, whose excavated basement hides occult horrors. Every door opened is a step further away from reality.

4 Tactical MapsOpen Chapterarrow_forward
Chapter #9VTT Adventure

Emmet Moseby & The Red Book

The Forbidden Translation

An agent of a secretive intelligence task force, Emmet Moseby, has vanished without a trace after delving deep into classified French archives. His superiors have pieced together a terrifying truth: before disappearing, Moseby secretly translated a cursed, mind-shattering play into English, aptly titling it 'The Red Book'. Now, his trail leads across multiple cities and into the heart of a deepening cosmic mystery. The investigation takes the Agents from the cramped, paranoid confines of the Boxer Hotel in Boston to the ordinary-looking streets of New York, where mundane locations mask unnatural truths. As the search intensifies, the boundary between reality and madness begins to blur, culminating in the Macallistar Building—a seemingly normal apartment complex that harbors an impossible secret. Ultimately, the Agents will be drawn into the 'Night Floors', a surreal, labyrinthine dreamscape where the laws of physics and sanity no longer apply. Here, trapped residents wander aimlessly, and the true, corrupting power of 'The Red Book' is laid bare. Will the team uncover Moseby's fate before they too become permanent residents of this impossible realm?

5 Tactical MapsOpen Chapterarrow_forward
Chapter #10VTT Adventure

Operations BRISTOL & STATIC Protocol

Eradicating the Infection

Delta Green agents face a multi-era madness epidemic tied to the cursed play *Her Grey Song*. Tracing the unnatural infection from an 1895 police raid in a Parisian theater to a mysterious 'Thought Building' constructed in Chicago, the escalating horror ultimately reaches a boiling point in the chaotic streets of 1955 New York. As the infection rapidly spreads, the brutal and unforgiving STATIC protocol is enacted to purge the madness. Agents must navigate the surreal horrors of the Dorchester House psychiatric facility, fighting not only the monstrous, reality-bending forces of the King in Yellow, but the crumbling sanity of their own covert team. Paranoia takes hold, and the operatives risk destroying each other before the mission is complete.

4 Tactical MapsOpen Chapterarrow_forward
Chapter #11VTT Adventure

Operation MERCY

Trapped in the Dream Rifts

A covert team tasked with hunting down the elusive Dr. Barbas finds themselves ensnared in a living nightmare. As they breach a Boston hotel to apprehend their target, reality tears apart into surreal dream rifts, culminating in a horrific massacre. The scarce survivors are discreetly extracted by unknown forces, only to awake as captives within the sterile, stifling walls of Dorchester House, a secret detention facility. From their imprisonment, the investigation fractures across time and space, pulling the agents through decades of twisted history. Ranging from the opulent ballrooms of 1950s New York to the maddening, impossible geometry of the Night Floors, the team must piece together fragmented government archives, explore abandoned suburban homes, and navigate the very fabric of madness to survive Operation MERCY.

9 Tactical MapsOpen Chapterarrow_forward
Chapter #12VTT Adventure

Chapter 12: Esther Samigina & Family

Cult of the Head Nurse

At the heart of Boston's Dorchester House, Head Nurse Esther Samigina and her son have succumbed to the maddening influence of the Yellow Sign. Their descent into cosmic corruption begins with the brutal murder of their family patriarch, sparking a hidden wave of occult activity across the city. As their delusion deepens, they begin crafting bizarre, otherworldly masks, transforming a mundane psychiatric ward into a sanctuary for the King in Yellow. The investigation leads Agents through a tangled web of support groups used as recruitment grounds for their burgeoning cult. From blood-stained apartments and occult antiquarian bookshops to vintage theaters hiding horrific performances, the creeping madness threatens to consume everyone involved. Investigators must piece together a fragmented timeline spanning decades and continents, facing mind-bending anomalies before the cult's grand theatrical performance can be realized.

11 Tactical MapsOpen Chapterarrow_forward
Chapter #13VTT Adventure

The King in Yellow (Play & Tarot)

Origins of the Madness

The investigation into the King in Yellow spans decades, tracing the insidious influence of a macabre prophecy across time. Agents are thrust into a non-linear mystery that begins with the gruesome discovery of the 'Red Book' in a 1950s crime scene and echoes through a cursed television broadcast. As the timeline shifts, the pervasive madness linked to the Yellow Emperor Tarot threatens to consume anyone who looks too closely at the censored Parisian play. In the modern era, the trail of bodies and shattered minds leads to seemingly mundane urban settings that hide surreal horrors. From a dusty, mysterious antiquarian bookshop to the blood-soaked walls of a barricaded motel room at the Boxer Hotel, reality itself begins to fray. The climax draws investigators into the nightmarish 'Night Floors' of Dorchester House, where the boundaries between the physical world and Carcosa dissolve entirely.

8 Tactical MapsOpen Chapterarrow_forward

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