Raging Blood - A Werewolf: The Apocalypse
Adventure
By Jacob Fishberg.
Introduction - This adventure is written for ICON and Olive
convention. It is built for a group of 6 Garou. The adventure takes place in
the USA, in West Virginia and Washington DC.
Characters - 1. Jonas Riddler, an old Homid, Silver
Fang Ahroun.
2.
Jeff Holt, Homid, Glass Walker Philodox.
3.
Loram Rage-at-Dark-Night, a young Homid, Get of Fenris Ahroun.
4.
Speaker-of-the-Dead, a Lupus, Wendigo Theurge.
5.
Kallen Laugh-at-Shadows, a Homid, Fianna Galliard.
6.
Vernoon Shattering-Wave, a Metis, Silent Striders Philodox
Game Summery - The prince of Washington, Robert Ash, has
made a pact with the Wyrm's urge of corruption. He know that in the sacred
ground, in the mountains (near the Caern of the Sept of the Falcon), of an old
Native American tribe buried an old and powerful Bane of corruption. The prince
knows that the bane is in the territory of a Native American tribe, but he is
unaware to the fact that in this place there is also a Garou Caern. In a guise
of archeological expedition, and under heavy security the prince sends people
from a company he owns he tries to recover the Bane. The company has many ties
to Pentex Inc. but the prince doesn't know that every thing that happens in the
field will also be brought to Pentex attention. The local Native American
community will protest against this act of violation of their sacred place, but
the worker will be protected by local police enforces, and private security
force. After some digging in this area the stone in which the Bane is entrapped
is recovered. That instant the Bane inside will concentrate in disabling all
the powerful Garou in the area. That will leave the group of player the only
ones capable acting. The stone with the Bane will be transport to Washington,
there the prince will try to free the Bane from its prison. The group must
follow the Bane to Washington, using their connection with the Garou community
there. A short investigation in the city will reveal the location of the Bane.
The group must make their way into this place and there fight the prince, his
companions and the Bane itself. The Bane will open a portal to Malfeas in the
middle of the battle, and the only way to close it is from inside the portal.
One of the group must enter the portal and close it, and stay trapped in
Malfeas.
Note - This game is best played diceless.
Jonas
Riddler
History - Jonas was born in 1944 in England during
the German Blitz on London. His family is a well known one in the Silver Fang
tribe, and young Jonas was watched from the beginning by tribe members, looking
for signs that indicate that Jonas was a Garou. At age 16 he went into his
first change, when he woke up he found himself in a wooden cabin, high in the
Scottish moors with members of his family that he knew from his childhood and
his dreams. His cousin became his mentor and instructor in his early years as a
Garou. When he was 19 he went through his rite of passage and became a full
member in his sept. Because of the tribe needs he moved to the USA and there
formed the "Doom Howlers" pack which he led for 30 years. The pack earned much
honor and glory under the leadership of Jonas and they became well known in the
Garou society of North America. 3 years ago, during a standard mission in a
Wyrm infested hole in Washington DC something went terribly wrong. They were
ambushed by Wyrm minions and were greatly outnumbered. Jonas doesn't remember
much from the battle. He frenzied and when he awoke he was in an allay not for
from the Wyrm hole. He went back only to find 3 of his pack members dead and 2
more missing, he never saw them again. Jonas preformed the rite "gathering for
the departed" and then left his sept. He became a lone wolf and traveled across
a continent until he finally settled down in the Appalachian Mountains, near a
Caern of the Sept of the Falcon. He never became a member of the sept, but the
sept leader, Running over Water, recognized the worth of this lone wolf and let
him stay in his territory. During your travels you met all kind of people and
made some contacts, among them there is a Glass Walker Garou named Robert
Hatfield that lives in Washington.
Role-Playing Hints
& notes
N
Think before
you speak or act. Haste took away your pack before and it was your fault
(Blaming yourself).
N
You are living
in the pass, brooding over your long gone pack, preferring being alone. But
sometimes when you want company (or have it by no choice) you speak to others
about your pack, reliving your old adventures.
N
You have no will
to live. You wish you were dead so you could join your pack members. You tell
this to no one, and you are not aware to this fact, but deep inside you, you
wish you were dead, and so sometimes you take great risks.
Auspice - Ahroun: Full Moon; Warrior
The
Ahroun is the vessel of Luna's Rage, the talons of Gaia's fury. He is the
slayer, the mad man-wolf, Rage incarnate. Blood is his wine, war is his
pleasure. In time, wisdom may guide the Ahroun's hand, but in his youth the
Ahroun stands atop a pile of corpses and howls for more.
Gifts - Persuasion - This gift allows a
homid to become more persuasive when dealing with others. PP 114
Razor
Claws - The Garou may hone
his claws to razor sharpness. PP 123
Sense
Wyrm - The Garou can sense
manifestations of the Wyrm in the nearby area. PP 116
True
Fear - The Ahroun can
display the true extent of his power, scaring one chosen foe into quiescence. PP
123
Disquiet - With this Gift the Garou can prevent from
other Garou using their rage. PP
115
Silver
Claws - The Garou can turn
his claws into silver. PP 124
Mastery - The Garou can command other Garou to do
his bidding. PP 133
Jeff Holt
History - Jeff was born in 1973 in Washington DC
and was abandoned in the hospital. He grew up in a shelter for kids and in
there he learned the rules of the street. As he grew up his rage grew also, he
became the terror of the local neighborhood. When he was 14 he found himself in
a juvenile prison. In the prison he had his first change, he doesn't remember much
about it, but he awoken in a pool of blood and the mutilated body of one of the
other kids was near him. He was transferred the next week to the secure prison
when a group of gigantic monsters attacked the van he was in and freed him.
Those were other Garou of his tribe, the Glass Walkers. They took him to the
city's Don, the elder of the tribe, and introduced Jeff to him. Jeff
swore loyalty to the Don. Jeff learned that he was a lost cub, and only some
information from inside the juvenile prison informed the tribe about him. After
some time of learning the ways of the Glass Walkers from his mentor, Robert
Hatfield, he undergone his rite of passage and became a full member of the
tribe and his Sept. Now Jeff wants to climb up the ranks of the tribe, and he
will do all he can to accomplish this goal...almost anything.
Role-Playing Hints &
notes
N
You don't like
the Garou of the Wyld, you think they are stupid and primitive.
N
You did your
time and you know the streets. You have a lot of contacts that you can use. You
will try to solve your problems using information gained through the tribe's
network of spies.
N
You don't take
anything seriously, everything is a joke and you sure laugh as hell!
Auspice - Ragabash: The New Moon; Trickster
The
Trickster is the bringer of wisdom to those who belive themselves wise. A
Ragabash not only reveals that the emperor has no close - he dumps the
pretentios snot in a puddle of mud as a lesson for other would-be kings. By
underminig tradition, and authority at every turn, the Ragabash keeps his
fellows on their toes, teaching them the folly of self-importance and the
wisdom of humilty. Ironically, the Trickster brings order with disorder. His
pranks highlight the cracks in the sidewalk over which his packmates would
otherwise trip.
Gifts - Persuasion - This gift allows a
homid to become more persuasive when dealing with others. PP 114
Blur
of the Milky Eye - The
Garou's form becomes a shimmering blur, allowing him to pass unnoticed among
others. PP 118
Control
Simple Machines - The Garou
may talk to the primal urban spirits in the simplest mechanical device, causing
them to operate or shut down as he sees fit. PP 129
Loram Rage-at-Dark-Night
History - Loram was born in the USA in 1976 to a
middle classed family in New-York City. As Loram grew up so was the Rage inside
him. He was thrown out of school, at age 14, after beating a classmate almost
to death. At 16 ran away from home. His first change was when he was in
Philadelphia. There was no other Garou
to explain what was wrong with him. In hopes to find more fulfillment
Loram joined the US army. He served in the army as an infantry soldier for 3
years until 1998 when he was discharged after a fight with one of his
commanding officers. Once again he was alone, consumed by his rage he almost
died when picking a fight with a wrong adversary, a vampire of the Sabbat's
Lassombra clan. A Garou of the Silent Striders tribe named "Vernoon
Shattering-Wave" found him near death. He took him the Caern of the Sept of the
Falcon. For the last year he was taught the ways the Garou, but he did not went
through his rite of passage and so he is not a full member of the sept or of
the Garou.
Role-Playing Hints
& notes
N
You have a lot
of rage inside you. You try to control it but you can not hold it in for a long
time.
N
You respect
only power and hold nothing but contempt to any one showing any sign of
weakness. Your believe is that every conflict should be solved using
aggression.
N
You hate
vampires, they are the children of the Wyrm, and as a protector of Gaia you
need to eliminate every one of them.
N
You heard the
stories about Jonas Riddler, he is a great fighter and you give him a lot of
respect.
N
You heard
stories about the Garou that saved you. You know he's name and you that he is a
Metis. You never saw him and so you didn't thanked him yet. You consider
yourself owing him your life.
Auspice - Ahroun: Full Moon; Warrior
The
Ahroun is the vessel of Luna's Rage, the talons of Gaia's fury. He is the
slayer, the mad man-wolf, Rage incarnate. Blood is his wine, war is his
pleasure. In time, wisdom may guide the Ahroun's hand, but in his youth the
Ahroun stands atop a pile of corpses and howls for more.
Gifts - Smell of Man - With this gift, the
Garou greatly enhances the human scent around him, causing animals to feel
uneasy and nervous. PP 114
The
Falling Touch - This gift
allows the Garou to send his foe sprawling with but a touch. PP 123
Razor Claws - The Garou
may hone his claws to razor sharpness. PP 123
Speaker-of-the-Dead
History - Speaker was born as a she-wolf in a wolf
pack in the Rocky Mountains in 1996. At the age 2 she noticed that she was
different from the other wolves in her pack. The great winds talked to her and
she heard voices from the past telling her great stories of times long gone.
When she went through her first change she met her mentor, Running-over-Water,
who took her away to her new home, The Caern of the Sept of the Falcon. She
learned about the ways of the Garou and the way of the humans. She became a great
expert in talking with the spirits of those who died and so got her name. She
didn't go through her rite of passage yet so she is not a full member of the
sept or of the Garou.
Role-Playing Hints
& notes
N
You are always
seems distracted, listening to voices beyond this world. You tend to lose your
line of thought a lot and always seem to daydream to those who surround you.
N
Humans
intrigue you. You are curious about their nature and behavior and will always
be distracted by strange human things (gas stations, cars, tall buildings,
esc.).
Auspice - Theurge: Crescent Moon; Seer
Theurges are the tribal guides.
By the silver of Luna's light, Theurges peek into the darkness of inner and
outer mystery. Gaia's sister leads them through mystic journeys that few other
Garou could follow. Like the human shamans of native cultures, Theurge
werewolves stand aloof and mysterious, touched and set apart by the insight
they have gained.
Gifts - Heightened Senses - The Garou may
increase her sensory input for a short while (hearing, sight esc.). PP 117
Mother's Touch - The Garou may heal any wound inflicted
upon other Garou. PP 119
Camouflage - In the wilderness the Garou can hide
himself very well. PP 136
Kallen Laugh-at-Shadows
History - Kallen was born in 1975 in San Francisco
as a flower child to hippie parents. She grew up, never understanding the rage
that she felt in her. Kallen knew peace only when she read books about
adventures of knights battling Dragons, song that told about the valor of
heroes that died for their loved ones. When she turned 15 a family member from
Scotland came to visit her, and in that same night he told her about her legacy
and explained to her the reason of the great rage she felt. Her first change
came soon after that night. Kallen managed controlling her rage and finished
high school. Soon after her graduation day she left for a coast to coast tour
of the United States. In her travels across the Appalachian Mountains she felt
that she was being puled to a place in the deep forest. That place was the
Caern of the Sept of the Falcon. Since then she became a member of the Sept and
became a full Garou after undergoing her rite of passage. For the last 5 years
she learned all the legends and songs of the Sept and her tribe, and became a
well respected Galliard.
Role-Playing Hints
& notes
N
You like good
company and good parties, you are always happy with a smile on your face. You
can tell a story in any occasion and if there isn't any, you can always make
one up.
N
You have a great sense of drama and will
try to make any encounter with the enemy as a scene from a spaghetti western
movie. You will always try to encourage your friends with stories and songs
about heroes long forgotten and glorious battles fought against the Wyrm.
Auspice - Galliard: Gibbous Moon; Moon Dancers
Galliards are the lore keepers,
the entertainers, the artiest, the singer of old tale and new ways. Spontaneous
and inventive, Moon Dancers are the soul of the pack. They raise the others'
spirits and remind them of what it is they fight for. Galliards are often
fearsome warriors in their own right, blazing with Luna's passion. Whether her
sacred dance is performed in a newfound glade or in a enemy's intestines
matters little to a Galliard.
Gifts - Persuasion - This gift allows a homid to become more persuasive when dealing with
others. PP 114
Beast Speech - The Garou may speak to any animal. PP
122
Call of Wyld - The Garou can summon others by howling. PP
122
Resist Toxin - With this gift, the Garou takes no damage
from poisons or diseases of any sort. PP 127
Vernoon Shattering-Wave
History - Vernoon was the result of the forbidden
love between 2 Garou. He never knew who were he's parents, they left him near
the riverbank to die, but the passing spirit of Falcon saw the little pup and
pitied him. The Falcon took Vernoon in his claws and took him to the place
where he was respected, the Caern of the Sept of the Falcon. Vernoon grew up in
this place, feeling alone and rejected by all the Sept members accept one of
the Garou, the Caern's Truthcatcher, that took care of him. When he was 15 he
joined another Silent Strider that passed through the Caern and spent the next
7 years with him. In this time he went through his rite of passage and managed
to do several heroic deeds alone. Vernoon saved a young Garou pup named "Loram
Rage-at-Dark-Night" from the claws of a Sabbath Vampire, and took him to his
old Sept and then continued his journey.
He usually travels alone, but always stay alert to signs of Wyrm
activity, if any sign is revealed, Vernoon will call upon his old Sept and will
warn them of the coming danger.
Role-Playing Hints
N
You love the Wild, and feel
uncomfortable in large places where the Weaver has much control.
N
You don't talk
much, you prefer keeping quiet and listening to your surrounding, this way you
can learn much more about the things that happen in your area.
N
Deep down
inside, you didn't heal from the scars that the rejection you suffered in your
childhood gave you. You try to prove to the other Garou in the Sept that a
Metis can be as valuable as any Homid or Lupus Garou. You have no hate or
malice in your heart against your brothers.
N
Fighting is
the solution to every problem, you prefer to think and try to find other ways of
solution before committing yourself to the battle field.
Auspice - Philodox: Half Moon; Keeper of the Ways
The Philodox is the pack
mediator, the one to whom the other Garou go for advice or a fair resolution to
disputes. His Honor is beyond question. As judge, lawgiver and master of
challenges, the Philodox is without peer.
Gifts - Create Element - The Metis can
create a small amount of one of the 4 basic elements. PP 115
Sense Wyrm - The Garou can sense manifestations of the
Wyrm in the nearby area. PP 116
Resist Pain -
Though force of will, the Garou is able to ignore the pain of his wounds. PP 120
Speed of Thought - The Garou can double his land speed. PP
132
Strength of Purpose - The Garou can regain willpower using his
resolve. PP 121
The
Adventure...
Background - The prince of Washington, Robert Ash, has
made a pact with the Wyrm's urge of corruption. The Wyrm will tell the location
of a powerful Bane that is buried in a sacred place. The Bane will help the
Prince in his upcoming war against the Sabbath that took a firm hold in the
city and the Anarches that also started to appear in the city in the last year.
In return the prince will free the Bane from it's prison. The sacred ground, in
the mountains (near the Caern of the Sept of the Falcon), of an old Native
American is a burial place of many of the tribe's dead as well as the Bane's
burial place. The Natives Americans knew that the spirits of their dead ones
will guard the Bane in the Umbra and will not let him escape. The pact he made
with the Wyrm will free the bane from its magical prison, in return the Bane
will help the prince. The prince knows that the bane is in the territory of a
Native American tribe, but he is unaware to the fact that in this place there
is also a Garou Caern.
Scene 1, The lurker in the
Shadows - (7:00 PM) In a guise of archeological expedition, and under heavy security the
prince sends people from a company he owns (S.L.P. Inc.). The company has many
ties to Pentex Inc. but the prince doesn't know that every thing that happens
in the field will also be brought to Pentex attention. The local Native
American community will protest against this act of violation of their sacred
place, but the workers in the site will be protected by local police enforces,
and private security force. The midia will be informed about this thing, but
the prince has great influence over TV stations in this area (as well he
should) and so no major TV station takes interest in this thing.
At this point the Caern elders learn about the situation and
gather the Sept to a moot. The Caern is located 50 kilometers west of the
sacred grounds in an underground cave, with a small stream that runs in it. In
the middle of the cave there is a small pond of hot volcanic water. The main
cave splits into several other smaller caves that serves as room for the
members of the Sept. At this point ST will begin the adventure with the
Theurge of the group. Some nice description of a dream he has, some kind of
evil is lurking in the shadows, just behind the line of sight. He starts to
panic, his heart pondering faster and faster. And then, from the shadows, some
kind of a black form leaps at him...Here the character will awaken with a
scream from his nightmare, just as one of the Sept member (Snow-on-Mountain-Tops)
will enter his room in the cave. He will tell him that the elders called for a
Sept moot in an hour. At this point go to the others players (except the
vampire) and tell them that a messenger that tells them about the moot
interrupts them in the middle of their actions. The Silver Fang will be at some
distance from the cave. Generally the Sept doesn't bothers him, but this time
they do, Role play a little with all the players as they gather around in the
main chamber of the Caern.
Into the room enters the elders
of the Sept. The leader of the Sept, Running-Over-Water. The Caern warder,
Fighter-in-Shadows. The master of the rites Quicker-then-Death and the other
Garou of the Sept. Some names just in case: White-Man's-Law, Dark-Eyed-Deer, Howls-at-Starless-Night,
White-Raven, BloodMoon. The elders will tell everyone to be quiet and sit
down. They will tell them about the violation of their sacred lands and will
tell the Sept that they must do something about it. At this point some will
shout that they must end the threat by force and other will argue against this
approach. Let the players take part in this argument. In the end
Running-Over-Water will decide to send the players (without the Silver Fang) to
investigate the thing before more drastic measures will be taken. Then the
Quicker-of-Death will speak from a trance telling that the Silver Fang must
join and lead the group. The group will gather their things and will prepare to
leave, as the sun sets...
(11:00 PM) In Washington
DC the young Glass Walker is standing in a street corner, watching a Pentex
agent that meets with one of the city's prince messengers. The young Garou was
tipped by one of his snitchers about this meeting, and he took it on himself to
see what they are doing. In real the vampire is reporting to the Pentex agent
without his master's knowledge, he tells the agent some details about the
digging and in return the agent will deliver the vampire a briefcase with some
cash in it. Role-play the all encounter. If the character tries to approach
the strangers he will be spotted and the Pentex agent will turn and flee, while
the vampire will stand his ground and will try to fight...until he will figure
against what he is about to fight it will be to late for him. From the body of the vampire he can get
a business card with his name (Travis Bryant) and the name of his company
(S.L.P. Inc.) The character will know that company belongs to the prince. In
the briefcase he will find the money and an envelope with a note in it, bearing
the numbers 1-45-77-54. Those are the numbers to the security door in the
entrance of the local Pentex HQ's laboratory. The Character will also know that
this Pentex man is also an activist in the lobby of the white Christian power.
The character may track the Pentex agent but he will lose him very fast. In
fact this agent will report about the attack to his superiors and they will put
a helicopter team on stand-by in case the Garou will reveal anything.
Scene 2, Digging in the Past - (11:30 PM) The group will reach
the digging site after a short journey in Lupus form. The area around the site
is fenced and guards are patrolling the area. Some locals (Indians and not)
tell them about what happened so far. The S.L.P. Company came here a week ago,
saying that they are doing archeological studies. But when local Native
Americans asked to come and see that no violation of graves are happening they
were removed from the site. When they tried to resist the company called the
police, which arrested some of them in charges of trespassing. At this point
the characters should try to check what's going on. The Get should be eager to
battle the intruders. The Philodox will calm him and say that research is the
best way to get information. The
Theurge will get a bad feeling, there is something dark in this place. The
information that they can get is the name of the Company that runs the
operation (S.L.P. INC.) the name of the person that stands in the head of this
group (Professor Arthur Mc'kinny). They can have more information about all of
those finding by contacting the Glass Walker friend of the Silver Fang. The
professor is from Washington University and does not any thing about the real
reason of the diggings. The group may try to talk with him, but he will say
that he can't do anything about the diggings. One of the security guard
works for Pentex and he will inform the HQ in Washington about the snooping the
character does. A helicopter will arrive to the digging site shortly after it.
The Helicopter will have the Pentex's, Oil Search Company logo (P.O.S. Inc.) on
it. Naturally the characters will presume that all the digging in this place is
for oil and some drastic action should be taken. They will return to the Caern
for advice.
(1:00 AM) When the Glass
Walker will return to his home, he will meet his mentor there. He will report
about his previous encounter with the vampire. The mentor will tell him about
S.L.P. activity in the mountains and will send him up to the mountains to check
it out. The Glass Walker has a car and so can make the way to the location in
2.5 hours or so.
If the characters left the area
without leaving anyone behind, The Glass Walker will reach the place but will
find no one... If someone was left behind as guard he will be able to update the
Glass Walker about the situation. If no one left but they prepare for attack he
will reach in the middle of the plans.
Scene 3, Wyrm Attack - (5:00 AM) After some digging in
this area the stone in which the Bane is entrapped is recovered. That instant
the Bane inside will concentrate in disabling all the powerful Garou in the
area. The Bane will send a powerful mental attack, from the Umbra Banes will
gather around all the elder Garou and all the Garou in the Caern and will
attack them mentally. At that moment the Theurge will have a vision of great
fires burning in the forest, and flows of lava that erupt from the ground. In
the horizon he will see a great city with a gigantic shadow that's looming over
it. All the players will have to make a Rage roll to see if they will frenzy.
As the character break into the parameter of the camp. They will have to face
the guards (see statistics of Paladin securities). Ahead about 30 meters they
will see a big slab of stone with strange glow around it. At that site the
Galliard will remember that he that slab somewhere before. The players will
reach very close to the slab, but the helicopter with a chain around the slab
will pick it up and fly away to the east, toward Washington DC. Now the
Galliard will remember that in one of the scroll he read he saw a picture of
the slab and the runes that was on them. He knows that in this slab lay a
terrible monster, a monster that was responsible of the death of entire Garou
Tribe, the Croatan. The Eater-of-Souls came into this realm by a portal to
Malfeas that could only be opened by one bane Mandefax The-Wyrm-Walker. The
Bane can be freed only when Luna will stand in the way of Helios (an eclipse)
i.e. August 11th. The moon is nearly all gone at this date. In
order to obtain this knowledge the group will have to speed back to the Caern
and seek some old scrolls there. In the Caern they will find some of the Garou
wounded while other lay dead after the attack on the Caern. The characters will
find the information and will have to guess where the stone was taken.
Paladin Security Guards:
Attributes: Strength 3, Dexterity 2, Stamina 3,
Charisma 2, Manipulation 3, Appearance 3, Perception 4, Intelligence 3, Wits 2
Abilities: Alertness 2, Brawl 3, Dodge 3, Drive 2,
Firearms 3, Intimidation 2, Investigation 2, Law 2, Melee 2, Streetwise 2.
Willpower
7
Health
Levels: OK, -1, -1, -2, -2,
-5, Incapacitated
Equipment: .357 Magnum, Nightstick, Uzi SMG, Vest,
Mirror shades (level 1, Gnosis 3).
As
long as the shades are being worn by the securty guards they are immune to the
delirium affects.
Scene 4, Search in the Big
City - The first logical
step is to go to the oil company HQ in Washington DC. The question is how will
the characters will get there (about 200 kilometers to the east). The group now
knows the dead line it has and so they must get there as fast as they can. One
way is to drive there with the car of the glass walker, while the Silent
Strider will run there in Lupus form. Another way is to go into the Umbra and
travel in there. This way or another the group will reach Washington at about
11:00 AM the next morning. The pick of the eclipse will be in Romania in 13:30
PM local time, this is about 16:30 PM in Washington time, meaning the group has
about 5 hours to find the stone and stop the Bane from being awaken. The Glass
Walker will know the location of the Oil Company. It's a floor in a commercial
building in downtown Washington. The offices are in the 23rd floor
of the building. It is more then advised the group would enter the building in
homid forms. Entering in other forms will violate the litany since video
cameras are posted in the building. A brief check will show that no stone was
brought into this place (no place to hide it) and a check on the roof will show
one helicopter pad of a company named Cisco Telecommunications. They can gain
access to one computer and may try hack into it, the most important information
that they can get is that the company belongs to another one named Madgen oil
Shipment Inc. Another brief search will reveal the location of the company, in
the industrialized zone of Washington in the western part of the city.
Scene 5, Madgen oil shipment
Inc. - The group will reach
the company from across the city. It will take them about an hour to reach
there when they will stand in the gates of the company the time will be 15:30 -
one hour to the pick of the eclipse. The group can enter the building with gun
blazing or make up a story in the front gate, get a visitor tags, and join a
group that gets a tour around the building. On their way they will spot the
helicopter near a big hangar and a truck near it. The truck is empty but there
are bits of rocks and dirt on it. The group must snick away from the group and
into the hangar. In the hangar there are some fomori and an elevator with a
keypad near it. The numbers that the glass walker found in the briefcase
activate the elevator and will take the group into the underground complex.
Fomori
Attributes: Strength 3-5, Dexterity 2-4, Stamina 3-5,
Charisma 1, Manipulation 1-2, Appearance 0, Perception 2, Intelligence 2-4,
Wits 2-4
Abilities: Alertness 2, Brawl 3, Dodge 3, Firearms 3,
Intimidation 2, Melee 2, Stealth 2, Occult 1.
Willpower
7
Health
Levels: OK, -1, -1, -2, -2,
-5, Incapacitated
Fomori Powers: As you wish.
Equipment: Guns, Knifes, vests esc.
Scene 6, The final countdown - the complex is a maze of warehouses of
all kind of stuff: Nuclear waste barrels, pools filled with green sizzling
chemicals, boxes of ammo, weapons of all kind and sizes. There is a rail trail
that is used to move heavy loads from and to the elevator, the characters
should follow the trail until they will find the place with the stone. The
place is a big round room. The stone is standing in the middle of the room. The
ceremony was already started and the bane is already awake. In the room there
is a big mechanical robot that guards the place. 2 Spiral dancers Garou (the 2
lost pack mates of the silver fang) some banes and several other people. The
battle will start while the ceremony will go on. The portal will be opened and
the only way to close it will be from the inside. One member of the group must
enter the portal into Malfeas and close it from there. Then the stone must be
destroyed or buried once again.
Security Robot
Attributes: Strength 7, Dexterity 4, Stamina 6,
Charisma 0, Manipulation 0, Appearance 0, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 4, Brawl 2, Dodge 2, Firearms 5,
Health
Levels: OK, OK, OK, -1, -1,
-2, -2, -3, -3, -4, -4, -5, -5, Incapacitated
Equipment: 2 chain guns + silver bullets, Rocket
launcher, flame thrower.
Hurgash
Breed: Homid
Auspice: Galliard
Tribe: Black Spiral Dancer
Attributes: Strength 4 (6/8/5/4), Dexterity 4
(4/5/6/6), Stamina 3 (5/6/6/5), Charisma 4, Manipulation 4 (3/1/1/1),
Appearance 0, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 2, Brawl 3, Dodge 3, Firearms 3,
Intimidation 2, Melee 2, Stealth 2, Occult 1, Primal-urge 2, Streetwise 2,
Enigmas 1.
Gifts:
Rank: 3
Rage
6, Gnosis 2, Willpower 9
Health
Levels: OK, -1, -1, -2, -2,
-5, Incapacitated
Goormansh
Breed: Metis
Auspice: Ahroun
Tribe: Black Spiral Dancer
Attributes: Strength 5 (7/9/6/5), Dexterity 4
(4/5/6/6), Stamina 5 (7/8/8/7), Charisma 1, Manipulation 2 (1/0/0/0),
Appearance 0, Perception 2, Intelligence 3, Wits 3
Abilities: Alertness 3, Brawl 4, Dodge 4, Firearms 4,
Intimidation 2, Melee 4, Stealth 2, Occult 1, Enigmas 1, Streetwise 1, Drive 3.
Gifts:
Rank: 2
Rage
8, Gnosis 2, Willpower 8
Health
Levels: OK, -1, -1, -2, -2,
-5, Incapacitated
Scrag
Willpower
6, Rage 10, Gnosis 4, Power 40
Charms: Incite Frenzy, Possession
Note - The statistics for the
Paladin Security Guards were taken from the WW Adventure that White-Wolf
published in their web site and this adventure is a twist of the adventure that
in the site.
White-Wolf site : www.white-wolf.com
Have Fun.