The senile keeper of lore for your tribe describes a fetish of great power which you are surprised to learn once belonged to your ancestor. By right it is yours to claim...if he remembers where it is. WHITE WOLF/GM
Your pack must battle wyrm agents, KGB, and the worst Siberian winter ever in a plot surrounding the Vilchina Command Nexus for the Strategic Rocket Forces.
Pus is opening their new plant. They say it is Earth friendly, but the signs say otherwise.
Can the tribe stop whatever fiendish plot is about to hatch.
Investigate the new power around your sept’s caern. Nothing harmful has happened yet. Only some pranks. Find the cause and motive, then deal with it as appropriate. WHITE WOLF/GM
Learn that Werewolves exist. Enter the spirit world and feel the pain of Gaia. Rage and do something about it. Characters generated during play. No previous
World of Darkness experience needed. Based on concepts by John Czarnota. GM Isaak Anderson.
A kinfolk has been embraced by the kindred and turned to the Wyrm! You must track and destroy the fledgling vampire and any others that get in your
way. GM Louis Arenas.
Dark Triad VII. Your pack mate has returned from his tribal gathering, but with amnesia. Find out what happened to him. Roleplaying is stressed. GM Charles
Hahr. Sponsor: White Wolf.