As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit.
Description:
As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit. When new prey transgresses in the midst of a blizzard, threatening the tenuous balance your pack has worked to uphold, instinct is clear: the wolf must hunt
As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit.
Description:
As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit. When new prey transgresses in the midst of a blizzard, threatening the tenuous balance your pack has worked to uphold, instinct is clear: the wolf must hunt
As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit.
Description:
As a new Forsaken pack in Southwest Baltimore, it is your sacred duty to patrol the boundary between flesh and spirit. When new prey transgresses in the midst of a blizzard, threatening the tenuous balance your pack has worked to uphold, instinct is clear: the wolf must hunt
As the Forsaken children of Wolf and Moon, it is your sacred duty to patrol the boundary between flesh and spirit. When new prey transgresses, instinct is clear: the wolf must hunt.
On May 5, the town of Point Pleasant, Maine, tucks themselves into their beds. Your pack patrols as normal that evening and finding nothing amiss.
Description:
Your pack returns to their homes to be with their loved ones. Most sleep soundly, but the pack's Ithaeur, the mystic who speaks with spirits, dreams of fangs and webs in the night, awakening in a cold sweat. On May 6, the town of Point Pleasant, Maine, awakens to find that their children have disappeared.
Welcome to Manitou Springs, a town ruled by dark secrets and terrifying threats which the characters must confront, along with their own werewolf natures.
Description:
In the late 20th century, a powerful spirit entity known as Gurdilag drove the werewolves of Denver out of their territories and plunged the local Shadow Realm into turmoil. Reeling but not defeated, a werewolf firebrand named Max Roman united a previously unheard-of alliance of packs to slay the spirit and reclaim the lost land. After the fighting ended, he began a program of "sponsoring" young wolves not yet attached to a pack. A few months ago,
You have chased your quarry for weeks & cut off all routes of escape. But now they have fled into a strange place in the Shadow, a place that Isn't of sparks.
Description:
You have chased your quarry for weeks and cut off all routes of escape. But now they have fled into a strange place in the Shadow, a Place That Isn’t of sparks, information and danger. But the Wolf Must Hunt. A game of pursuit and action.
You were taught well. Though you were a young pack, you knew to cut off every avenue of escape before you called the Sacred Hunt. But your totem warned you that when the prey was cornered, it could be desperate.
Set in the Old West. One of your kin has been harmed. The spirits & the clues indicate that there are new werewolves in town. Who are they & what do they want?
Phoenix,AZ - Your pack runs the local park & trails. Tending the trails & guests, you also bind a great monster in the hills, away from peering eyes. It is loose, & you must retrieve it, soon.
Description:
Phoenix,AZ – Your pack runs the local park and trails. Tending the trails and guests, you also bind a great monster in the hills, away from peering eyes. It is loose, and you must retrieve it, soon. Your rivals will notice its absence, and take advantage of your weakness if you dally. Will you set forth a plan to capture it, or destroy it? How long before it kills an innocent?
Nearly starving, your pack & Viking kinfolk settled a fertile island with fishing, farming & spiritual power. At the Jarl's longhouse you feast, but now a lone scout barges in with grim news.
Description:
Nearly starving, your pack and Viking kinfolk settled a fertile island with fishing, farming and spiritual power. At the Jarl’s longhouse you feast, but now a lone scout barges in with grim news. Ships landed on the other side of the island, and the scouts were butchered.
The moon rises red over the snow, bathing the peaks in crimson, while below the ground reflects only blood. Tonight we hunt as we must, though our pelts may never come clean.
Description:
The moon rises red over the snow, bathing the peaks in crimson, while below the ground reflects only blood. Tonight we hunt as we must, though our pelts may never come clean. Don the fur of the wolf in this game of Savage Horror brought to you by the Dead Gamers Society. Run by The Wrecking Crew and The Dead Gamers Society.
Texas Hill Country Forsaken never, go there. Something's out there. Something that hunts the hunters. When the most important prey you've goes to ground there, you don't have a lot of choices.
Description:
Fun fact about Texas Hill Country -- San Antonio and Austin are close. Less than an hour away. Truth of the matter is, on a clear day you can catch a radio signal from the other city. Forty minutes of rolling, gorgeous hill country between San Antonio and Austin, dotted with BBQ joints and craft breweries. Forsaken never, EVER go there. Something's out there. Something that hunts the hunters. Of course, when the most important prey you've ever called down the Siskur-Dah on goes to ground there, you don't have a lot of choices. Honor demands it. Run by The Wrecking Crew and The Dead Gamers Society.
The Uratha of Washington, D.C. are targets, but lately it feels as though it feels as though a shadowy hand is directing their enemies. Can you find this puppetmaster and topple it's plans?
Description:
Werewolves become testy when outsiders take too much notice of their activities. They become even testier when that notice comes from law enforcement officials, both local and Federal. The Uratha of Washington, D.C. know that they’re likely targets for observation, but lately it feels as though a shadowy hand is directing their enemies. Can you find this puppetmaster and topple his or her plans? The story continues in RPG1689588 Many Are the Heads That Wear the Crown on Saturday at 3 pm. Players in this event will be given preferential seating at that finale. Run by The Wrecking Crew and The Dead Gamers Society.
Stranded with your pack far away from help, your best hope is to take shelter & find a way to survive in a castle where death & spirits lurk around every corner - &possibly something worse.
Description:
Stranded with your pack far away from help, your best hope is to take shelter and find a way to survive in a castle where death and spirits lurk around every corner... and possibly something worse. In a full survival-horror setting, you will quickly learn that unless you can keep your sanity, the most dangerous thing might be each other. Run by The Wrecking Crew and The Dead Gamers Society.
Thorn Bird Crossover Part 1 of 4: Iron, Teeth, & Blood
Summary:
Darkness grows in the forests upon the sacred isle, a darkness that only tooth & claw can overcome. Come loose fang & claw against the threat of the night.
Description:
It is the fifteenth year of Bolgios’ leadership. Your pack has led the people of Guerngen for the past five decades, fending off invaders to your lands by arming your people with an unstoppable force: iron. Yet, there are some things that your human brothers and sisters cannot defeat, even with sturdy blade and shield. Darkness grows in the forests upon the sacred isle, a darkness that only tooth and claw can overcome. Bring your own character if you’d like, contact us for approval by June 15th. In the Thorn Bird Crossover game you can play in one or all of the games. Run by The Wrecking Crew and The Dead Gamers Society.
With the city being threatened by an approaching Pure pack, you have been given a rare opportunity to infiltrate their camp & learn how the other half lives.
Description:
With the city being threatened by an approaching Pure pack, you have been given a rare opportunity to infiltrate their camp and learn how the other half lives. If you cannot learn the invaders’ plans, your whole way of life is in danger... but what will it take to earn the trust of the wolf called the King of Lions?
Your pack has agreed to seek an abandoned island and retake a lost locus. No one knows exactly what happened on the island. There are rumors of secret government experimentation
Description:
Your pack has agreed to seek out an abandoned island and retake a lost locus. No one knows exactly what happened on the island. Rumors of secret government experimentation during World War 2 and of legions of Hosts and Pure are all bad, but the actual truth may be far worse…
Your pack has agreed to seek an abandoned island and retake a lost locus. No one knows exactly what happened on the island. There are rumors of secret government experimentation
Trueseer, Alpha of the Ravenous, needs a favor. His nephew is about to undergo the Change & needs someone to guide him through it.
Description:
Trueseer, Alpha of the Ravenous, needs a favor. His nephew is about to undergo the Change and needs someone to guide him through it. Unfortunately, Trueseer can't leave his territory, so he asks your pack to do it instead. Having the Ravenous owe you a favor would be a huge boon. Can your pack make it to the cub before the Pure?