Often, old buildings are thought to be haunted. To the every day man or woman has no idea what causes an old structure to creak and whine with its age, so they make up stories to entertain and frighten one another. Sometimes, there's nothing to worry about and sometimes there is... but sometimes, there is.
The hunt is crucial to a Werewolf and to partake in it is one of the most sacred tenants of the Oath. The wind on one's face, the thrill of the chase, and the smell of the kill will move a Werewolf's like few other things can... but sometimes, they don't get to be the hunters sometimes the prey comes with guns and a plan.
A wise man once asked you if you had to choose between the death of someone you know or ten people that you don't, which would you choose? Strange that you would be faced with that decision now. The sobering thought is that you are not the only one.
A bad wind blows down the westerlies, and the omens darken. Did you think you were the only ones looking for this treasure? You and your motley pirate crew have the stolen map and the Luck of the Damned. But how far will that get you against the combined might of the terrible sea and the thorns of distant Arcadia?
Your pack has finally got everything together. Your Territory is secure, your totem is pleased. Everything seems to be going right, until a stranger enters your territory. Everywhere he goes, disaster strikes. His very presence upsets the spirit world.
A wayward Scion of a fertility god has formed a cult of loyal mortal women with super strength. The gods are tired of his carelessness and promiscuity, and they want you to get rid of him. His fate binding of mortals must be stopped, if not for the sake of every woman!
A recent battle with the Wyld Hunt has left your circle battered and weakened. While fleeing, you stumble upon a ruined castle on the shores of a lake and decide that here, you can recover and make your stand against the Dragon-Blooded.
Not all of the Forsaken are so lucky to live in the country some are, forced to live in the city. Territories are small and tightly clustered often the neighbors suck. Your neighborers are Pure and they got to go! Gotta knock 'em down and make damn sure they can't get back up again.
Society wants to put everyone who causes it trouble into tightly packed, easily managed locations. Some of those who end up in these places are truly unfit to live amongst the normal, boring people... sometimes, they're just lacking clarity. A friend is locked in such a place... getting him out should be simple. Right?
Two nights ago a pack mate caught a scent that turned his fur white and sent him into convulsions. Now you're looking for what carries the scent. This is the third installment at Gen Con. So bring your own 130 point Forsaken or play a pregen.