Stalks-the-Ice - 06/28/2003 08:45:01 -
sackcarthage@yahoo.com
52 HUMAN HANDS: Suitable for an urban-centered game. I could see an all Glass
Walker/Bone Gnawer run game being pretty fun in this setting. A series of
gristly murders are taking place in the subways of the city. A Garou who works
on the local police force, or rides the subway as a vagabond finds the crime
scenes to reek of The Wyrm, implying some Wyrmish presence is either there or
was there recently and still lingers. Hand the PC's a subway map. If they
question various transit police, conductors or homeless people, they'll find the
aproximate time the murders took place (3:37am), and the sort of people that
were on the train. Alot of red herrings here, but a common thread is red
sweatshirts. They'll also find out that the police hastily wiped away something
written in the blood of the victems. Jumbled phrases mostly, but one of them
remember's a symbol and draws it out for them- A seven pronged shape. If the PCs
put two and two togeather, they'll trace out on the subway map a 5 pronged
figure, with almost the exact same proportions as the symbol drawn for them by
the witness. They have two murders until the figure is complete. Now they have
to track down the killer and figure out what they're doing and how The Wyrm is
involved. This part is largely up to the PC, but they'll hopefully realize that
a mortal cult is behind this. The owner of an antique store came across a large
ancient dagger and then began communicating with a Wyrm creature, bound in the
Subway by the city's old Garou, protected and hidden by a labyrinth of passages
and tunnels. The mortal developed a cult following based on The Wyrm beast's
hollow promises of power and immortality if it is liberated. The killings weaken
the creatures mystical bindings, and if the PCs allow the next two murders to
happen, the creature will be liberated and the entire city (including the PC's
Sept) will be in danger.
53 VALUABLE COMMODITY: The PC's have a contact who informs them about a cargo
ship being moored in a local harbor. Red tape prevents it from docking and
unloading. However, the PC's find out that it is infact, loaded with migrants
and refugees from another country who came seeking refuge and citizenship. The
ship's crew have other plans, and a large underworld auction is being held- for
600 Mortal souls. Vampires, Demons, and Mages show up, as well as officials from
Pentex, and other mortal agencies show up (Slave laborers, organs to harvest,
people to trick out into prostitution). Everyone has a stake in the cargo-
Sacrifices for a Wyrm ritual, blood for vampires, souls for Demons, test
subjects for Mages... It's up to the Garou to deal with the events. This many
people in the wrong hands could cause something horrible, or tip the balance of
power in the city in The Wyrm's favor.
54 POMPEII 1: The PC's are invited by a prestigious Garou archaeologist to do
some investigating on Pompeii's supernatural history. However, when they get to
the gates of the ancient city, it turns out they've only been drafted to do
manuel labor. While they work at night, they're free durring the day to do as
they please. They revisit the site they're excavating and find it to be a lost
Glass Walker Caern. They manage to locate a network of ancient tunnels that lead
into the Caern's bawn. They find a recorded history of the Sept's alliance,
betrayal, and battles with Rome's Ancient Vampires. The two banded togeather to
fight off the other Garou weary of the more city minded creatures. Ultimately,
while the Glass Walkers and Leeches were at eachother's throats, a band of Red
Talons evoked Vesuvius's spirit and sent it to wreck Pompeii... However...
Buried beneath a villa hidden by ash and dirt, in a vault lays a creature that
died centuries before the city was erected, and still slumbers, waiting to
awaken. Perhaps the PC's run across a Vampire who recalls some of what happened
in Pompeii, louping about in the hills, but they find the spirits are very quiet
about this particular event. -Stalks-the-Ice "Stalks the Ice-Clubs the Seal"
Stalks-the-Ice - 06/28/2003 09:01:05 - sackcarthage@yahoo.com
83. GANGS OF NEW YORK: Historical story. Hope your players don't get out much
and RIP OFF THE MOVIE! A bunch of Fianna, Bone Gnawers, and alot of other tribes
in the mix come fresh off the boat to America and have to carve themselves a
bloody niche to live in, by combating the xenophobic native Garou who want to
drive them back to the sea. Mmm... Slum politics! -Stalks-the-Ice "Stalks the
Ice-Clubs the Seal"
Bodie - 09/16/2003 23:23:13
Descent to Guilt
The Pack are formed (or discovered as pups) by a Caern, and the head Theurge
(who has been on a dangerous mission into the heart of a Bane pit) is very
friendly to them during their first days. When they get comfortable the Caern
Leader (an Antagonist) returns, and is outraged at the inappropriate and
unworthy young Garou, he sends them on a combat orientated mission which should
be their deaths, but they survive.....just. When they return, the Leader is
outraged, thinking he was rid of them, so he is about to send them on a harder
mission, when the Head Theurge, thinking him out of line, challenges the leader
for leadership of the Caern. In a great battle that decides the player’s fate,
the Head Theurge slays the Old Leader Ahroun and becomes the Caern leader. Then
more missions ensue, as the Head Theurge chooses the players as his active pack,
they run errands for him, each progressively more unusual and questionable.
Eventually (over months) the Caern weakens and on a moot it is attacked. The
Head Theurge throws the Players onto a moon bridge as the Caern falls, and he
stands off alone against a Great Bane (or a Nexus Crawler). The Players discover
their Caern leader; the Head Theurge is alive but captured by the Wyrm, and go
on a quest to rescue him, this time racing against the clock. When they finally
confront him, he is very defiantly of the Wyrm, and reveals that he has been
since the first dangerous mission into the Bane Pit (maybe he is just a shell
hiding the bane, and able to hide his Wyrm taint), and he has caused the fall of
the Caern, with the help of the players (their dodgy missions). He offers them
the chance to join the Wyrm and a new life. If they refuse a great final battle
ensues and if victorious the players are left in despair, they will probably
wonder if they can trust again. Finally they wonder how to restore the Caern,
and repay their debt.
But of course, that is a different story......
Aging quietly,
Paul Bode