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Werewolf Adventure Logs

2nd Chronicle

 

Game 2 Game 3 Game 4 Game 5 Game 6a
Game 6b Game 7 Game 8 Game 9a Game 9b Game 10
Game 11a Game 11b Game 12 Game 13 Game 14 Game 15
Game 16 Game 17 Game 18 Game 19 Game 20 Game 21
Game 22 Game 22a Game 23 Game 24 Game 25 Game 26
Game 27 Game 28 Game 28a Game 29 Game 30a Game 30b
Game 30c Game 31 Game 32 Game 33 Game 33a Game 34
Game 35a Game 35b Game 36 Game 37 Game 38 Game 39

 

 

Game 2: " Prelude Part 2"

Game date:  6/12/02

Real date:  10/19/03

Moon phase: Waxing crescent

PCs: Tuc, Laurel

NPCs met: Dustin Bearclaw (kinfolk), various members of the Glass Hand Sept

Synopsis:  Tecumseh finds his Indian mentor is missing and probably dead; he follows the signs westward towards the mountains.  He’s picked up by two girls in a convertible, who later take him into the woods – not for romance as he expected but for a midnight snack. As they bare their fangs the world goes red.  He wakes in a campsite with some strange claw and bite marks.  The camper, Dustin Bearclaw, is twentyish but his eyes seem older; that and the flying squirrel on his shoulder makes Tuck wonder about the fellow.  He claims that Tuck is a werewolf and that he killed two vampires last night.  Tuck doesn’t buy it, but is further shocked when Dustin appears to summon a wolf, a woman and a giant fanged beast from thin air.  Dustin speaks to them respectfully, explaining the situation.  By the time Tuc is led to meet the sept, he has figured out the world has changed. Tsali rubs ash in his shoulder wound to insure a scar.  He also discovers that his “mentor,” Wind-In-The-Pines, is actually the spirit of the brother of his grandmother’s mother, and a Rank 3 Galliard.

Meanwhile,  Laurel is checking bait stations in the backcountry when she sees a wolf carrying three rabbits.  She follows it, coming to a relic stone fire tower.  Climbing it, she sees the wolf hide from a man, getting ready to pounce.  Then a merlin (an odd falcon to find here) spies her, cries out, and alerts the two, and they come towards Laurel.  She runs, but soon is brought to bay by several wolves and people.  They declare she’s not tainted, and before long they realize she’s a lost cub.  They take her into the foggy cove to meet the sept. Charlie will comment that their coming was foretold, and gives a brief rundown of the Garou and the Uktena in particular, including the Litany.   Laurel is skeptical, but finds herself wanting to believe.

 

Unanswered questions and loose ends: What will the new cubs do about their families?

Game 3: "Rite of Passage"

Game date:  7/15/02

Real date: 10/25/03

Moon phase: Waxing quarter

PCs: Tuc, Laurel

NPCs met: *

Synopsis:  Laurel sorts out her job without severing ties completely with the Park Service.

Nearly a month goes by; the cub’s lives consist of teaching stories and other lessons, drudge labor and little else.  For the most part, the sept members are polite but cool towards the newcomers – at least in comparison to the way they treat each other.  The youngsters do feel like outsiders.  They learn how to take care of communal fetishes, and that’s one of their weekly duties.  They learn the rudiments of the Garou tongue.

 

The council declares that the two new cubs are to go on a rite of passage together.  They are to follow the trail of an uktena to a fire, and to hold a sanctified crystal over it until it glows.  The elders all assist in the rituals.

First, the cubs are set apart from others, and fast for a night and a day.  As the sun sinks below the ridge, they are led to the brown lodge, to smudge with cedar and have glyphs written on their bodies with sanctified ash and pigments.  Afterwards, they walk to the cold stream and walk in, chanting.  When the markings have washed away, the two are led out and follow the elders across the Gauntlet.  They are given the crystal (a large quartz wrapped in doeskin), pointed westward and told to look for signs of uktena, but admonished to beware of looking directly at the spirit.

They travel through the Penumbra, eventually seeing marks on the ground as if a giant snake had passed by.  The trail becomes a moon path, and eventually the terrain around them becomes indistinct.  They follow for what seems like hours, nearly losing the moonglow several times.  At last the land sharpens about them as the sky grows light, becoming an open forest.  Before them is a gorge, 200 feet deep and 100 feet across.  The trail obviously reappears on the other side.  After a minute, one hears singing approaching from the other side.  The Ragabash can make out some of the words; it’s in Tsalagi – something about bones and livers and tasty children. Wisely, the cubs hide.

A man walks to the edge of the gorge.  He is Indian, but on closer examination his skin has an odd appearance, like sandstone.  His walking stick looks like stone.  He says a word and lays the stick across the gorge, and it lengthens and becomes a footbridge.  He crosses, picks up the walking stick, and walks down the trail. 

Soon after, they hear a whispered voice near their feet.  A hither-to unnoticed skeleton (in tattered buckskins) in the leaves asked them to pull out his pouch of tobacco and pipe, and light it and hold it to its mouth to smoke out the mice that nest in his ribs.  For this kindness, he offers advice; the stonecoat will kill them and eat their livers if it gets the chance, as it did to him.  He himself broke arrow after arrow on its skin. But he knows its weakness; he saw the opening between its shoulder blades.  The skeleton’s stone knife is nearby and will work well enough.

Eventually, the stoneskin returns and crossed the gorge.  In wolf form, they cross behind him and leap past before he can pick up the bridge.  Together they run along the uktena trail to the stone chimney.  Laurel manages to activate the crystal (holding her hand over the fire for long seconds until her skin blistered) with Tuc ready to catch it should she release the stone.  At last it glows. 

In wolf form, Laurel finds the stoneskin’s hut and lures him to the gorge.  He attacked her, but Tuck puts the knife on the soft spot and ordered the monster to let them cross.   Laurel goes first, but as Tuck follows, his prisoner lurches to the side and both fall to the bottom of the gorge.  By the time the werewolf regains his senses the stoneskin is gone.  Tuc climbs back up and after thanking the skeleton they return to the sept, to be welcomed as members of the tribe.  They are given Garou names: Tuck is Falls Far and  Laurel is Fire Hand.

They meet Walks-with Uktena and decide to form a pack.  They track Wild Turkey and offer to make a corn sacrifice every season, in addition to the ban  Turkey requests.  He accepts and becomes their totem.

Unanswered questions and loose ends: What was the crystal for?  What happened to the stoneskin?  The pack needs a name.

Game 4: "First Banes"

Game date:  7/21/02

Real date: 11/2/03

Moon phase: Waxing Gibbous

PCs: The New Pack

NPCs met: Mary Warner, Mike Jr., Rachel Carlock

Synopsis: Walks-With-Uktena, the leader of the new pack, asks the elders for a task.  They send the pack out on patrol.  On their travels near the edge of the Park, they find some old drums on the edge of an old logging road.  It has formed a toxic dump; bane-ridden area, sick spirits.   The principal Banes, which appear as 5’ grubs with 4’ tentacles issuing from a toothy mouth, are drawn to the physical and spiritual corruption present here. Falls Far can't get through the Gauntlet, and the other two have to face the Banes without him.  They succeed with only minor wounds; they return to berate the New Moon and look over the barrels, which are corroded and lack identifying marks.

 Downstream a couple of hundred yards is a trailer (off another road). The folks in the trailer are Mike Warner (works as a janitor at a lumber mill), his wife, Mary, and 10 year old son, Mike Jr.  Falls Far went to the cabin and brought the mother to the dump.  She was quite upset.  The got a jar from her, put sludge in it, tipped up the drums so they wouldn’t leak so much, and found the Kinfolk ranger, Carlock, who says she will look into it.

Back at the caern, Falls Far is assigned to practice meditation to improve his Gnosis.  Walks With Uktena asks Nancy to teach her Wyrm Lore.  Mary agrees to teach Fire Hand the Rite of Cleansing in exchange for her toting firewood all week, for moot and sacred fire.

Unanswered questions and loose ends: Who dumped the toxic waste?

Game 5: "Coming of the War Moon"

Game date: 8/2/02

Real date:  11/15/03

Moon phase: Waning quarter (New on 8th)

PCs: New Pack

NPCs met: War Moon Pack

Synopsis: A couple of weeks pass, and teaching goes on steadily.  The young pack is encouraged to go on two- to three-day jaunts around the territory.  It is on one such hike, a day’s walk west, when one perceptive werewolf hears a distant, faint howl: it sounds like a desperate rallying cry.  On the next ridge, there is an area where the several trees have been knocked over, their bases splintered.  The ground is ripped and spattered with blood.  A human body, torn into pieces, lies scattered about [Stares-Down-The-Gator]. An Indian man [Mist Eye] lies with his belly ripped open.  He slowly, dazedly reels in 10 feet of intestine.  He will mutter something about the “Souleater. . . must hurry. . . must catch it. . .”  Fire Hand heals the worst wound; Mist Eye picks up his Spirit Spear, points to the Fang Dagger laying in a dismembered hand and shouts that they must go to the spirit world before it is too late.

When the pack enters the Umbra, they have a horrid sight before them. Thirty yards away, there is an 8 foot high creature, looking not unlike the queen in Aliens, with two tails and numerous legs.  Its chitinous hide is ripped in places, oozing black ichor.  Around it are several Crinos and Hispo, dodging its claws and whipping tails.  One warrior is hit a solid blow by a tail and flies backwards, stunned.  The largest Crinos roars and runs forward, slashing madly in a frenzy.  He connects several times, doing minimal damage, and then the monster impales him through the gut.  Picking him up in two taloned hands, the beast bites him in the chest, tearing out his heart and lungs.  The pack can almost see his spirit flow into the Bane; immediately, several wounds on its horrible body close.

Its pretty clear that the pack is in a bad way.  Several are badly wounded, and clumsy dodging betrays fatigue.  A weasel bounds back and forth, nipping at the Bane and then darting away.  Fire Hand goes to heal the wounded while the other two lend their strength to the attack. Just before the beast kills the newcomers, a spearpoint  appears out of thin air and drives into the beast.  With the last of their flagging strength, all the fighters pile on. Falls Far drives the Fang Dagger deep, and the Bane falls. The Theurge, Mist Eye, appears and offers to do what must be done.  He rips into the foul body, and after a minute he pulls out what appears to be a glowing heart.  Mist Eye crushes it in his jaws.  Looking vaguely ill, he sets about healing people.  Rises Red introduces himself and questions the new pack – is there a caern nearby? He asks that they find food for the pack, since they know the land.  Mist Eye takes a necklace from the dead alpha, and all in the pack grow still, waiting.  Red Rises and Runs-to-Ground look to each other, and everyone else looks to them.  Finally, Runs looks away.  Mist Eye walks up to Red and puts the necklace on him: bone and leather choaker, with a weasel skull in the center.  Red Rises is now alpha.

While waiting, the Theurge cuts out a rib of the dead alpha (Spirit Scalp).  Though stoic, they look devastated at the loss of these spirits.  They carefully bury the three dead Garou (as much as they can find, anyway) and camouflage the spot.  A hundred yards away, they claw glyphs into the trees, representing Spirit Scalp (Ahroun), Stares-Down-The-Gator (Theurge),  and Seeks-The-Deep (Philodox). 

One of the War Moon explains that the monster was one of the foul breed of Banes called a Soul Eater, for it consumed the essence of spirits and living things. It was not one of the Great Banes, but in its time it was powerful enough so that discretion became the better part of valor. A Bane Tender died unnoticed, and a bound Bane was loosed. It slew a pack of Garou in the beginning, taking their power and growing strong.  Then it traveled in a straight line, from  Arkansas towards the  North Carolina. Another pack harried it for several days, until they finally bayed it.  But it was too strong and they died.  The War Moon pack found the last survivor, who told the story and handed them her spirit spear before joining her pack in death.  So the War Moon pack took up the hunt, following relentlessly for two days.  Battle began hours before the young Garou stumbled onto it – a hit-and-run attack at first but more desperate and determined as the pack took wounds. In all, fourteen Garou died to kill the Bane – The reason the monster was bound in the first place.

Once strong enough to move, the War Moon follows the new pack back to the sept; Walks With Uktena sends word ahead.  During the journey, the War Moon pack takes cover as a small plane flies overhead.  As the engine’s drone fades, Rises Red hears ravens and relaxes.  He tells Walks that the foe can come in many guises. 

As it happens, the Elders have heard of the War Moon pack, and welcome them for as long as they care to stay.  A few days later, the War Moon pack is permitted to howl for the departed.  They howl of deeds done and renown won. It is particularly painful because the souls are not being sent on; they are gone, destroyed forever. 

Three days later, word circulates that the pack wishes to stay with the sept for an indefinite period of time.

 

Unanswered questions and loose ends: Where was the Soul Eater going? What enemies was the War Moon alpha warning against?  What will Spirit Scalp’s rib be used for?   

Game 6a: "Unquiet Dead"

Game date:  8/7/02

Real date: 11/15/03

Moon phase: Waning Crescent (New on 10th)

PCs: New Pack

NPCs met: Elton Kemper, Bob Clark

Synopsis: Falls Far wakes; he hears a voice raised in song.  Outside, Wind in the Pines is singing in the light drizzle. He says that he has met the spirit of Red Bear, an old medicine man who is quite irate.  His bones and his sacred equipment have been dug up. Wind reveals the location and wants Falls Far to do something about it so he can have some peace (Wind as well as Red Bear).

The pack finds the place, which is on the other side of the river.  The 200 acre tract is currently owned by Indian Valley Development Corp., and is being surveyed and prepped for 2-5 acre home lots.

They find six empty, hidden graves.  Fire Hand is checking the Umbra when the owner, Elton Kemper, and a flunkie, Bob Clark, show up.  Kemper tells Bob to call the sheriff and sneers at Walks’ tirade about bringing in the BIA in response for “digging up our ancestors.”  Fire Hand returns and gets rather angry at the developer’s rude comments.  Kemper lays hands on Walks when she gets the cell phone out, and nearly gets beaten.  Then Fire Hand goes behind a thicket and returns as a wolf.  Bob runs back to the Range Rover and Falls Far trips the retreating Kemper.  The wolf snarls on his chest until he tells them where the bones went – Ernest Carper takes and sells artifacts of questionable legality.  Unfortunately, Kemper had written down their borrowed vehicle’s tag number, so they ditched Bill Riley’s truck (he could then claim it was stolen). 

Charley gets the other Kinfolk to buy a used truck for the pack, to save trouble in the future.  The pack goes to  Knoxville and checked out the museum.  After dark they enter the Umbra to enter the Museum, and look around until they found the bundles.  The New Moon takes a canvas bag of bone-bundles and leaves in Glabro through the emergency exit (the poor alarm spirit being splatted by the Theurge a moment before).  They rendezvoused later and drove back to the subdivision site, where they replaced the bodies and put the graves back more or less in their original condition.  On the way out they got two flat tires (With his own foot Falls Far found the metal spike that did the damage).  They walk to town and in the morning get replacements, then drive back to the caern.  Later, Fire Hand bargains with the totem spirit to learn Sense Wyrm.  The pack carves booger masks, Umbrally enters Kemper’s house and scares him silly (Three tall naked painted figures with masks, surrounding him and warning that he will suffer if he disturbs the ancestors again. . . and then fading from view).

Unanswered questions and loose ends: Who spiked the road?  Is Carper selling artifacts regularly, and to whom?  What will be the repercussions of the encounters with Kemper?

Game 6b: "Moot"

Game date:  8/24/02

Real date: 11/15/03

Moon phase: Full

PCs: Walks-With-Uktena, Falls-Far, Fire Hand

NPCs met: None

Synopsis:  

        Preliminaries

The pack is asked to help tote wood and do a sweep of the bawn.  The sky has few clouds, and the sunset is dazzling.  After it sinks below the mountains, Nightsong howls a summons.

        Opening Howl

All gather in a circle around the bonfire.  The night is cool, clear and still, and most are in lupus or jacketed Glabro.   

Nightsong begins to howl, walking in a slow circle; as she passes each septmate, that Garou adds his own voice.  The Uktena’s cries modulate in an eerie undulation, with occasional sharp cries from the females.  Ghostfire’s call is low and steady.  Those who notice such things catch glimpses of movement just outside the firelight, as spirits gather.

        Inner Sky

Eyes-Across-the-Water begins softly drumming, a steady beat.

As the echoes of the howl die away, Ghostfire stands before the fire, invoking the spirits of the caern to guide and support and make known their will and Gaia’s will.  He thanks them for their aid.  It is a very reverent ceremony, and all give their devotion.  He mentions especially Weasel (in deference to the visitors), Uktena, Wild Turkey, Merlin and Fog.  At the mention of Uktena, Tsali rises and does an undulating dance with his hands like horns, while the pack howls low and quiet.  Walks-With-Uktena struts while her pack howls in fast, descending cries.  Carried-the-Day, arms extended, makes swooping motions, her eyes sharply focused on the ground, while her pack cries klee-klee-klee. Of the newcomers, Rises Red will rapidly dance back and forth, striking the air with his hands while the pack barks rapid and sharp.  Charlie will move in an odd swaying way, quietly shifting and flowing about his pack as the members whisper more than howl.  Finally, Fog the caern totem is brought up, and all solemnly howl, giving their devotion to the caern.

        Cracking the Bone

The sept gets down to business.  Rites of Accomplishment are held for the members of the young pack.  After they are done, most of the War Moon gets one as well for their deeds against the Soul Eater.  Once these are done and no one steps up, Reggie asks that the War Moon pack circle the bawn.  After they leave, he brings up the idea of offering membership to the new pack.  He has spoken with Rises Red and he wishes for his pack to stay indefinitely if that is agreeable.

Mary says new cabins must be built, and they will have to range farther for game.  Reggie is happy with the idea; though not an old pack they are not unknown to him. The more protection the better.  Ghostfire says that the extra strength is good, but that the caern is devoted to stealth, not open battle.  They will have to be careful not to compromise the safety of the caern with their actions.  Unless any other speak against the War Moon, Charlie will decide they can stay.  Charlie asks for any other business.  After a while, the new members come and are told of the council’s decision.

        Stories and Songs

Wind-in-the-Spruce sings a song about a Garou named Clubclaw who held a Bane down until the Crescent Moons could bind them both; sacrificing himself to save the sept. 

Charlie speaks a tale given to him by his great grandfather, of the Eagle Seekers Pack that discovered the caern four hundred years ago, abandoned when the Croatan sacrificed themselves to banish Eater-of-Souls from the physical world.

        The Revel

Charlie’s tale stirs the blood, and the following song whips excitement to a fever pitch.  Howls and chants; werewolves begin to dance around the fire as Mary beats a drum.  Finally, when the energy is at it’s peak, Tsali changes to wolf form and bounds out of the circle, followed by the other Garou.  They race into the spirit world and find the scent of an Engling.  After a glorious chase, they bring it down and all consume it – after giving thanks – and regain all their Gnosis. They return, exhausted in body but invigorated in spirit. Reggie asks the PC pack to patrol the road for a few hours before turning in.

Unanswered questions and loose ends:  

Game 7: "Stepped a Stately Raven"

Game date:  8/26/02

Real date:  12/28/03

Moon phase: Waning Gibbous

PCs: Walks-With-Uktena, Falls-Far, Fire Hand

NPCs met: Donna Delmont

Synopsis:  The day after the moot, the “new” pack is asked to take guard duty for a few days while the War Moon Pack is “oriented” and adjust to the new sept.  A new log cabin is built for them.    Nancy  continues to speak with Walks-With-Uktena about dark secrets. The rest of the pack arrive when one lesson is finishing up.    Nancy tells them that Grandfather Serpent sometimes changes people and animals, giving them scales or tentacles or foul powers.  “Usually, the only thing that can be done to these creatures is to kill them – but be warned, the corrupt spirit will flee the body; it must be killed and its heart destroyed to truly dead.  Not all monsters are Wyrm-tainted, however, for each of the Triat takes some into their own.  Many, such as Stoneskins or the Spear-Fingers, were mostly likely created by Grandmother Smoke.  Others, it is hard to tell.  The Raven-Mockers are an example: they are witches that sometimes dress like giant ravens and steal life from the sick and eat their hearts. I have never met one; they were killed off long ago.  It is likely they were tainted witches that were not possessed by any spirits, but it is possible the legends were confused.  Regardless, most of the monsters in the old legends were carnivorous and found humans a delicacy.  Often, they only at a certain part, such as the liver or the heart.  Spear-Fingers could take the liver without leaving a visible hole, leaving the victim to sicken and die in hours or days depending on how much of the liver was removed.  Such monsters have a secret way they can be killed, and you have already seen with the Stoneskin.” 

By the 26th (Monday), the pack is relieved, and can go off to  Knoxville.  They go to the opening of an exhibition at the McClung Museum.  Apart from identifying Ernest Carper and taking note of a plainclothes state police detective, they discover nothing of interest.  Outside, Falls Far notes a goth-looking bicycle courier riding around the museum.  Walks-With-Uktena thinks that Carper just buzzes with magical energy, but isn't clear about specifics.  Fire Hand tries to pierce the Gauntlet and only manages to shatter the bathroom mirror.  They head out to their previous hiding place near the Ag Campus moat.  There they smell death, cooked flesh and a lingering Wyrm Taint.  They deduce that the body they find was burned all along the front but not her back; she escaped, staggered to cover, and then died of shock and blood loss.  She lost an eye post-mortem.  They follow the trail of a second person and then hear a cry.  Crossing the tracks, they find a newly dead man with a silenced pistol; his eye had been smashed and his throat neatly slit.  Moments later, they hear someone begging for mercy.  In an old warehouse, they see a man in a trench coat pleading with a raven-featured humanoid.  With a cry of "Raven-mocker!" they attack the monster, which changes into a raven and flutters in the rafters before vanishing.  Falls-Far tries to calm the babbling man, first with words, then with a couple of slaps.  The man (Alan Bozeman) looks up with glowing eyes, then bursts into blistering flame.  Falls is badly burned, and he and Walks-With-Uktena tussle with Bozeman, dodging back when he flames up and then attacking as he cools down.  He dies quickly.  Meanwhile, Fire-Hand gets stuck in the Gauntlet, until she's pulled out by the raven monster.  She questions it but gets unsatisfactory answers. Then she sees a momentary silhouette, from which a octopoid Lust Bane detaches itself.  Fire-Hand attacks it, and after getting burned she slays it.  Wisely, she eats its heart, destroying the Bane forever.  

The pack escapes to the hiding place and then load up in the truck.  Leaving, they meet the goth-looking chick Falls saw earlier.  They learn of the existence of Corax, and more than that, they learn that she knows about their super-secret Stealth caern. Donna says they'll meet again and heads off.  The pack heads for home to tell the elders what transpired.

Unanswered questions and loose ends:  What is Carper's true nature-- whom does he serve and what does he really know?  Who are the Corax and how does this young one know about the caern? And will the pack ever come up with a name?

Game 8 "Trip to the  Classic City "

Game date: 9/4/02

Real date:  1/4/04

Moon phase: Waning Crescent (New on Sept. 7th)

PCs: Walks-With-Uktena, Falls-Far, Fire Hand

NPCs met: Elaine Edwards, David Rainmaker, Randy Black Coat, Mary Stancel

Synopsis:  

A few days have passed since the last excursion.  The pack has been busy with duties around the caern, but the last day or so has been fairly slack.  Walks learns some fighting moves from Rises Red, Fire Hand reads some occult books from Nancy, and Falls Far finally achieves a certain level of enlightenment. Then Nancy "Holds-Back-The-Shadows" approaches Walks-With-Uktena and asks her pack to collect some books for her, volumes in the protected Rare Books section of the library at the University of Georgia.  They can contact David Rainmaker for information if they wish, but the books must disappear without being detected.  They are given a jar with what appears to be mist swirling within; this is to be given as a gift to Rainmaker.  They may also utilize the power of the Caern. They must rise at  midnight and purify themselves, then move with utmost stealth to the pool at the caern’s heart, then whisper a secret onto the water’s surface.  Then they wait.   The sky lightens and the fog seems to swirl around them.  Suddenly,  Nancy appears at the top of the falls, and fog wraps around her like a cocoon.  After a few moments, the fog dissipates to normal, and  Nancy is gone.  She appears amidst the pack, and fog flows from her mouth and ears and seems to sink into the skin of the packmembers.  She warns that Fog’s blessing will be withdrawn at dawn tomorrow.

Volumes: 

Lost Protocols of the Cherokee vol. 2 and 3 (written in prototypic Cherokee, dated around 1818).  Two unnamed medicine men copied down some of their rituals and sacred formulas.  The original preface indicates the men had a dream that those who kept the sacred lore of the tribe would be lost, and so they committed their knowledge to paper in the hopes that one day the survivors would learn the old ways again. The compiler’s (Johnathan Laine) forward, dated 1925, states that the papers were found in a jar at the back of a cave near Etowah.  90 pages of manuscript were divided by apparent author into two volumes; the manuscripts are incomplete.  The Protocols arrived at the library a week ago through an estate donation and haven’t been made public yet, pending final cataloging. 

A Religious Practices in Tribal Remnants of Southeastern United States, written in 1890 by E.H. Howell.  Details some rather intense rituals, including blood sacrifice, conducted by remnant bands of Cherokee and other Southeastern tribes, as supposedly witnessed by the author.

  Athens

They drive to  Athens and call Rainmaker’s home near Memorial Park.  His wife tells them to wait, and after a few minutes Elaine Edwards (A Black Fury Half-Moon) arrives. They go to lunch at the Bluebird Café and then go Rainmaker’s home.  They also meet Randy Black Coat, an Uktena Ragabash who is staying at the house. He asks the pack for a lift to their caern, so he can meet more of his kin and maybe speak with the totem. Fire Hand tries to eavesdrop on Black Coat, but the latter hears her coming and warns her against it.

When he arrives, Rainmaker is friendly enough and will tell them what little he knows about the rare books section.  The place has a lot of electronic security.  If the books have been catalogued, they will either be in the vault or more likely the rare book section.  If they haven’t, they will be nearby in the offices.  Rainmaker asks that the books be brought by the house first so he can look over them for a couple of hours.  They give him the gift from the sept, and he immediately gives it to Black Coat, saying that Circles-the-Dying-Bane (whom he later says is a Bane Tender) will appreciate it.

  Library

After experimenting with a bank security system (or rather the spirit of such in the Umbra), they scope out the Rare Books section on the fourth floor of the main library, seeing odd spirits that make Fire Hands apathetic.  They arrive again in the Umbra after closing.  Electricity spirits abound, as well as spiders and informational geomids of all kinds. They use Gnosis to bribe a security spirit into closing its eyes for twenty minutes, and start searching the office.  In no time they lay hands upon the two uncatalogued volumes. After performing the Rite of Talisman Dedication on them (plus one randomly selected book from the box), they retreat across the Gauntlet and back to the house.  They find a note on the door that says, in Cherokee, “Key is behind the third shrub from the right.  Under no circumstances touch any other key-box.  Front bedroom is yours.  If the cops are after you go away now.  Leave books on coffee table.  Be quiet; I don’t intend to wake up until 8”

  Afterwards

Mary Stancel, Rainmaker’s wife (and a member of Clarke Co Board of Education) is making frybread and coffee when the pack finally wakes up.  Rainmaker skims through the books for about four hours in his study, and then hands them over.  He says to send the elders his regards.  Black Coat carries only a satchel and a bedroll, and is content to ride in the bed of the truck.   Nancy is happy to get the books, and the other elders listen to the story with interest. Afterwards, Walks spends a few days teaching Talisman Dedication to the other two, and then Fire Hand goes to visit her mother.

Unanswered questions and loose ends:  Why are Garou hanging out in  Athens if there is no caern? What was the gift to Rainmaker? Is there a Bane bound in the Athens Area?  What were the strange spirits on the 4th floor of the library? What is the story behind the borrowed books? 

Game 9a: "Sandy's Choice"

Game date:  9/8/02

Real date:  1/10/04

Moon phase: Waxing Crescent (New on 7th)

PCs: New Pack

NPCs met: Sandy Kirkland, Andy Boyd, Clayton Green

Synopsis:  

    Backfill 

After returning from  Athens ,   Laurel  went to see her mother.  Her stepdad was as crass as ever, going so far as to proposition her. When her mom gets home from the store, Andy berates her for being late with supper.  He goes to hit her but   Laurel steps in the way and kicks him to the ground.  She takes her mom to a diner and eventually tells her about Andy’s advances.    Sandy’s inner Mother Hen starts to rear its head, but she isn’t quite ready for a confrontation yet, and makes  Laurel  take her home.  Before getting out of the car,  Sandy gives  Laurel a beautiful arrowhead on a silver (alloy/plate) chain.  Laurel  writes Elaine Balance-of-Truth Edwards a letter asking for help.

At the Caern 

  A couple of evenings later (Sunday 8th), Black Coat spends a couple of hours talking with the pack about the spirit world.  He seems to like Falls Far's interest in spirits, but is more concerned with lessons than in providing Umbral anecdotes.  He strikes them as a veteran after a very difficult tour: alert to danger, but numbed and weary.  Black Coat talks with each of the packmembers, asking about their First Change, what they think about being werewolves, and so forth.  He tells Erishka some tantalizing hints about the caern’s past.  There are rumors that some great Wyrm fetish is hidden at the caern. He says that the Uktena took it after the Croatan left.  During the 20th century, Black Spirals captured it but were unable to corrupt the totem spirit or find whatever they were looking for (the fetish?).  The Uktena took it back but were weak; then some Shadow Lords stepped in to help.  In time, they were all that were left.  Just a few years ago, Black Spirals slaughtered the sept, except for three Cliath and one other who were away at the time; that other was Ghost Fire, now the only surviving member of the previous membership.  Erishka goes to Ghost Fire to offer her help in finding how the Spirals managed to penetrate the Stealth Caern’s defenses twice.  She is met with a cold rebuff. 

In the afternoon the Red Chief (Warder) sends the pack for guard duty.  Falls Far has a vision: 

 You are sent to watch from the tower on the ridge, while the others take up other stations. It is a long, uneventful afternoon. Apart from some wildlife and a werewolf patrol, nothing happens by.  You catch yourself talking with Wind-in-the-Pines, though you realize you must have been dozing in the warm sun.  Time passes, and suddenly you realize the tower is rising skyward.  You see below you to the north, south and east, the entire eastern seaboard.; westward, the  Midwest to the Mississippi . Below are the ancient, green-mantled mountains.  Then you spy a great black wave roaring across the ocean, and another smashing across the Great River.  The black waters shimmer with an sickly opalesque sheen as if coated with oil.  The eastern wave pours over the shore without slowing; all the great cities are washed away like sandcastles in the rising tide.  You hear distant screams of millions. You realize that, after hitting a city, the waves progress faster, growing stronger as they consume.  Clambering up the sides of the mountains, you see tiny figures – Garou, and others.  Then the waves hit the mountains, breaking upon the rocks like the sea upon a seawall.  The foul waters come to rest, and the only the hills stand above the surface, a chain of ancient islands.  You see the water teaming with corrupted life, as once-human creatures claw at each other and the sky.  Then on the water’s edge, you see Gaia’s chosen clawing at the viscous black liquid.  Slowly, very slowly, it draws back before their claws.

You jerk awake.  The sun touches the horizon.  You barely have time to collect your wits before Sings-Through-The-Pain appears far down the ridge, coming to relieve you.

   He goes to Nancy, who says to keep it under his hat while she considers the vision.

  Elaine’s letter arrives on Tuesday the 10th.  She shows up on the evening of the next day.  They settle her in and discuss the situation.  The next day, they plan out what they are going to do about  Sandy .  Elaine counsels her that she may not wish to go when it comes down to it, and that they can’t force her to leave.  When Laurel calls in the afternoon, however, she’s ready, and so they hit the road. As they leave, Erishka notices that Black Coat has been spying on them while they talked.

  They arrive at  Sandy ’s house, pack up the truck and head off without a hitch.   Sandy is between excitement, relief and anxiety.  Laurel heals her cracked collarbone and ribs (from a prior beating) with some “Indian liniment”. They assure her that all will be well, and put her up at Charlie’s house.  Within a couple of days, a lawyer (Clayton Green, a contact of Elaine) comes to talk to her, and soon after that, Andy signs the papers without contest [Unbeknownst to the pack, Black Coat found his way to the house and waited for the husband.  He confronted Andy and advise him to let go of the woman completely, punctuating his comments with fist and foot. He also used the Trickster Beacon on Andy, just to make his life difficult.  After some persuasion, he agreed to a divorce or whatever else she wants.  Andy will likely have a short memory, but he can be reminded again at need. The pack does not find this out until later].  Elaine performs the rite Soothe the Scar on Sandy, who doesn’t normally cotton to this “New Age business” but was definitely better for the experience.

  Revelation

Laurel confronts Black Coat, asking if she is his daughter.  He says he is, and she’s beside herself for being left before she was born.  She finally demands that he tell  Sandy that it wasn’t her fault he left.

Unanswered questions and loose ends:  Why does it seem like so many people know about this caern of Stealth?  Are the rumors of a Wyrm fetish true? Why were the Moor Hunters in Uktena territory when there are several Fianna septs to the north? Will Sandy be ready to learn about world of werewolves, and when?  Is Andy out of the picture for good? 

Game 9b: "A Vision of Mist"

Game date:  9/17/02

Real date: 1/10/04

Moon phase: Waxing Gibbous (Half moon on 13th) 

PCs: Mistwatcher  Pack

NPCs met: 

Synopsis: In the morning, Falls Far and his pack are called to a hearing before the elders.  They wish to hear of his vision.  After doing so, and asking a few questions, they thank him and let him depart.  Some time later, they howl for his pack.  Charlie says that similar visions have been seen before.  The pack should go on a quest into the spirit world to seek a deeper understanding of the vision. 

  And so after preparations (purifying rituals and such) they set out after sundown.

  The Journey

The spirit world is more – vision is more vibrant, smells are stronger, all that is good is better. After a while, a trail becomes a Moon Path of silvery motes, and the woods fade away into fog.  

  As they walk, they are accosted by five strange spirits, much like strings of colored light.  They seem playful but harmless.  Suddenly, one is grabbed by what looks like a 2’ centipede with a talon on each foot.  It flies without wings, and wraps around the string until it pales and vanishes.  Three more appear, but the other strings evade them and head out.  The hungry Banes will attack the pack.  The talons inject a numbing poison, but no one gets a full dose.  One latches on to Fire Hand’s face and she claws her eye out trying to kill it (it will get better in a few days).  The lone surviving Bane flees into the Umbra.

  Eventually, the path rises, and features of wooded mountains (much like the Appalachians) appear in the semi-darkness.  They continue to rise for quite a while until reaching the rocky ridgeline.  From the bald head of the top, the pack sees deep green forest tumbling down the rocky flanks.  And at the base on either side, a strange, dark gray mist roils.  Occasionally the pack sees flashes of white and orange light within, like lightning deep in a cloud.  The still morning air carries to their ears distant evil sounds: moans, roars, screeches, maniacal cackles. The sky lightens but the malevolent fog grows no more distinct.

  “What do you see?” asks a deep rumbling voice. They see an 8 foot, sasquatch-like figure standing behind them.  He explains that the mist waits to cover all the world, but it must not.  Occasionally it creeps a tendril towards the coves, but it is beaten back.  The coming darkness will be far darker if the mountains are lost.  Apart from answering basic questions, he will say nothing more.  He does not give his name, but only says he is one of those the Garou killed in their arrogance.  Now he watches the mist, for that is all he can do.  But others must guard against the evils which seek to claim the world.  You must watch for the mists, and act as I cannot.”  Then the sun breaks into the sky, and the figure vanishes.  Walks thinks the creature may be a Gurahl, which she was told about.

  They have the day to think.  The ridge is about three miles long before it dips down on either direction.  The moon paths are gone until nightfall.  Walks and Falls attempt to enter the fog but leave when they feel themselves drowning in it.  So they rest until nightfall brings the moon path back.  The elders give them a hearing upon their return; their consensus is that the preservation of the mountains will be critical in the upcoming Apocalypse. Walks-With-Uktena announces that in light of the vision they will call themselves the Mist Watcher Pack. 

  Laurel learns Master of Fire from a flame spirit in return for keeping a bonfire for three days.

  Unanswered questions and loose ends:  What kind of creature did they meet on the mountain? Why is the Ragabash having visions?

Game 10: Dark Sarcasm in the Classroom 

Game Date:    9/18/02

Game Played:  1/31/04

Moon Phase: Full/Waning Gibbous (Full on the 20th)  

Characters: Mist Watcher Pack

NPCs Met: Janet Patrick and Redd Payne (both Fomori), Linda Gilchrist (English Teacher), several students.

Synopsis: Fire Hand apologizes to Black Coat for misjudging him, and they mend their fences.  Falls-Far volunteers for extra guard duty so he can practice being stealthy.  

  The pack goes on patrol along the Appalachian Trail .  Upon returning, they hear a mournful howl, full of grief.  It is Ghostfire, and they realize that his Kinfolk, the wolf called Sister, has died.  The howl is joined by the other members of the sept, mingling to share grief and give support.

  Moot – Thursday 20th

  The moot is held as usual.  The pack undergoes Rites of Accomplishment, performed by Ghostfire for Walks-With-Uktena, Black Coat for Fire-Hand, and Fionulla for Falls-Far.  Sneers-at-Death declares that Rises-Red is Wyrmfoe for the sept.  When it comes time for Stories, Nightsong (in Homid) rises, and sings a beautiful, heartbreaking ballad about the loss of a love.  Only the stoniest heart can be unmoved.  Next, Storm Voice tells the story of how Magena Klaivetaker’s mother hid her child when Mockeries in police uniforms came looking for her, though it nearly cost her own life.

The next day, Falls-Far respectfully demands that Rises Red acknowledge him as a Fostern.  Rises will look at him a moment, considering, and then say, “You should not address me bare-headed.  Put on a bandanna. Not just any bandanna – I want you to be wearing Sleeps Awake’s bandanna.”  Falls ponders this for some days.

Suicide ­– Saturday 28th

  The pack is on a long patrol. Some miles along the park border, they smell something dead. They find a woman lying against a tree in a small clearing beside a stream, some 50 yards from the road. Her car, a 1997 Camry, sits at the roadside pullout.  Her wallet and purse are in the car, which is unlocked. She is in jeans and a blouse.  Nearby is a large, empty water bottle, a tipped over, half-full wine bottle, and a prescription bottle of valium, dated two weeks ago. She’s been here a day or two. There is faint Wyrm-taint about her.  The wallet reveals her as Maggie Sutton, a teacher in Swain Co. High’s Social Studies department.  Walks alerts the Kinfolk ranger, and after hiding their tracks the pack goes back to the sept.  After conferring with the White Chief, they go to Sutton’s house.  They find an E-mail from a colleague indicating she did something that would anger the principal.  Also among her things is a manual outlining the authoritarian program of teaching the principal has instituted – rote memorization and strict discipline is encouraged, while self-initiative and critical thought is discouraged.

The next Monday the pack, dressed as students, go to school, carrying some forged class schedules.  They sit in Sutton’s old homeroom, meeting Coach Payne, the teacher who looks and acts like a drill sergeant.  Three students look disturbed by the suicide, but the rest could care less.  Fire Hand senses Wyrm taint but can’t pinpoint it because of an underlying pervasiveness to the spiritual stench. Next class is English with Linda Gilchrist, the one who emailed Sutton the day before she died.  After class, Gilchrist demands to know who they are.  They carefully intimate they are working undercover for some authority.  She sends them to hide in a store room and questions them later when things are quiet.  Later, they go to lunch and talk with the smart kids who liked Sutton.  They are plainly afraid of Principal Patrick.  Walks-With-Uktena finally declares “the bitch needs to die” and walks out.  Back in the storeroom, they cross the Gauntlet, and are for a shock: the place is crawling with Banes.  An Angst-Bane makes the girls feel worthless and doubtful, but they get their confidence back slugging it out with an Anger-Bane.  More investigation shows that Principal Patrick is actually a Fomori.  They return to the caern to report.  The leaders decide that Mist Watchers and War Moon should go together to the school. The pack calls Gilchrist again for final info on Patrick, and warn her she should go home early tomorrow. 

Tuesday 1st

On Tuesday evening, the two packs arrive at the school’s Penumbra.  The War Moon charges in to fight bookoodles of Banes while Mist Watchers are given the honor of taking care of Patrick.  They decide not to use claws so as to leave no Veil-breaching evidence. They spot her misty Umbral shadow heading to her Lincoln, but she’s followed by another form.  Falls-Far, hiding in the physical world, goes to attack Patrick while Walks steps through the Gauntlet to savage the second Fomori, Coach Payne.  Patrick goes down but Payne puts up a serious fight. Walks is knocked down, and as Falls leaps to her defense, Patrick shoots at him with a snub-nosed revolver.  Fire-Hand arrives and between the three of them the Fomori are killed.  They rush through the Gauntlet again; Walks chases down the Bane that possessed the principal, nearly killing it before it disappeared to reform elsewhere.  The others fight the Aggression Bane; nearly dead, it bites Falls-Far savagely on the upper back, incapacitating him.  The Bane is left open for Fire-Hand’s killing blow; she partially heals Falls, and the Bane’s heart is eaten.  The pack puts the bodies in the Lincoln and drive them to a convenient cliff.  They place Payne’s corpse in the driver’s seat of the Lincoln, and Patrick next to him in a compromising position, and let the car drive over the edge.  Rendezvousing with the War Moon (who are battered but happy) all return to the caern for debriefing.  They conclude that  Patrick was using the school as a Bane nursery.

  Unanswered questions and loose ends:  Will school life improve now that the evil principal is dead? 

Game 11a: "A Favor for Turkey"

Game date:  10/4/02

Real date:  2/28/04

Moon phase: New (new on 6th)

PCs: Mist Watcher Pack

NPCs met: Rick (deceased), two unnamed monkeywrenchers.

Synopsis: Falls-Far achieves Fostern rank, and a monkeywrenching mission gets complicated.

 Falls-Far

Falls Far decides to practice his stealth by shadowing other members of the sept.  He follows Ghostfire to a late night rendezvous with a shadowy spirit, and gets caught.  Ghostfire berates him, but says that if he’d been a Shadow Lord Cliath his punishment would be harsh indeed for having been caught spying, but as it was he was merely an Uktena Cliath. Yet he drives home the lesson by unleashing the heat of his anger, leaving the Ragabash shaken and chilled.

  On the 5th, he learns the spirit language from his spirit mentor Wind-in-the-Pines, in return for the promise of a few smokes in his honor.

  On the 6th, Falls-Far speaks to a sleep spirit (occasionally nodding off during the conversation), convincing it to help him with his challenge, in exchange for a full day’s sleep.  The next afternoon, Falls-Far waits until Sleeps-Awake nods off, then takes his bandana and leaves a squirrel (which he didn’t thank)  as a gift.  At the assembly area and before half the sept, he confronts Rises-Red wearing the bandanna, and is recognized as a Fostern.  The bandanna later finds it way to the top of a pole.  Sleeps-Awake feigns ignorance and seems in good spirits, especially after marking Falls-Far with a Trickster Beacon, causing all sorts of minor spiritual difficulties.  

  He later sleeps for a day and a half, waking up on the roof of the cabin.  After enduring more spiritual pranks, the Beacon ends by the end of the 9th.  

 Sandy

  Sandy asks Laurel over to Mary Hicks’ for lunch on Sunday the 6th.  She’s been helping Mary around the house and watching after the kids (Hanna and Tate) to earn her keep, and she likes Charlie’s wife a lot.  Mary does have some “peculiar Indian rituals”, like praying to the Great Mother before meals. She’s not sure what to think, because it’s not exactly Christian, but she thinks they’re really nice folks. Before he left the caern (around the 1st of the month), Black Coat had a talk with  Sandy.  He explained things to her (or as much as he could without telling her about werewolves).  She has mostly forgiven him, and has more hope for life than she has in years. She currently thinks that the sept is composed of a group of Indian spiritualists, and is concerned they are ecoterrorists.  

After some small talk,  Sandy points to the newspaper, at an article about some equipment at a housing development being damaged, and asks if that was Laurel and her friends. Laurel denies it, sticking with Black Coat’s story about Indian traditionalists.  Later, Laurel approaches Storm Voice, who says he’ll be happy to tell  Sandy more about his Kinfolk’s spiritualism.

 Turkey

The pack wishes  Turkey to spread his patronage so that all members can share his gifts at once.  Fire Hand uses the wingbone call and some corn to entice him to the shrine early on the morning of the 10th.  He struts up proudly, rattling the branches with his thundering gobble.  When asked for his favor, he says they must perform a task for him.  There is some turkey land nearby that it to going to be destroyed.  They must save it: A farm near where the robins lived.

  After some research, they discover a farm near Robbinsville that is being logged and put up on the market.    The former owner, Jesse Waldroup, has died, and the son, John, lives in  Asheville.  Falls-Far and Fire-Hand drive by the place and see the logging crew working on the pines.  The pack reconvenes and decides to dismantle some machinery.  So on the night of the 11th, the park in Robbinsville and hike to the farm, There they discover a monkeywrencher putting metal pins in trees and another one sugaring the gas and spiking the oil.  The latter seems surprised and suspicious, but advises the strangers on their technique. The packmates call their group the Indians and use nicknames like Pocahantas and are very vague on their history and operations. Then they notice some bags and cans strapped underneath a skidder.  The man, Rick, gets halfway through an expletive when bullets striked the device and it explodes, killing Rick and wounding Fire-Hand and Walks-With-Uktena.  Falls-Far sees movement in the darkness and attacks a black-clad figure who wears night-vision goggles and carries a silenced submachine gun.  The Delirium-bound figures pumps more nearly a dozen shots into the hulking but hapless Crinos, putting him down for the count.  The other two packmates hear the fighting and in a short time the man is ripped apart.  The woman in the pines is badly shaken but recovers her wits enough to call in the spotter for help.  They get Rick’s body and leave, while the werewolves thrown the professional’s corpse into the burning skidder and head out just ahead of the sheriff. The logging operation is temporarily shut down, but the only more permanent solution seems to involve $2.5 million or more to buy the 250 acre farm. 

  Unanswered questions and loose ends: Who were the monkeywrenchers?  Who was the “professional,” who did he work for, and why did he blow up heavy equipment – is he a monkeywrencher or was he just trying to kill activists?   Turkey requires that the land be permanently saved.

Game 11b: "A Favor for  Turkey " pt. 2

Game date:  10/14/02

Real date:  5/25/04

Moon phase: Half (1st quarter on 13th)

PCs: Mist Watcher Pack

NPCs met: Price, Trask, Delray (members of the Deep Pockets Pack/Sept of the Sacred Logo)

Synopsis: Walks-With-Uktena contacts Elaine, the Black Fury in Athens.  Elaine likes the idea about a farm for abused women and children, and suggests she talk to some Glass Walkers she knows for funding.  Just three bits of advice: Dress for an interview, have a solid plan to give them, and under no circumstances harm any cockroaches they find.

Walks calls the number; a secretary (“Clear Vision Investments, this is Jennifer, how may I direct your call?”) took their names, and after a bit a woman named Price set up an appointment for 10:30 on Wednesday.  Using money borrowed from Charlie’s wife, they get some basic interview-type clothes.  They drove to Athens and spent the night with Elaine, then headed to  Atlanta.  Fire-Hand managed not to lose her cool and Walks kept them from getting lost.  They arrive at the 40-story Southern Trade Building, are given visitor passes and step into the elevator.  A roach scurries around their feet for a minute before disappearing.  They note that the upper few floors require a key to reach by elevator.  The pack trundles into the offices of Clear Vision Investments and are sent in to see the three representatives.  Walks offers their proposal in sharp binders (made with the help of Bill Riley) and  after the pitch they are asked pointed questions (such as why are they doing this, really).  Several million dollars is quite a bit of change, after all, and not something they have just lying around.  What can they offer that’s worth that much cash?  The pack does reasonably well, and Price agrees that the particular expertise and connections of the Uktena may prove uniquely valuable, and that “diversifying our network of contacts is always a good thing.”  The upshot is that the Mist Watchers will owe them a handsome number of favors if they agree.  The company neither has the liquidity nor the need for charity PR, but they know many investors who might.  The Uktena is asked to wait outside for a few minutes.  After half an hour (with magazines, fruit, cookies, coffee, etc), they are shown back in and told some backers have been arranged.  The Glass Walkers will handle the sale and the set-up of the foundation, with consultation with the Furies, Uktena or whomever.

Afterward

The Mist Watchers set about making Indian “artifacts” to sell to tourists, for the purpose of paying back their clothes loan and building up some gas money.  They get a call on Friday that the sale was negotiated and they will be contacted when more of the details are settled.  She adds that several Wyrm-related companies were attempting to acquire the land, but her people persuaded him to sell to the new “foundation.”

At last, the pack goes to the shrine.  The pleased spirit announced he will grant them the power they seek; “Use it well, my children” he says, and with a great gobble he flies away.

Unanswered questions and loose ends:  What is on the top floors of the skyscraper?  Which companies were Wyrm-tainted, and why did they want the land?

Game 12: "Belated Honor" 

Game date:  11/8/02

Real date:  5/31/04

Moon phase: Waxing Crescent (Cres on Fri. 8th; Full on Wed. 20th)

PCs: Mist Watcher Pack

NPCs met: The Green Dart Pack (Magena Klaivetaker, Onawa Wide-Awake, Len Proudsong, Bluffs-the-Spirit); Two-Spear-Mojo (Elder theurge)

Dreams

Time passes at the caern.  About a dozen Theurges from various septs have gathered to talk with Nancy and Mary and look over the medicine lodges.  Fire-Hand sits through much gossiping to get to “the good stuff” about spirits.

Over the course of a week, Falls-Far has a series of dreams; first he sees a duck dragging its wing, then the duck getting attacked by wolves, then the duck becomes a mauled Indian, surrounded by torn bodies, and amid the howls and cackles he hears “Please, don’t kill me, I’ll tell you anything, I tell you where the caern is, just don’t kill me!”  

After discussing it with his pack, he tells Charlie, who advises him to tell the Crescent Moons.  He does so. One, Two-Spear-Mojo, says it reminds him of a story his grandfather told him, about an Uktena who betrayed his sept to the Black Spiral Dancers. But it’s odd, because the betrayer was named Lame Duck, and the dream seems to point to another.  According to the tale, the No-Moon begged to be spared, and then told the foes how best to attack the sept.  Then, laughing, the treacherous enemies killed the traitor before capturing and desecrating the Bright Water caern (a caern of Healing).

They will discuss it at length, and Charlie remembers that the lone survivor of the Blue Feather Pack, who was left for dead during the ambush, was Claw of Pride, an Ahroun of considerable renown.  His skull was broken by a war club in the first moments of the ambush, and he did not awake until well after the caern fell. If the dreams are true, then Claw lied and is guilty of great shame.

Falls smokes up his favorite ancestor, Wind-in-the-Pines, who says he knew Lame-Duck, and was always a little suspicious about the story of his downfall.

Several of the visitors depart, while the rest agree to stay for the moot.  One, Bluffs-the-Spirit, takes news of the dream back to his pack.

Moot (20th)

The preparations are made, and the opening goes as usual.  During the Cracking of the Bone, the packmembers receive their Rites of Accomplishment.  During one of them, Banehew is seen to appear out of the darkness, and slips up to the rock where Charlie sits.  Charlie listens to him, and nods.  Banehew vanishes into the night again.  After a few minutes, a new pack appears; one of the Uktena carries a Klaive, making it clear who she is.  Magena introduces herself and announces her pack has business with one present at the moot.  Given leave, Proudsong confronts Falls-Far, and challenges him to recant the lies he spreads.  Words are exchanged, but no blood is spilled.  The elders confer, and say there is a way to find the truth of the tale: by a journey to Battleground.  Proudsong wants blood, but grudgingly nods acceptance.

Charlie decrees that he and Nancy will go, and that Reggie will act in his place and Ghost Fire in  Nancy ’s.  Rises Red, a veteran of the Battleground, will go as well.  Of course, the Green Dart Pack and the Mist Watchers go as well.  The participants are dismissed to begin preparations immediately, including a ritual purification with sage and tobacco, and a bath in the cold creek.

  Battleground

The group take the moon-bridge and land on a smoky plain, at a crossroad.  A signpost lists two dozen battles; one path includes “Cedar Creek”(Southern forces attacked and repulsed by Union force), “ Messines” (1917 British attack w/ tanks and 20 mines), “Boinae” (forgotten battle between several dozen iron-age Irishmen), and “Bright Water Caern” (Bingo).  They hike along the track, first through forest with Confederates swarming into an abandoned encampment; then into a brown, blasted land with half-buried barbed wire and lumbering, turret-less tanks.  The cracks and rumbles fade, replaced by shouts and braying horns, as two groups of men charge each other with spears and shields.  Finally their shouts and screams fade into the  silence of an evergreen forest.  They find a clearing with a glyph-carved stone beside a clear-running mountain stream.  Though they can’t see far, the light seems like early morning.  Several Indians are bathing in the water and chanting.  Suddenly, arrows strike some of the bathers, who fall screaming.  Others change into Crinos and are met with eight gruesome werewolves.  The watchers remain on the bridge only through an effort of will. At last all are dead, and the water runs red.  The leader turns, in Glabro now, and acknowledges a horror-stricken Indian on the edge of the woods.  “The bargain was made, your life for theirs; you may go now.  Do not let me see you again, little coward, or you will wish you had died with your pack; it will take you days for your heart to stop between my teeth.” The patsy turns and staggers away.  Proudsong suddenly leaps off the path and tackles his ancestor.  “You are a coward!” you shouts.  “You should have died forgotten!  You have no honor!” He pounds the cringing Fostern, then shifts to Crinos, rips out the man’s heart  and throws it into the woods.  He howls in grief until, transfixed with two arrows, he collapses on his victim. His pack leaps off the path, followed by the rest of the party.  Laurel saves Proudsong by pulling out the arrows and nullifying their poison.

  Walks killed a Spiral and then helped Falls finish off his.  Afterwards, both Walks and Falls tried to reconcile with the disconsolate Proudsong, to the approval of the elders and Magena.  All return to the caern, and the Green Dart Pack leaves with their honor satisfied.

Unanswered questions and loose ends:  Did the intervention of the modern Garou in Battleground change anything? 

 

Game 13: "Challenges" 

Game date:  10/9/02

Real date:  5/31/04

Moon phase: Waxing Half (Full on 20th)

PCs: Mist Watcher Pack

NPCs met: Nora Walker (Pumonca)

Synopsis: Mary offers to teach Fire Hand a few rite in exchange for help around the caern for the foreseeable future – a deputy of sorts.  She accepts, so Mary begins to teach her the Rite of Awakening.

Tainted Meat (6/18)

The pack is doing a routine pre-moot patrol when they come across two bucks fighting, tearing up brush and kicking up leaves.  Finally one buckles, turns, and runs.  The other lunges after it and wounds it’s ham.  With its opponent crippled, the victor gores the victim repeatedly until it dies.  Puffing steam into the air, the angry deer turns and attacks the pack.  Laurel  can tell it’s Wyrm-Tainted.  They kill it.  It is not a Fomori, but simply maddened by tainted chemicals.  They perform a Rite of Cleansing.  Backtracking the buck, they wander along until they smell turned earth nearby.  They discover a bear, ripped apart and reeking of Taint, at the bottom of a filled pit.  After cleansing it and some fruitless inquiry with a local spirit, they head back to inform the elders.  The leaders say it will be discussed at the moot.

Moot (Wed. 20th)

  Moot goes as usual.  During the Cracking of the Bone, all the Mist Watchers succeed at their Rites of Accomplishment, and Mary announces she has a deputy.  Rises Red brings up a Tainted bear they found several nights ago; it was very strong and aggressive, and reeked of the Wyrm.  Nightsong mentions that last month she discovered a mad buzzard that tried to peck her eyes out; it was Tainted as well. The Mist Watchers give their own account.

  Charlie will tell the story of Nine-Moons-in-Galunlati, the only Rank 6 Uktena currently alive.

Challenges for Rank

Walks-With-Uktena challenges Mary, who crosses her arms and asks to be convinced. While initially flustered, she manages to do well enough.  Fire Hand challenges Sleeps Awake, who pauses, looks around, and says, “make it rain tomorrow afternoon.” Sleeps is smart enough to ask Nancy or Mary for advice.  She borrows Nightsong’s tin whistle and has some lessons.  After some trial and error, she convinces an air spirit to do as she asked, in return for playing every day for a moon.

  Werepainter (Wed 27th)

  The pack is patrolling on the ridge near the tower, when they see a cougar moving quickly but quietly away from the bawn.  It sees one of the werewolves, and bolts, leading the pack on a merry chase before being treed.  They realize that it isn’t a regular cougar, but a Pumonca.  She is somewhat hostile but is unwilling to start a fight; Walks swears to protect her, and that she is welcome at the caern. The Pumonca, who says her name is Nora Walker, was trying to determine the source of Wyrm taint when she stumbled upon Garou territory. Once she discovered she was  dealing with one or more packs of Garou, she scarpered.  One of the Mist Watchers ran back to the caern and tell Charlie about the intruder, Charlie’s pack follows back to the Bastet, pledging nonaggression and communicating a desire to work together to protect the land. She doesn’t warm to them, (under no circumstances will she go home with them) but she does relate some information: she suspects that most of the poisonings originated east of their locale, possibly near the GSMNP border; over the last two months she has found over a dozen deer or hogs with similar qualities, and almost as many buzzards or hawks.  But she hasn’t found a source yet and will keep looking.  The pack tells her of a particular oak in the cove next to the caern, and says if she puts a message in the tree they will find it in short order.  After she leaves, Charlie privately commends them for their handling of the situation, but politely reminds them that they are not the ones to say who can cross the bawn.

Unanswered questions and loose ends:  What is tainting the animals?  Will the Pumonca ally with the sept?

 

Game 14: "Learning Rites"
Game date: November 2002
Real date:  7/2/04
Moon phase:
PCs: Falls Far
NPCs met: None
Synopsis: Falls Far wants to learn some rites in his spare time.  He asks Ghostfire for the rite of the Questing Stone; Ghostfire teaches it to him, but then says that one day he will ask Falls a question, and it is to be answered truthfully, directly, fully, and without prevarication.
  He asks Sleeps Awake for Prayer for the Seeking.  The price is a skunk in Rises Red’s bed.  After several days and a tomato bath, he manages to arrange it.  Curiously, no other Ragabash is in the cabin at the time of the discovery, but a mangled skunk tail is found hanging from the Mistwatcher’s cabin door.

Game 15: "Screaming of the Lambs" 

Game date:  11/31/02

Real date: 7/3 – 7/4/04

Moon phase: Waning Crescent (New on 4th)

PCs: Mist Watcher Pack

NPCs met: Special Agents Felix Donovan and Sheryl Girard

  Synopsis: The pack goes with the Red Creeks to a pow-wow in Cullowhee. The Red Creeks participate in an impressively violent toli game. The Mist Watchers drive back in the afternoon, stopping to pick up a hitchhiker. She seems nice enough, but Walks notices she’s packing a pistol in a shoulder holster.  As she pulls into a shopping center and plays the indignant Indian activist, a van pulls up and a Mulder-esque man steps out.  After a few tense moments, he notices something about the angry young Indians; he announces he’s Kinfolk, and a member of a secret branch of the FBI known simply as the Special Affairs Department.  Curiosity gets the better of the Uktena (big surprise) and the werewolves learn that the girl is Special Agent Girard, being bait for a serial kidnapper.  S.A. Donovan tells them what he knows about four disappearances in the general area (Sylva, Cullowhee, Franklin, and Bryson City); the only known connection is that they occur just before the new moon each month.  The pack agrees to help, and soon go to Bryson City to check out the apartment of the latest suspected victim, Maggie Callaway; apart from a faint scent nothing is found. The next day they use a questing stone rite to start tracking the body of the latest victim, Maggie Callaway.  After trotting around for several hours they check in with Donovan (on a phone borrowed from Girard) and learn of another disappearance: Elisa Gatsfield, a high schooler from Waynesville.  They reach the scene and surreptitiously check out the house; as the agents talk with the parents, they sniff around and recognize one scent in common with the previous abduction.  With another couple of rites, they localize the latest girl to Locust Creek Rd.  Fire Hand summons a fox spirit to check out the lay of the land (in return for chickens).  It steals her bait and dashes into the forest.  After a bit, it comes running past, saying, “Keep the chickens.”  The pack calls Donovan, then heads up the road.  Finding an unkempt farm, they slip into the barn.  They find Gatsfield tied spread-eagle inside a square and in front of a large headstone carved with mystic symbols.  The perp is humping the bound girl, and Laurel rips his spine out before he knows what hit him.  They untie the girl, and then the first Ooralath (a nasty Bane that materializes) shows up, followed by two more of its pack.  It’s a close thing, but the Garou manage to kill them all.  While some SAD agents showed up and secured the place, Walks called the caern.  Nancy, Charlie and the Red Creek Pack take a Moon Bridge in, check out the place and retrieve a book entitled Power Through Surrender (a book on the worship of ”Vorax the Great” ), the Elixir of Vile Visions (allowing anyone to see through across the Gauntlet) the Talisman of Fair Foulness (a gem that can make a psycho axe-murderer seem quite safe and reasonable as a Girl Scout selling cookies). Four neat stacks of bones in the barn are doubtless the missing victims.  The dead man is Marcus DeLoach, a “personable loner” who bought the farm only a couple of years ago.  Donovan thanks the pack and gives them copies of the “true” case files (as opposed to what will go into the regular FBI files); he says they will handle the incident to keep the true nature out of the papers.

Unanswered questions and loose ends:  How did DeLoach come upon these Wyrmish items? What was he trying to do, and would it have worked? What is a Kinfolk doing in the FBI? 

Game 16 : "Rest and Renewal"

Game date: 12/10/02

Real date:  7/21/04

Moon phase: Half (Full on 19th)

PCs: Walks-With-Uktena, Fire-Hand

NPCs met: Tala, various members of Changing Seasons Sept

Synopsis: Back from their rather gruesome discovery, the packmembers are troubled by vague memories of nightmares which nevertheless leave their sheets sweaty and their days unrested. Falls-Far has been co-opted by the other Ragabash, and none of them have been seen in a couple of days. Charlie tells the remainder of the pack that they need to get away for a week or so. He gives them a pouch stamped with a glyph on it.  He asks that the pack head north and present this where it belongs; more than that he will not say.

The ridges are thick with snow at the upper elevations, but the hardy packmates crest the ridge and head downward; below 4,000 feet the snow reverts to cold and wet.  As they start down the other side, they sense something like a distant song just out of hearing, carried on the wind.  Some six miles down the Appalachian Trail, they pick up another series of trails into the valley.  At this point, they smell smoke sweetened by herbs.  Beside a large rock outcrop, they see a crude lean-to shelter made of hemlock boughs and rhododendron branches.  Before the shelter is a woman, naked except for some tanned pelts draped across her shoulders.  A small bag on a leather thong hangs around her neck. She’s not particularly attractive, but she looks strong and solid.  Her chant is surprisingly similar to the speech used by spirits, and she punctuates her song with wolf-like howls. When she sees the werewolves, she speaks very respectfully and uses third person pronouns (“This woman asks that. . .”), in a combination of speech and hand signals that, oddly, the Garou can understand. 

She thanks them for coming and asks the wolf-spirits to help heal a young one who has been injured by a boar whose spirit was sick.  Inside the tent is a girl of about 12 with a serious gore, wrapped in furs; modern camping equipment, now bloody, is piled outside.  Tala says she hit the boar with stones until it chased her; she hid until it went away.

Fire Hand draws on the last of her spiritual energy to heal most of the damage, and Walks performs a rite of cleansing the next morning.  They then carry the still-sleeping girl down the trail until they found some searchers, and hand her over.

As the two continue northward, they find trails easier to follow.  Eventually, they are noticed, and challenged by Laurel Hell Pack.  After being sniffed out (“can never be too careful”) and casually questioned, they are escorted up  Blanket Mountain.    

  As the thick rhododendrons rise up around them, they feel themselves cross the bawn of the Changing Seasons Caern. At the summit’s glade, they hand over the pouch, which contains a letter and what appears to be a small flute, to the sept leader.  They are welcomed as guests and spend several days resting, gathering their strength and hanging out with the sept.

  Unanswered questions and loose ends:  Who and what was Tala?

Game 17: "Enemy, Ally" 

Game date:  12/15/02

Real date:  7/28/04

Moon phase: Gibbous (Full on the 19th)

PCs: Mist Watcher Pack

NPCs met: Ranah, Sparnshog, and Konna Duskcaller – the Devil Bird Pack; Kervah the Gouger.

Synopsis: The Ragabash finds his own way to the Changing Seasons Sept, arriving around the 13th.  They start heading back to their own caern on the 16th. As they mosey back towards the ridgeline (a couple of hours from  Blanket Mt. ) someone smells blood.  Following the odor, they find a mangled body hanging from a 30’ high tree branch.  There is blood everywhere.  A basic search will uncover large footprints – a Crinos.  The scent trail continues in a meander, but generally NE. Just as they turn to send word to a caern, they see an Indian watching them.  When they go to talk to her, two other figures step out.  The new pack is following the killer, but the Mist Watchers don’t trust them.  Soon, it is clear that they are a pack of (oddly normal looking) Black Spiral Dancers hunting a packmate who went mad. Ranah, the pack leader, attempts to defuse the situation, suggesting that they can either fight each other, or band together to take out a mad Garou before he reaches Gatlinburg – “Because rending the veil is not in our interest any more than it is yours.”  Ranah will explain that Kervah quested to see too much of the Wyrm at once, and went mad.  What’s more, he picked up a Familiar who protects him.  

  They follow the trail, which leads to a shredded tent and a crushed body, but the trail is warmer.   As they travel, one of the Spirals gives their take on the business: Gaia is like a child caught in a messy divorce, except there are three parents.  They insist that the Weaver is the one they all should fight, for the Weaver is the one who upset the balance; the Wyrm is fighting back from a cage.

  Konna, a former Uktena,  says that she delved deeply into the lore of the world, and realized that if Grandfather Spider had not overstepped his bounds, the Triat might still be in harmony.  If he can’t be controlled, the best they can hope for is to end the world so that it may begin anew.  This has happened before, some say. . .  She calls Uktena a traitor, forsaking his master when he was most needed.

  Perilously close to Gatlinburg, they reach the monster: a Metis with enormous tusks protruding from a rat-like snout, and two curling black horns rising from its head. Ranah sends the Mist Watchers to deal with the spirit, which the barely manage to do.  They return to the material world to help finish off the mad Metis.  Sparnshog is dead, and the other two are somewhat wounded, while all of the Mist Watchers are mostly whole but spiritually exhausted.  Neither side decides to take advantage of the situation. Ranah will treat them respectfully, saying they should seek out the truth beyond their Elder’s lies, so that “next time we meet we will not be enemies.”  Walks-With-Uktena replies that they will enemies, but the Mistwatchers will take special pains to hunt down Konna. They leave the Spirals to bury their fallen.  

  The Mistwatchers head back to their caern and relate the story, getting in a good deal of trouble with the Elders for not being more careful in covering their tracks.

Unanswered questions and loose ends:  

Game 18: "The Long Winter" 

Game date: Winter 2003

Real date:  8/3/04

Moon phase:

PCs: Mist Watchers

NPCs met:

Synopsis: Winter is relatively quiet; apart from patrols there isn’t much activity.  The pack decides some fetishes would be quite useful.

  Fire Hand finds a bear tooth and negotiates with a (sleepy) bear spirit to empower it.  The fetish will improve her healing abilities, but for one month in the winter she must keep it in a dark place. [L2, G6, +1 to all healing/2 successes]

  Walks-With-Uktena deals with a Kinfolk artist in Cherokee; in return for a blessing on his pregnant young wife, he puts an exquisite black snake tattoo on her left ankle.  She convinces a snake spirit to enter the tat, and he agrees to make her quicker; in return, one  noon every cycle of the moon she must cut herself with her uktena scale and let the blood drip on the tattoo. [+10 initiative for a scene if successfully activated]

  Falls Far carves a statuette of a pumonca and performs a rite of contrition for those wronged by the Garou.  He also intensively reads a number of books kept by the sept members, and learns many occult secrets.

Unanswered questions and loose ends: 

Game 19: "Safeguarding the Chosen One" 

Game date:  4/2/03

Real date:  9/17/04

Moon phase: New (New on 1st)

PCs: Mist Watchers

NPCs met:  Marty (from a distance)

  Vision: Mid March

The following day, the elders meet in a lodge.  In the afternoon, the Mistwatchers and the Red Creek Pack are sent for.  Charlie says that the Great Mother has sent him a vision.  A young man has been chosen by Her to be blessed.  The enemy may learn of this and do harm to him.  He is alone on the  Appalachian Trail , and must be protected so long as he is in the Uktena’s territory.  The Red Creeks should wait for him in the Nantahala NF, and the Mistwatchers at will take over between  Fontana Lake and the  Tennessee border. A pack from Qualla will take over past Newfound Gap.   They are not to be seen by the boy, but they must clear all danger from his path, secretly.  Charlie doesn’t know the boy’s name, but he’s white with blondish hair.  He has not yet been touched by Gaia, but it was a Garou who kindled the light in his eyes.  The Red Creek Pack leaves at once.

 

  Dreams: April 1

  At new moon, the pack has disturbing dreams, largely unremembered, but involving the earth screaming.  Falls-Far has another dream as well, with a clear memory of malevolent hunger.  He wakes with a stomach churning with fear.  They relate the dreams to Nancy, who says they are not along in dreaming of screaming earth last night; furthermore, at the last new moon she dreamed the same dream.  She is especially interested in Falls’ other dream.

  After a short briefing, Tsali’s pack leaves.  It gets progressively more foggy as day wears on.  Falls-Far takes up a position behind the boy (who, they eventually discover, is named Marty).  The other two are 50 or so yards ahead and 20 yards off the trail. Marty stops at one point and picks a fine arrowhead off the trail, which makes the group suspicious.  

  There are a few hikers, mostly headed northward.  Marty is in excellent shape, and makes good time.  He stops at one of the bear-proof shelters that dot the ridge every 7 or 8 miles and spends the night.  The three take up positions and guard until daybreak.  Rain falls heavy during the night, and continues to drizzle after dawn.  The hike continues all day, and when Marty finds a shelter filled with obnoxious Boy Scouts, he decides to press on to the next shelter.  Falls notices that the scoutmaster is keenly interested in the hiker, and after a meal he makes the troop pack up and head out.  The werewolves decide the leader is Wyrm tainted, so Walks-With-Uktena  jumps out in wolf form to distract the 8 Scouts while Falls and Fire-Hand make a grab for the scoutmaster.  He’s a fomori, with poisoned spurs on his elbows that leave Falls writhing on the ground.  It is soon apparent that all the scouts are similarly endowed, and disinclined to run.  The fight is over in moments, fortunately, with a few poisoned wounds and knife cuts to show for it.  The bodies are buried off the trail, and Walks convinces a nearby storm spirit to create a deluge.  The spirit readily agrees, provided Walks “enjoys it”.  She takes that to mean stripping down and suffering the icy downpour.  The blood and other evidence taken care of, they perform a Rite of Cleansing at dawn and catch up to the hiker.  Beyond Newfound Gap, they run into the five members of the Briar Falls Pack (totem: Wild Turkey) from Qualla; Walks has heard of them, an up-and-coming group of scouts.  After the transfer of duty, they may go on their way.  The bedraggled Mistwatchers trot through a morning’s snowfall toward home.

  Unanswered questions and loose ends:  What do the dreams mean?  Where did the fomori Scouts come from?  What is Marty’s fate to be?

Game 20: "Vision Quest" 

Game date: Mid March &  April 6, 2003

Real date:  9/18/04

Moon phase:

PCs: Walks-With-Uktena

NPCs met:

  Mentorship

Early March: Charlie finds Erishka and says that their auspice is sadly underrepresented in the sept.  He feels he has been amiss in teaching her, but he has been kept very busy, as White Chief, Master of the Challenge, and Truthcatcher all at once.  He asks if she will help him in his efforts, and in return he will teach her the path of the Half Moon.  Over the next few days she sits with Charlie, who tells teaching stories and presents difficult scenarios for her to analyze and pass judgment on.

  Vision Quest

Early April: Erishka asks to have a vision quest so she can get some insight into the strange dreams the sept is having.   Nancy agrees to guide her in the ceremony: She may start in the medicine lodge to be purified; she is naked and painted, smudged, and then washes in the stream. She is given a pipe, moccasins, a breechcloth, and a buffalo robe.  She is to climb a mountain.  That, and her medicine pouch (including the scale) are all she may take with her.  Once there, she is to create a circle with stones and line a bed with pine boughs.  She make smoke several times a day, and slowly and silently walk the circle twice at sunrise and twice at sunset.  Four days she must remain, with neither food nor water.

When Walks returns, she tells the elders that the earth is being poisoned, and that is what makes it scream every new moon.  This seems more than the casual dumping of toxic waste, but an almost ritualistic endeavor.  But she is more disturbed by her second vision, and warns that a deadly weapon has been created. The elders tell her that the blade, Draught of Souls, was created by the Black Spirals nearly 200 years ago, and it is likely the secret Fog has been hiding.  It seems the totem’s veil is weakening, and sooner or later they will be found.  Nancy seems to want to say more, but doesn’t.
The next morning, Walks finds her at the creek.  She says that there is precedent for Uktena to use the enemy’s weapons against him.  If the blade does surface again, there may only be two choices.  First, to destroy it, and lose many valiant warriors in slaying the Soul Eater (plus those lost to Spirals or rival Garou who want to use the blade themselves). Second, feed the blade’s hunger on Spirals or other Banes, and then hide it again.  Nancy seems to prefer the latter, for if the rumours are true, the Apocalypse is immanent and she would defer the weapon’s fate rather than lose so many Garou when they will most be needed. Walks rejects the notion, as she feels the blade will corrupt anyone who uses it.  She also determines not to tell her packmates of Drought of Souls, at least not yet.

Unanswered questions and loose ends:  Though they have one clue, the question of the “screaming earth” dreams is still unresolved.

Game 21: "Bridget’s Blessing" 
Game date: 4/8/03
Real date:  10/1/04
Moon phase: Waxing Half (Half on 9th, Full on 16th)
PCs: Mist Watchers
NPCs met: Various members of Bridget’s Blessing Sept; Dark Guide Pack.
  Late in the afternoon, Randy Black Coat shows up with a message for  Nancy .  He cannot say what it is, but will be leaving in the morning.  Erishka asks him about other septs, and he mentions the Sept of Bridget’s Blessing.  They have stories galore and, he’s heard, have acted favorably to other Uktena.  He’ll give them directions.
  The directions he gives actually lead to the now-defunct Black Briar Hive.  The Dark Guide Pack – an all-Metis pack – is there acting as guards, and for a moment the two packs nearly come to blows until they begin to understand the situation.  The Dark Guides can point them towards the Fianna sept, roughly 8 miles west across foothills.

  The sept is hospitable. Ian Corrigan, the sept leader, knows how to tell tales and throw parties. The Mist Watchers are well-fed, and probably amazed by the talking and song and general gaiety to be found in the household.  

  During the meal, Ian stands and hold up his glass, and gives a toast to the memories of the septmates and friends who have gone to Gaia before them. Afterwards, they adjourn to the assembly area at dusk, where a fire is built and the sept gathers. The howls of the gathering sept are beautiful beyond words.  The Mistwatchers note that two members wear klaives, and the sept leader has a grand klaive. Erin, a Galliard Adren, will gladly tell the tale of how she helped Magena Klaivetaker by pleading her case before King Albrecht himself.  
  Ian answers the Mistwatcher’s request by telling the tale of the Gae Bolga, and speaks of the last time the spear was used, nearly thirty years ago at the Third Battle of Tara. The Child of Danu leaves the visitors entranced with the telling.  Someone else tells the story of  Stag’s Chariot as well. The tales last most of the night.   Erin will ask a favor in return for their tales: that she be allowed to come to their sept one day and hear their stories.  Tuc wakes with a pounding head.
  Their mission completed, they head back to the Glass Hand, where Erishka relates the tales she heard to the elders, hoping to convince them that the Draught of Souls is too perilous to use.
Unanswered questions and loose ends:  Will Erishka’s words sway the Elders?
Game 22: "The Sacrifice of Turquoise and Jade
Game date:  6/6/03
Real date:  11/12/04
Moon phase: Waxing Half (Half on 7th)
PCs: Mist Watchers
NPCs met: Rosie Bearclaw, Clarissa Ryan, Beth and  Josh Creek , Ellen Sather. “Good” nahualli: Miahuaxiuitl (Turquoise flower), High Priestess, Balam Kinfolk; Tochtli (Rabbit),  Awakened Worshipper; Yaotl, Balam Male, lover of the priestess; Cuetzpalin (Lizard), Custos Worshipper. “Bad” nahualli: Maxtla: High Priest, Chimalpopoca (Smoking Shield):Awakened Worshipper, Matzl (Deer): Custos Worshipper, Oceloxihuitl: Balam Female. 
Backfill
   The past two months have been mostly quiet; the new moon has featured trying nights of nightmares. Periodically, the most sensitive of the Uktena have also felt the dreams of hunger. Tuc has used the last of his sacred tobacco.

Saturday, May 30

   There’s a pow-wow in Cherokee, and several of the sept are going to meet with other Uktena there. It is well-attended and features an impressive array of Indians. They meet Ray Bonner (aka the Rank 3 Philodox Spirit Mist; 5’9”, 40ish). He sells sage, tobacco, and other stuff. If the pack asks to buy his tobacco, he’ll ask what it’s for and will tell them what he sells isn’t much good for spirit work. He can get the “good stuff”, properly grown and sanctified leaf, however. After thinking for a few minutes, he offers to make them a deal. If they can get him some fine chunks of obsidian untouched by human hands (including theirs, directly – a deer hide will be sufficient protection) at least five days before the solstice (by June 14 for the June 21 solstice) or sooner, he will give them the stones’ weight in tobacco.  Walks With Uktena says she has contacts on the Navajo rez who can help them get the obsidian.
Sunday, June 1
  Charlie asks Walks to participate in a secret ceremony at the half-moon. Walks tells the packmembers to contact Rosie Bearclaw, a Kinfolk at the BIA clinic.
Monday, June 2 – Friday, June 6:
   On the road. The PCs arrive on the afternoon of the 6th (Friday), and they follow the dusty road to a small, plain building with a Chevy truck and a Honda Civic, both early 80’s vintage parked out front. A small sign indicates that this is the place. In the sparse waiting room, a young Navajo woman (Letty) is sitting at the desk, reading a magazine. She says Rosie is out on a call, but her assistant is here. He is Dustin Autrey, a white boy in his late teens, whom Tuc met the morning after his First Change (known to them as Dustin Bearclaw). The group talks only briefly before the door opens and a white woman comes in, carrying the inert body of yet another white woman. The conscious woman explains her name is Clarissa Ryan, and she was hiking when she found the victim. The young woman is burned and dehydrated, but will recover.
   A check of her wallet reveals that she is a graduate student, Kelly Long, who has in fact been missing from NAU since June 1. Kelly is 20 years old, has long blonde hair, and was wearing a t-shirt, shorts and tennis shoes when last seen (on campus, in the anthro lab, May 31). Clarissa found Kelly, about 45 miles southwest from the  Grand Canyon, on the morning of the 6th. Sensing some effects of Spirit on the girl, she takes her to the nearest Indian clinic, hoping for maybe a specialized healer of some sort. Kelly can make responses after about a day, but her mind is fried. Essentially, her hair has been cut, taking her memories and her tonalli, the fate soul. It has been sacrificed to Tlaloc, and he’d have to agree to give it back…In her hand is a paper fragment, some sort of bloodstained notes and a weird poem.
   In the course of finding out about Kelly, the players eventually discover that on or around May 25, a jade statue was stolen from the anthro labs at NAU (Northern Arizona University).  It probably was of Sinaguan origin. The statue was of an unknown deity which had reptilian features.  
   Another newsworthy item is that Betty Yahi, a local tradeswoman, reported a huge theft of turquoise jewelry and raw, uncut turquoise from her store in  Shiprock, NM. Betty is in her 60s and is fairly prosperous due to the sales from her cooperative. No evidence was found, except some scat from a cat. The problem is that the local sect of nahualli are getting ready to celebrate the following holiday, Etzalqualiztli (Feast of the Corn), May 24th to June 12th, with the Presiding Deities: Tlaloc and Chalchihuitlicue. The nahualli (see below) are planning a sacrifice on June 12, at their  Lake Powell base. The cohorts of the priestess plan to toss the jade into the lake and make self-sacrifices in blood. The cohorts of the priest have plans for their custos…and will make sure she is an agreeable sacrifice (which the priestess can’t really argue with—willing is willing—even if she is surprised by the turn of events). 
     Nahualli are powerful Aztec sorcerer-priests. Among their known abilities are: Shapeshifting, energy stealing, the ability to cross to spirit worlds, sharing of an animal soul called the tonally, and the power to attack others through dreams. Nahualli aren’t evil, in the traditional sense, nor are they precisely good, either. They fit outside the traditional boundaries of such definitions and usually have their own purposes and reasons for doing things.
   The nahualli’s base of operations is the small town of  Page  , AZ (pop. 6200). Page was built in 1957 to accommodate builders of the Glen Canyon dam that created Lake Powell. The town is considered a “gateway” to the southwest and the  Grand Canyon. They’ve rented several houseboats from the Wahweap facility and a remote section of the huge lake is where they hold rituals. (Well away from Page!) All these people speak fluent English, Nuatl, and Spanish.
Friday, June 6 –Tuesday, June 10:
   After talking with each other, it becomes apparent that Laurel and Tuc are werewolves, Clarissa and Dustin are mages. The group agrees that it would be wiser to work together against a seemingly common threat. The werewolves gather their obsidian from Josh Creek ’s farm and eat dinner there before meeting with Clarissa and Dustin to have a small powwow. Josh has loaned them some information on Aztec rituals. They read over all the materials and get a little info on what the note fragment might mean, and on who they might be dealing with (“crazy Aztec priest types”). They also consider the thefts from the museum and from Betty Yahi. Clarissa and Tuc agree that by using the bloodstained note found in Kelly’s hand as a focus for their magic, they think they can pinpoint the nahuallis’ location. They are successful, and Clarissa whisks them to the butte where the nahuallis are working.
   The PCs find the high priestess and meet with her. They show her evidence of what happened to Kelly, and she is shocked. Their religion certainly has some difficult and bloody rituals, she says, but to do harm to outsiders or those who don’t wish to participate goes against their beliefs, in these modern times. She says they must defeat the high priest if possible. She and the PCs confront him and his followers on the top of the butte, and a big fight ensures. Tuc gets a silver axe in his gut, several others suffer minor wounds. In the end, the priest’s followers are slain, as is he. The priestess says that to get back Kelly’s tonally will require a journey to Tlaloc’s realm—a dangerous undertaking. This, they all decide, must be done at another time. The priestess and the PCs agree to keep in touch with each other. They spend some time recovering from their wounds and talking about future plans on her houseboat at  Lake Powell before heading back to Hotevilla.
   Back in the clinic, Rosie has kept watch on Kelly. She takes in the events and PCs’ story with wry humor and says that she and her tribe will do anything to help, when the time comes.
   Laurel and Tuc pack up sandwiches and drinks, and head on the long journey back east.  With a little help from Clarissa, they make phenomenal time, arriving home before the early deadline for returning the obsidian. 

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Game 22a: "Crimes of War" 
Game date:  6/7/03
Real date:  12/17/04
Moon phase: Waxing Half
PCs: Walks With Uktena
NPCs met:  Various unnamed Philodoxes, Various members of the Sept of the Sky Wall, Elders Chosen-Feather and Broken Turtle, Cesar Black Cloud and the Green Spring Pack, various other Uktena.

   In the afternoon, Charlie takes Erishka to Seven Clans, where they meet in a lodge with a handful of other Half-Moons, young and old.  They talk for a while and nothing in particular, then they head out to howl at the moon.  The talk goes to midnight , and includes many lessons for the attentive younger Garou.  Just before dawn (sunrise 6:20 ), Charlie wakens Walks, and they perform a cleansing ritual. After a light breakfast, he says they must meditate.  It is probably a little after  9:00 when an elder Half Moon comes to them and says, “It is done.  The Gatekeeper stands ready for you.”  Charlie will sketch what has transpired today and why, and that they will be call upon to assist in the investigation.  

   They travel to the Sky Wall Caern, a Caern of Strength located in the Sierra Madre Oriental Mts. near  Monterrey, Mexico. The mountain rises vertically for several hundred feet; the living spaces are in caves at the base of the mountain, while the heart of the caern is at the top.
   Once they reach the Sky Wall Caern, they find a number of Uktena standing guard over several Garou. They are briefed, and asked by Broken Turtle to investigate the caves and surrounding area for any evidence.  The former sept leader and his packmate are bound and trapped in Homid form in one of the small caves.  Another, larger cave is sanctified with a sacred fire and becomes the hearing chamber.  The other two local packs wait in the assembly area, watched from a distance by several Garou on the perimeter (including Magena Klaivetaker and her pack). The captives wear fetishes that prevent them from shifting or stepping sideways.
    Charlie and Erishka perform the Rite of the Seeking. While investigating a passage in the back of the sleeping quarters, Erishka finds a low hidden tunnel behind some rocks; in the chamber beyond are a Crinos, 5 human, and 2 wolf skulls with designs and glyphs on them.  They learn later that the skulls hold bound spirits of the Garou to whom the skulls belonged.  Upon further investigation (rousing one of the spirits), the elder council finds out the truth of the warriors’ last hours.  One listener frenzies and must be restrained.
   During a lull in the investigation, Erishka converses with one of the sept,  Echoes of Vengeance -- a woman not much older than she, and a Half Moon.  She also has a distorted view of the Litany; for instance, the killing of normal hikers four miles from the bawn is justified under caern protection and territorial respect!  Echoes sees the whole process as an invasion of her sept by outsiders.  During subsequent conversations, Erishka debates the Litany with her counterpart.  After some time, Echoes wavers a little in her extreme viewpoint.
   In the afternoon, the hearings begin; each septmember is brought before the council, held fast by a truth spirit, and made to answer questions and recount what has been done at the sept.  The picture grows grimmer with each telling: 
   Conquers the Darkness was a capable Alpha leader when he first assumed leadership of the caern.  A few years of nearly constant warfare, of seeing the Wyrm’s vileness in the scabs, he began to change.  He grew more ruthless, more effective, more dangerous.  His sept struck hard and quick, and left carnage.  After another Garou pack lost a  number of important contacts to the Sky Wall depredations, they visited the  wilderness caern to demand an end to the overt warfare, or at least cooperation between the two groups.  Conquers the Darkness decided that the city pack was compromised because they were too chummy with tainted beings.  After a brief discussion, the War Bringer pack murdered the two Glass Walkers and two Shadow Lords; Eagle’s View forcibly bound their spirits so they could not come back as ancestor spirits.  Such was Conquer’s hold over the sept that he calmed the horrified members and eventually convinced them of the necessity of the deed.  Conquers and his pack made a show of eating the hearts to capture the enemy’s strength; the skins and bones were used by Eagle View to make various implements. After that, the War Bringers ruled with an iron fist, inculcating the others with their propaganda of uncompromising and bloody warfare.  Those who dared to question or spoke of leaving the sept often found themselves on particularly hard missions, dying in glory if not wisdom.
   A few years later, another pack, this time all Shadow Lords, happened into the Sky Wall’s territory and looked for a place to rest from a recent skirmish.  Conquers the Darkness, who never trusted Shadow Lords, told the others they were spies sent to scope out the sept’s weaknesses.  The visitors were captured, and the survivors tortured with spirits of Pain.  Once they were dead, Conquers made the beta pack, Silent Canyon, eat the hearts, binding them closer to the leader’s mindset and drawing them deeper into his depravity.  The spirits were again bound, and the skins and bones were used by Eagle View to make various implements.
   In more recent times, the sept has stepped up attacks on visitors to the national park, killing people several miles distant.  At first, the hikers were simply disappeared.  Search parties brought more attention, so the packs began displaying the rended corpses, hanging them from trees or atop rocks.  Official reports blame pumas to bears to guerrillas for the killings, but visitors to that part of the park have dropped off dramatically.
   But spirits see all, and eventually word reached other Uktena.  A quiet investigation was conducted until a council of elders decided they had enough evidence to intervene.  Early one morning, the Green Spring Pack appeared within the bawn; its Alpha, Black Cloud, demanded to challenge Conquers the Darkness for leadership.  So cunningly did he word the challenge that Conquers could not refuse before all the others.  The fight was brutal, but in the end, Conquers lay unconscious and bloody.  No sooner had Black Cloud declared his leadership than the other two packmembers attack.  But most of the Green Spring Pack were in the Penumbra, and the fight was brief, leaving  Eagle’s View dead.  The Silent Canyon Pack fought until Voice of Windstorms, the last member of the leader pack, showed throat;  and the youngest pack, just arriving from a long patrol, were easily intimidated into bowing to the new leadership. Shortly thereafter, some 10 more Uktena came in to guard the old septmembers or to attend the hearings.  
Echoes of Vengeance gives her testimony plainly, without the arrogant tone she used hours earlier.  She recounts the actions of her sept leaders, and her own crimes: murder of a Garou, cannibalism, and killing humans without cause.  She ends by asking for clemency for her pack.
   The last prisoner to testify is Conquers the Darkness, still badly wounded, still stands unrepentant, berating the assemblage for not having the stomach to fight a true war.
   The night is long, the morning inevitable.  All the Garou assemble to hear the verdicts.  Three of young Uktena of the Shadow Sand Pack, for killing humans under orders and leaving the mangled bodies on display, would receive the Rite of the Stone of Scorn that evening. Their leader received the Voice of the Jackal.  Echoes of Vengeance’s pack, the   Silent  Canyon  , also received the Voice of the Jackal for human killing and heart eating.  Echoes, who on top of the other charges had murdered a Garou in cold blood, faced death.  Because she was repentant, her honor would be restored through a Rite of the Hunt.  For the two survivors of the leader pack, who were completely responsible for twisting the younger septmembers into brutal lawbreakers, there was only one possible punishment.  As the sun peeked above the horizon, Voice of Windstormed died shrieking as the ground turned to silver shards beneath her.  Conquers the Darkness, however, stood immobile and silent, even as the shards grew through his feet.  Finally, he shuddered and collapsed, screaming curses upon the assembled Uktena.
   Before she leaves, Echoes asks that her bow be given to Erishka in token of the fairness and kindness with which she dealt with Echoes, even when she didn’t have to.  Several Garou followed after Echoes, and it is said she put up a grand chase and a valiant fight.
   As they return to North Carolina, Charlie tells Walks that that they should not advertise what has happened to other tribes.  The lost packs will stay lost until the elders deem it more important than the ill-will it would bring from the Shadow Lords and the Glass Walkers.

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Game 23: "Mountain Moonshine" 
Game date:  7/2/03
Real date:  12/10/04
Moon phase: Waxing Crescent (Half on July 7th)
PCs: Mistwatchers
NPCs met:  Caitlin Dooley, Jack the Whistler
  The pack has gone on a week-long patrol along the main ridge, but found nothing of great significance.  They are heading back when the lead member gets hit by bird droppings.  A raven flutters down, and turns into a girl.  Donna Delmont chides them for not letting her know what they were doing; their search and seizures were getting too obvious and causing her problems.  When asked to explain, she says that a Shifter broke into the museum, ripped open the lab door, and rifled through the bags.  Nothing listed was stolen, but she presumed any theft involved items kept back by Assistant Curator.  A more thorough inventory may be found somewhere, but chances are it’s even better hidden than before.  The pack convinces her of their innocence, but then she demands that they help; after all, she wants to know what’s up on her turf, and a Crinos is more than she wants to deal with.
At the Museum
   The pack drives to  Knoxville and visits the  McClung Museum .  The lab/store room is still without a door, and police tape blocks the entrance.  Some quick exploration reveals little except a tag on the floor under a storage rack, which says “Date and provenance unk. Owned by Lester Peebles, Madison Co. NC”, and a steel cabinet with clear clawmarks on its crumpled surface.  In the brush behind the museum they discover a mason jar with a few drops of clear liquid that smells like moonshine and reeks of Wyrmtaint.
   They determine to visit after closing for a more thorough investigation.  Walks With Uktena makes a lucky guess, and they find the ledger behind the desk in the grad student’s (Heidi Owings) office.  They find hundreds of entries of artifacts, including how much the artifacts were bought and sold for.  One of the later entries features a Polaroid of  a 6”x2” shard of bluish-white cracked and rough object, with a loop of leather attached.  The glyph for “Gaia” can be seen on the object.  Below the photo is an entry: “Preserved ivory w/ unk. carving. Prov. unk. Found Western NC. Pd $50 6/10/03.”  Apparently, it has not yet been sold.  They suspect the ledger is owned by Assistant Curator Carper, and they take it with them.
   Tuc studies the photograph, and uses it as the focus for a Rite of the Questing Stone.  The trail takes them, oddly enough, to Madison County, NC.  After questioning the locals in vain, they use the rite to home in on the location.
The Woman in the Hills
   When they stop for another bearing, they hear a Howl of Succor, and follow it up a roadless hill to a cabin in the woods, where a “weak” looking Crinos is being attacked by three giant Tainted boars. The fight is hairy (so to speak), and Erishka is swallowed whole by her attacker before she claws the monster’s heart. Between the four of them, the Fomori are put down.  The Garou, a Fianna Galliard named Caitlin Dooley, is grateful for their help. She insists on giving them food and healing, and wants to hear their story. 
   She says she has a recurring vision of a Cherokee warrior that she met in a former life.  He was hiding during the Removal, and was given a sacred fetish to keep safe.  It looked like the fetish in the photo.
   A little later, a man in his 20’s walks up, whistling.  In fact, it’s Jack the Whistler.  He seems to be an old friend of Caitlin.  Turns out he knew about the artifact as well. Old Everett Peebles told him the story; widow Moriah Tallman’s house was set on fire by someone back in , and she and her children died in the flames.   Everett sifted through the rubble later and found the artifact.  He found it strangely comforting, and called it his “lucky bone.”  The old man died in '75.  Jack suspects his nephew, Lester, probably found among  Everett’s things and sold it away.
   In the early evening, the pack cleanses the Taint from the hogs and buries them.  They present the jar of Tainted ‘shine to Caitlin.  She has heard from the Cauderells that the Bledsons brew up some pretty foul liquor in the hollows.  She’s felt the twinges of some evil beyond her homeplace, but has no pack to help deal with it.  She suspects the hogs are a reprisal for her snooping.
   The pack spends the night at the house, while Caitlin and Jack catch up on the porch.  The pack suspects Jack is more than he seems.

Unanswered questions and loose ends:  What does the fetish do? Who is Jack, if not a werewolf?

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Game 24: "Moonlight Waltz/Haint in the Hills"  
Game date:  7/10/03  
Real date: 1/29/05
Moon phase: Waxing Crescent (Half on July 7th)
PCs: Mistwatchers
NPCs met:  Assorted Bledsons, Neil Crier, The Patchwork Pack, Jack Diamond/Johnny O’Dell, Soaring Eagle
Banjos, Moonshine, an you’uns
  Jack is gone when the pack wakes to the smell of bacon frying (no relation to the tainted hogs, nor long pork as one of the pack suggested).  Bellies full, Caitlin and the pack head up the road towards the hollow where the Bledsons live.  The track soon gets too rough for anything but a 4x4.  A couple of miles along, they find a series of cabins populated by wormy-looking kids, scrawny dogs and heart-numbed women. One woman, who doesn’t care about anything much,  tells the pack where the menfolk can be found. Up the cove, they come to a pool, where they find four men of different ages, and a fifth, who appears to be staggering drunk.  All are standing by a boggy pool, and the Bledson men are coaxing the drunk towards it. Falls Far sneaks around to the flank, while the women walk up and start threatening them.  The men are absurdly stereotypical, and after some lame banter, Lowell Bledson tries to plant a kiss on Fire Hand.  She notes that what teeth he has are pointed, and a brief but fierce battle ensues.  The four fomori get a few licks in but are soon dead or dying.  About this time the drunk has gleaned that something is up, and he shifts to Crinos and jumps Walks With Uktena.  They exchange licks, and then Caitlin uses the Balor’s Eye Gift to bring the stranger to his knees. When he comes to himself, he shows throat. His name is Neil and he’s a Fianna, but his mind has been hollowed out by the Tainted moonshine, and he only haltingly remembers anything more. They are pissed that the fetish has already passed from his hands, and they take out their frustration on the still.  Caitlin says there are some nasty looking Banes squatting on the pool, but figures they can keep until she can summon some friends to do a proper cleansing. They take Neil back to Caitlin’s cabin, (on the way, they tell the Bledson women to go to town and get some government help.  With some bribery and persuasion, Walks convinces young Zeb to tell them where to find the other Bledson, who is running a batch of ‘shine to Asheville) and then the Mistwatchers head down to the highway.  They waylay Zeke and, after ascertaining he sold “the damned bone,” throw his body down an embankment. They are left with a card for *River Run Storage* (in Asheville) and a key, as well as $500 in small bills($5, $10 and $20) and two $100 bills.
    They trot up to the cabins, give Zeb a couple hundred dollars, and tells everyone to clear their most valued possessions from the cabins.  Then the pack sets them alight and tells Zeb to take the families to town.
   Back at Caitlin’s, Neil Crier is chained to a tree.  Firehand awakens the spirit of a Blue Lobelia, and uses an infusion of the plant to take the edge off the whiskey withdrawal.  They then perform a rite of cleansing, and get him washed and clothed.  He is still addled but is much calmer.  He remembers that was banished from the Changing Seasons Sept for being too aggressive towards humans.  He roamed the mountains alone for months.  Crier began frequenting the moonshiners whose stills are still scattered throughout the mountains.  He fell in with the Bledsons who introduced him to a foul liquor. Ever more frequently he would return to trade stories for the unnaturally addictive brew.  Gradually, his spiritual connection and his mind deteriorated until his former life was reduced to fleeting memories that only angered him.  A half-remembered dream drew him to the museum. When Crier found what was obviously a fetish, he took it as a means of salvation; he would deliver it to some grateful sept and be redeemed.  But the farther he roamed, the more he thought about the moonshine.  Frustrated that he could not attune to the Shard, he gave up and made his way to the Bledsons.  They took it and got him good and drunk.  Once he halfway sobered up, they decided to take him to the  Secret Place to introduce him to the power of the tainted spring. Leaving him in Caitlin’s hands, they head towards  Asheville.
Asheville

     River Run Storage is on the north side of Asheville. The self-storage compound consists of three long storage buildings surrounded by an 8’ chain link fence surmounted by razor wire.  The storeroom that the key fits is empty except for some empty wooden crates and a broken jar (the room reeks of alcohol). In the corner is an empty manila envelope, some broken money bands, and a business card for Smoky Mountain Futures; on the back, in black ink, are various figures and at the bottom: “20 gal”.

   They case the office Smoky Mountain Futures, which is in a two-story brick building on  French Broad St.  They find a cheap motel to crash, planning on a visit during office hours.  In the morning, however, they find a homeless man in the bed of their truck, who asks if he can have a bit to eat.  The pack is polite to the bum, hoping to get some information out of him.  After three helpings from the breakfast buffet at Denny’s, he asks for a couple of quarters.  Walks thinks he’s either getting info or selling them out.  When he says he’s got some folks to meet them, she assumes the latter.  It turns out, however, that Backalley is actually a Bone Gnawer with the Patchwork Pack. They meet Megan, the Alpha and a Glass Walker. The local pack is somewhat territorial, claiming their position in the city is tenuous, with enough supernatural inhabitants that getting noticed is a very bad thing.  Smoky Mountain Futures has been buying up a lot of land in odd patterns lately, and the fact that none of their useful files could be found through hacking, made the pack more suspicious. Megan offers to give some limited assistance – and permission to operate in Asheville – provided they dig up some info in return: Account numbers and other info on SMF and the people or firms they work with, especially in under-the-table transactions like artifacts and the liquor sales.  She gives them a couple hundred dollars to get gloves, cameras and whatever other infiltration gear they need. 

Smoky Mountain Futures

   At the stroke of 11, the Mistwatchers step across the Gauntlet into the office, hoping that the Glass Walkers did indeed deliver the half hour window where the interior security is inactive. Walks finds the wall safe immediately, and Fire Hand tricks the safe spirit into revealing the combination.  Inside, at last, they find the fetish, as well as a ledger detailing many extralegal activities. It seems the company owner, Mr. Aaron Sterling, deals with a number of such transactions – taking kickbacks on land sales, moving Indian artifacts and stolen property, smuggling, and so on.  They can learn that the  moonshine is being sold to a Bob Johnson.  Johnson’s phone number, they later find out, is located at the office of Pisgah Distillaries.  They make copies or take pictures of files and rolodexes, and take the top sheet of every legal pad they find.
   Back at a different motel room, they examine the shard.  Fire Hand fails to attune it, but Falls Far succeeds.  He senses that it allows him to sense the strong presence of Gaia (Gaian “Taint” if you will) and makes him immune to the emanations from any Triatic entity.
Jack of the Wood
   The following evening, the Mistwatchers gather at the rendezvous point, a pub called the Jack of the Wood.  They will find Megan, a Fianna named Shannon, and Byron the Child of Gaia in a corner booth.  At times they struggle to speak up above the crowd and the band playing southern folk-rock.  Megan is pleased by the intelligence, and flips through the ledger. 
    While they are eating and talking, Jack Diamond and the Ruffs are playing.  During an intermission, Diamond comes over, claims a drink, and talks a bit.  The pack’s Gifts show that he is definitely supernatural, but what variety remains to be seen. He gives them a copy of the lyrics of one of his songs, saying they might find it interesting.  In his next set, he sings the song about a widow woman named Moriah, who, desperate for money to feed her children, tried to sell a “piece of bone”, and ends up being killed for it.
   Afterwards, he comes back around.  Fire Hand is thoroughly smitten, and she and Diamond end up spending the night in a meadow in the Botanical Gardens. Before we fade to black, he tells her says the trinket needs to go back home, “Shouldn’ta been taken, it can only be given.”  First, though, the young werewolves need to stop by the home of old man Soaring Eagle, up near Mars Hill, at the end of  Banjo Branch Rd.
   Megan will offer the rest of the pack a place to stay the night and a little cash ($200), and a card with a contact number in case they need to come to town again.  They have a loft apartment downtown – on of the boltholes of the pack.
   As they sleep, Walks and Falls suffer disturbing dreams of a burning house, hearing the death screams of a woman and children.  Fire Hand doesn’t, but she wakes alone in the meadow with a curious gold ring, set with a reddish stone.
Raven Mockers
   With a full tank of gas, full bellies, and a halfway-decent map, the pack heads to Mars Hill.  When they get to the house, they find it is a white-paneled one story place with a battered blue pickup out front.  No one answers the door.  When they circle around back, they see an old man in the bedroom, asleep.  Seven gnarled and robed figures surround the bed.  They burst through the kitchen door and run into the bedroom.  Walks recognizes the figures as raven mockers, and launches into an attack.  She engages two, only to find herself outmatched.  Only Fire Hand’s healing power keeps her from dropping.  Meanwhile, Falls Far sees a bowl with cold ash in it, and a bag of cedar shavings besides.  Making the connection, he ignores the claws of a raven mocker to light the shavings.   Quickly, a small but smoky fire comes to life.  Meanwhile, Walks, sorely wounded, frenzies, while Fire Hand adds her claws to the fight.  As the cedar smoke fills the room, the shrieking raven mockers fade into the air, leaving three of their number to melt away on the floor.  Walks, sane again, collapses, but the worst of the wounds are closed by Fire Hand.  The old man awakes, and thanks them for their help.  Soaring Eagle is a Kinfolk of great repute. Over some frybread, they tell their story and he says that they must seek out the place of the tragedy and find some way to set the spirit to rest.  He doesn’t know where this was, but he does know someone who can help.  He then sends them to find Johnny O’Dell, saying this white man respects the old ways and knows many stories.  As it happens, there is a folk festival in Marion and O’Dell is one of the singers. In the meantime, he lets them rest in a cool dark room, where they are lulled to sleep by burning sage and soft singing.  When they awake, it is the next morning and their wounds are healed.
Johnny O’Dell

  Johnny O’Dell is one of the many singers and craftspeople lining the streets.  He plays country ballads and traditional folk songs, and tells mountain stories in between.  Walks is pretty sure he’s also Jack the Whistler and Jack Diamond, though he looks slightly different and dresses quite differently.  He does not admit to having met them before.  He listens to their story, and agrees that it sounds like one he heard up around, “Oh, I guess it was up just north o’ here, on  Honeycutt Mountain.”

Moriah’s Ghost

   The sun is behind the mountains when the old truck rattles up  Honeycutt Rd.   They drive beyond the beer cans and trash piles to where the grass pokes up through the gravel.  The truck sputters and dies suddenly, so the Garou pick their way along the vanishing road.

   It’s full night when they find a grassy meadow with the cut stones of a foundation rising above the lush greenery.  As they reach it, a hot wind whips around them, and then they are surrounded by a ring of fire.  The flames rise above their heads, without consuming the grass.  Wailing and sobbing fills the air.
   A ghostly figure of a woman appears  at the center of the ruins.  She extends a hand and whispers, “Give it to me.”  Falls Far hands reverently hands it to her.  She grasps the shard and holds it to her chest a moment, then hands it back.  Turning, she calls for her children as she fades from view.
   After a long pause in the cool night air, they turn and see Johnny O’Dell standing  behind them.  Approving, he says that a story has ended, but others begin.  Walks demands to know what he is.  He smiles and says he has followed stories for years beyond count; and before he walked these mountains he follows the pathways across the sea.  And then he glows as if bathed in the light of a steady flame or a setting sun, and he is fairer and more beautiful than a man has a right to be, and he wears a tunic and cloak.  Then he is gone.
   The pack sleeps in the meadow.  Falls Far has a dream of cold, and scattered evergreens, and mountains, and longing for the greater part of himself.
Back Home
   The pack arrives at their caern, and tell their story to the elders.  They say the shard fetish is powerful, and should be studied more closely in the coming days.

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Game 25: "Midnight Sun"
Game date: Late July - August 30
Real date: 2/13/05
Moon phase:
PCs: Mistwatchers
NPCs met:  Plains River Pack (Red Talon Fosterns, led by Bitter Breath), Crun the spirit talker
A Month Goes By
    The Mistwatcher pick up their lives with the sept.  Falls Far reads incessantly (the Book of Monstres).  Firehand bargains with a Hummingbird Spirit to learn the Gift: Spirit of the Bird; in exchange she gets a 1”x1” ruby-throated hummingbird tattooed on the inside of her left wrist, and plants petunias and other flowers around the cabin. Walks with Uktena learns the Gifts Scent of True Form and Strength of Purpose.  Tsali agrees to teach her archery and supply her with some good arrows in exchange for a new buckskin suit.  She finds a local leather worker who agrees to do so in exchange for 10 good deer hides (or 5 from way up north) in the fall.
    At the moot, Rites of Accomplishment are conducted: Rises Red (Glory) and Truth of Morning (Honor) for Firehand, Tsali (Glory) for Walks, and Tsali (Glory) and Wind in the Spruce (Honor) for Falls. Everybody in the sept is having the "screaming earth" dreams by the dark of the moon, and several have the "hungry" dreams periodically. The War Moon pack has patrolled the mountains looking for the source of the disturbance, to no avail.
    Falls Far challenges Laughing Shadow for rank.  She says that  it’s a sorry Uktena Adren who lacks a substantial fetish  (and the trinket around his neck doesn’t count, because you can’t kill with it).  He should go ask Mary for something suitable from the White Lodge.  Oh, but he has to ask without words, either spoken or written.  With a little inspiration from ancestors, his gesturing earns him a fang dagger. Walks with Uktena challenges Tsali for rank (More on that later).
A Long Road
    The dark dreams haunt the Mistwatchers less than they do the others of the sept; instead, they have been having the following dreams every week or so: dreams of mountains and tundra and a terrible longing.  Falls Far’s dreams are the most vivid; Once he woke sitting crosslegged in his bunk, facing roughly northward, holding the shard fetish before him.  The pack decides to follow the dreams northward.  They plead with the elders to let them borrow a truck that is a little sturdier and more fuel efficient.  Since it is a Gaian quest, the elders relent and ask a Kinfolk in Cherokee for a loan of a 1999 Toyota pickup with a camper top.  Falls Far takes bearings with the Shard, and over the next several days the pack drives north and northwest.  Hoping to get every last bit of performance out of the truck, they awaken its spirit.  This proves to be a drawback when, to make it happy, the run it through an automated car wash in Fargo.  The pattern spider there webs the spirit, and the truck dies before it can clear the platform.  Firehand fades into the Umbra and engages the Weaver spirit before Falls Far finishes it off with his new fetish.  They free the vehicle spirit, reinstall it in its physical shell, and head westward.  Near Butte they stop to hunt, taking off the next morning to gorge and digest the mule deer they caught.  As night falls and they look for a place to camp, they find a car-struck wolf dragging its hind legs.  The pack quickly jumps out and, in Lupus, calms the crippled animal while Firehand heals the shattered body with a Gift.  The now-healthy wolf runs to meet with its own pack, and the two packs howl to each other.
    The next morning, the pack makes their plan for the border crossing, and after getting a leash, collar and doggie neckerchief, two girls and their wolf-blooded dog head through the border station on their way “to see a cousin in Edmunton.”  After taking more readings, they proceed into Canada.  While filling up in McBride, the attendant warns them to be careful on the road at night; “there’s lots of accidents.”  Soon after, they see a dazed woman, dressed only in a tattered trenchcoat, stumbling along the roadside.  They get out to help her, but she staggers down the embankment, babbling a nonsensical mix of French and English.  Falls Far notices some shapes surrounding them in the darkness, but that ambush is aborted when Walks shifts to Lupus.  The Uktena pack speaks with the resident Red Talon pack (including the woman who shifts forms as well), with Walks giving mental advise to her pack on how to act around the militant Garou.  The Red Talons  think poorly of the homids, berating them for traveling in the machine that drinks the blood of the land and shits poison, but the visitors' good behavior blunts the criticisms.  Because the travelers make clear their mission is in service to Gaia, that time is critical, and that they would likely finish the quest on four legs anyway, the locals take the Mistwatchers a couple of miles off the road where a Range Rover lies hidden behind some dense brush.  They collect the full gas can,  .270 hunting rifle, first aid kit and emergency car kit, some camping gear, and  roughly 500 Canadian dollars. The three wallets they find in the SUV get buried.
    When they arrive at Beaver Creek, they realize they overshot their goal (whatever it may be).  They drive back down to Kluane NP and hike towards the glaciated peaks.  On the third morning of their trek, they spy a strange man watching them.  He is short, beetle-browed, wears rough skins, and carries a stone-headed spear. His name is Crun, and he seems to know something of the fetish Falls Far shows him, but says nothing of it.  Instead, he leads them to a hunt, where they finish off a moose (and the werewolves thank the spirit).  They help bring the meat and hide to a stone outcrop, where Crun commands that they must smoke the meat day and night.  The next morning, they are put to work dressing the hide.  That afternoon, he brings the pack some ptarmigans to clean.  Firehand has about had it with the strange man, when he tells them they cannot eat any more.  Walks-With-Uktena rightly guesses Crun is testing them.  The next evening, they all wash in the dangerously cold stream nearby, and then go into the cave still naked. Crun crushes dried roots taken from a deep storage room, then chews them and spits the pulp in a dark wooden bowl, which is lined with the white of previous uses.   "These roots are very sacred, and very rare,” he says.  He tells them that before they can have what they seek, they must ask permission from “the great one.”  He drinks a little, then passes the bowl around, saying to follow him when they hear the heart beating.  Then he disappears into the darkness.   The drink tastes somewhat earthy, with a foul aftertaste; the Garou feel ill, then lightheaded, then drunk. Gradually, they hear a drum tum tum tum drum tum tum tum and  follow the sound.  They crawl 20 yards through a twisting tunnel barely large enough to accommodate their bodies.  Gradually, the space widens, and they find themselves in a small chamber.  As they enter, crawling on hands and knees, a glow springs up.  Topping some rocks, they see Crun, crosslegged before a small fire.  On the walls are drawings of horses, wolves, bison. . .
    Crun begins tapping quietly and rhythmically on a hide-covered drum.  Minutes pass, and young Garou are suddenly aware of their altering perceptions.  The fire seems to expand and contract, and, completely focused on the flame, they glean every detail from it. . .  A distant, sustained rumble intrudes on their consciousness as it crescendos -- looking to their right, they  see its source: a herd of buffalo stampeding across the plain beside them! But then the realize the plain is a wall of the cave, and the flickering fire makes the drawings appear to move. . .
    The drumming becomes more rhythmic, stronger, until after much time it matches the heartbeats of those gathered.  Crun begins to speak, and the pack notices that it isn't English, but something more guttural, more primitive, yet understandable:  “This man thanks the Great Spirits for protecting and guiding him, and he hopes that he is found worthy.  This man asks that he be guided to the proper way of honoring you.” He goes on, referring  to the supplicants who ask for the Great One’s favor.  Crun  shifts his place; they see on the wall behind him a painting of a great mammoth.  And at the base of the wall, supported by stones, is a section of tusk.  As he drums, Crun motions to the floor and then to the ivory altar.  The pack crawls towards it as best at they can, given the world is swimming.  They ask for the spirit’s will, and are drawn to touch the tusk, which is similarly cracked and weathered as the Shard. They touch the great fetish, and instantly find themselves in a shadowy dream landscape of tundra.  The sky is overcast and dull, and far in the distance is a white line stretches across the horizon; a cold wind blows from that direction. They see a massive wooly mammoth (15 feet tall, curving tusks about as long; one tusk is broken near the end) approach.  Mammoth says that he is fading from this world, and will be lost soon without help.  In return for this fetish, they must promise to always aid those dedicated to him, and whenever possible, find ways to keep him from fading altogether.  They promise, and he touches and smells each one with his trunk.  He signals his approval with a mighty bellow that drives the werewolves to their knees. As he turns and lumbers off, a human skeleton suddenly rises from the low shrubs.  It will tell them he was the first Uktena Shardkeeper, called Cloudstone.  He instructs them in the Rite of the Tusk.  The lesson seems to take days, yet they feel no hunger, only a feeling of loneliness and sadness.  When the lesson is over, the skeleton tells them to use the Tusk well, and falls apart.  The packmembers finds themselves back in the cave.  Each finds in their hands a handful of coarse reddish hair. [Each has gained a permanent point of Gnosis], and are in possession of a fetish greater than any they are likely to touch again.

Unanswered questions and loose ends:  Who and what is Crun, and how is he related to Tala? What are they going to do with the Fetish, and what will the rest of the tribe think?

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Game 26: "The Charlatan"
Game date: July, August
Real date: 
PCs: Erishka Walks With Uktena
NPCs met:Agaliha Ootiyu (Susan Bradshaw), Nate Rider, Ella Rider
Synopsis: When Erishka challenges a fuming Tsali, he says he wants a certain Agaliha Ootiyu to publicly recant.  Agaliha is cashing in on her Cherokee half, selling books and lectures on bogus Native spiritualism that blends in concepts from hermetic magic, Buddhist cosmology and other mixed-in New Age tibits.  A quick online search bring up little of use apart from Ootiyu’s numerous books, including such titles as Perceiving Harmony, Inside the Elders’ Lodge, and  The Moon, the Earth, and the Power of Woman.
Boys
  Erishka goes to Cherokee to find out more about the charlatan.  She stops to watch a stickball game.  The Yellow Hill team is trouncing Bird Town. Several of the teammembers check her out, while some of the young women glare at what they perceive as their competition. Her search through the welcome center bookstore gives her the listing for the pseudo-mystic’s upcoming weekend seminar.

  While in Cherokee, Erishka goes to the Cove to check on Tsali’s new outfit.  Rider Leather tans deer and other hides and makes clothes, bags, or other items from them.  Ella Rider is checking on Erishka’s order when her son, Nate, comes in.  Erishka recognizes him as the captain of the Yellow Hill team. Mrs. Rider proudly tells her customer about her son earning a Bronze Star in Afghanistan.  As Erishka is leaving, Nate follows her out and asks her to dinner.  Startled, she agrees.

  The next day, she meets him at the stickball game.  He showers in the gym, and then they go out to a steakhouse that is off the main drag and so is not crammed with tourists.  Nate is 23, just out of the 10th Mountain Division, and is enrolling at Western Carolina University at Cullowee.  With slight reluctance, he tells Erishka he is thinking about majoring in forensic anthropology, because he is intrigued by the stories bones can tell. 
  After a while, he starts asking about the Uktena.  Erishka is hopeful for a moment, then her crest falls when he continues.  He thinks they are a mafia-like Indian activist group who do medicine rituals, make obnoxious whites disappear and throw their weight around the Rez.  He grew up knowing that there were places you didn’t go if you knew what was good for you.  The Half-Moon, appalled, explains what she can without endangering the Veil, but it mostly just elaborates on Nate’s misconceptions rather than dispelling them.  They continue talking near the bawn of the Seven Clans, but Erishka isn’t sure enough about Nate being Kinfolk to tell her companion anything of substance; in fact, she tells him they can only continue the relationship if he is Kinfolk, but can’t really explain what that means.  For his part, Nate seems both intrigued and cautious about the young woman with deep and unusual religious convictions who claims to have beaten up people (with some deaths implied).
Girls
  The next day, Erishka goes to the Clearwater Spiritual Center (east of Qualla, on the edge of the GSMNP) to spy on her quarry.  Agaliha is speaking with eight folks (mostly women, ranging from 19 to 35) about how Indians used meditation to open up their senses to their world.  She send her pupils into the forest to practice.  When she is alone, she turns to find Erishka standing there.  The Half-Moon warns her the spirits are unhappy with her making up stuff about Native spiritual matters and peddling them to unsuspecting white folk; the spirits will take action if she doesn’t stop.  The charlatan doesn’t budge, but insists that what she is doing is right, and legal, and Erishka is on private property.  So Erishka goes to the Seven Clans caern and summons a Raccoon spirit. She gives some spiritual energy and some sentimentally precious (and very shiny) earrings to it, and asks it to annoy the woman. 
  The next day, she meets with it; the raccoon comes into the Penumbral clearing wearing the earrings and dragging a purse.  Is spent the previous day filching items (compact, keys, etc) and ended up with the woman’s necklace while she was wearing it.  Finally, it got her purse full of the ill-gotten gains.  The proud and well-flattered Coon gave Erishka the purse and its contents (save the compact, which the Garou gave it as a parting gift).
  Erishka returns to the Center and sees the students leaving.  Agaliha sits alone on the back deck, and again Walks-With-Uktena confronts her. After an initial bluster, her façade crumbles and she admits that she never even knew her grandmother and that she mixed all the Buddhist and pan-american elements together to better draw in readers.  While Susan (her real name) is a charlatan, she is enough of a believer to be shaken by the spirit tricks.  She promises not only to stop writing the pan-spiritual books but to try and learn more about true Cherokee lore, and asks Walks to help.  Unknown to Susan (but not the perceptive Erishka), two of the students overhear the exchange.  This fulfills the terms of the challenge, and by day’s end Walks-With-Uktena is an Adren.
Boys: Second Date
  Later, she talks to some of the elders and discovers that Nate’s grandfather was a militant Kinfolk in the 60’s and 70’s.  Reggie says he’s be happy to play uncle to glower him down since her parents aren’t around, and says she should take some time to have fun when she’s not out saving the world.  On their next date, they wander around Bryson City and she gets her first kiss on the bridge.  She says he is Kinfolk, and she’d like to seem him again.  He asks if this is going to be complicated, and she says yes.  She tells him that she’s got some “business” up north and she doesn’t know when she can see him again.  He drops her off at Bill’s (after learning she lives in a cabin in the woods with no phone). 
Third Date
  They go picnicking in the woods (a few coves east of the Glass Hand Caern), and they eat and have heavy conversation.  She comes to a decision, and tells him she will show him what she truly is, but he may never feel the same about her.  He decides. Taking a risk, Erishka takes the four-legged form.  Once he can speak again, he admits his love for her.  Erishka, slayer of Banes, is petrified.
Unanswered questions and loose ends: Will the charlatan stay true to her word, or lapse back into fleecing the desperate and gullible?  Will Erishka’s relationship withstand all that is to come?  Will her packmates give her endless grief?

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Game 27: "The Grand Council"
Game date: 8/15/03
Real date: 4/22/05
Moon phase: Waning Half Moon (half on 19th)
PCs: Mistwatcher Pack
NPCs met:  movers and shakers of the Uktena, the Tundra Thunder Pack.
Before the Council, Charlie warns that propriety is very important here; they can do more damage to their reputations with an ill-spoken word than they could by frenzying at their own moot.  He advises a Rite of Cleansing on the morning before they travel to the Seven Clans.  The sept gives the pack a buffalo hide to wrap the Tusk in.
Friday the 19th
  On the day council opens, packs are sent patrolling. The meeting is convened in a hollow with a sacred fire in the center.  Mossy rocks rise on all sides, and rivulets dribble down the face on one side, to gather in a 10’x20’ pool that is clear but so deep as to appear bottomless. Close to a hundred Uktena are in attendance; the younger members tend to be near the back.  Within the great circle, outside noise is muted, but words spoken above a whisper seem to carry well.  
  As the sky begins to darken, the council begins as elders burn tobacco and other herbs and invite the good spirits to attend the council.  The Speaker is Nine Moons in Galunlati; he will be in charge of keeping order.  To him is given the Speaking Stick.  He warns that lies have no place here, and secrets of the Uktena stay with the Uktena.
  Nine Moons looks to Broken Turtle, who welcomes all the assembles, and starts asking how the People have fared in the last few moons.  A few of the assemblage stand to describe major actions taken by the Uktena.  After an hour of this, Broken Turtle asks Truth of Morning to speak.  He relates briefly about the fetish Tusk, and then asks the Mistwatchers to bring it forward and to tell their story.  They trade the Speaking Stick back and forth as they tell the story.
  After the tale is told and any questions answered, murmurs simmer throughout the crowd but there is no public speech.  After a few minutes, Broken Turtle holds up the Stick and says she thinks there should be time to think on this before they discuss more.  So the meeting breaks up, and knots of werewolves speak with each other, occasionally eyeing the pack. 
  As they leave, White Path Walker, the White Chief of the Seven Clans, asks if the young pack would like to eat with her  At her plain wooden cabin, they are served venison-and-acorn soup, and cornbread.  White Path is charming, and quick to put the younger Garou at ease.  She speaks of little things, asking them about their missions, where they come from, and so on.  Eventually, she asks about their impressions of the Fetish, and what they think should be done with it.  When the conversation comes to an end, she advises they get some sleep, which will put them ahead of the rest of the council.
  As they leave, they are approached by two more Garou who introduce themselves as Tracks the Past and Voice of the Long Night of the Tundra Thunder Pack.  They reverently ask to see the Tusk, and announce that their totem is Mammoth.  Tracks the Past says that since they have a “perfect pack” and follow Mammoth, it should be incumbent upon the Tundra Thunder  to act as wardens of the Tusk – though all honor and glory should rightly go to the Mistwatchers. The Mistwatchers are dubious, and  Tracks respectfully asks that they may speak of it another time. 
Saturday the 20th
  It is sometime after noon before the council convenes again.  This time, the Speaking Stick travels around, with each speaker voicing an opinion. The Discussions and stories go on for many hours. During this time, it is clear the opinions are divided into five general lines.  First, use the fetish to build a stronghold from which to fight the Final Battle.  Second, to cleanse all taints from Uktena caerns.  Third, to cleanse the caerns of any Garou. Fourth, to use offensively, attacking and cleansing Hives and other tainted places.  The most surprising view comes from Smoke Rises and Magena Kaivetaker: to present the fetish to Albrecht, king of the Silver Fangs, and for the Uktena to use it under his nominal guidance.  This elicits strong words and disbelief from the audience, and if lesser folk had suggested it, they would have been dismissed. 
  During a break, it becomes clear the rest of the Tundra Thunder Pack has arrived, and the non-Uktena are waiting a judicious distance from the council.  Tracks the Past again pleads to, if not possess the fetish, to at least take some role in its use.
  The evening ends late, with old stories brought forth to sway the assemblage.
Sunday the 21st
  Before the meeting, Walks-with-Uktena offers some of her blood into the pool as a sacrifice to Uktena.  She watches the blood swirl deeper and deeper into the pool, and suddenly feels Falls Far grab her to keep her from falling into the water.
  Broken Turtle summarizes the opinions as he sees them, and will ask Walks what their intentions are.  “One cannot tell another what to do,” the elder says, “but the wise will consider what is said.” Walks With Uktena declares that the Tusk should be controlled by the Uktena but used for the benefit of any who need it.  Yet she would not present an untried Fetish to the council.  Therefore, her pack will find a Wyrmish threat and nullify it with the Tusk to show it works.  The elders seem to accept this, and after taking a few minutes to regroup, the council moves on to other matters. 
  As they leave, the Green Dart and Tundra Thunder packs offer their services in whatever action is planned.  Malinal wishes to come along as well.  Walks says they are going to hunt down the source of the "Screaming Earth" dreams.

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Game 28: "Fume Lake, Seething Hollow"
Game date: 9/21/03
Real date: 5/31/05
Moon phase: Waning quarter
PCs: Mistwatcher Pack
NPCs met:  
  The pack heads back to their sept, with the Tundra Thunder in the back of the truck.  They near the gate when one of them notices what looks like a large raven huddled miserably on the side of the road.  On closer inspection, they see its eyes are pussed over and nasty fluid is dribbling from its beak. . .and the Half-Moon senses that it is a Corax, nearly dead and confused. Mothers Touch clears up the worst of the damage to lungs and eyes,  but his eyes are still a little cloudy and light sensitive.  A Rite of Cleansing is performed to clear away the residual Taint. The Corax is Lucky Joe; he was flying in from Atlanta  when he saw something shiny in a hollow were nothing was supposed to be.  He flew down to see and saw a pond. . . and bones.  Something flew over his head and he made for the Umbra.  Banes were waiting there, so he decided to bolt.  When he made some distance, he returned to the physical world and made straight for the Glass Hand, but after a couple of minutes his eyes started tearing up and burning.  He was blind soon after that, and clipped a tree before crashing into the bank.  Not long after that his lungs really started hurting. After he rests, he shows on a map where it happened – on the south side of Jackson Line Mountain and the west side of Horseshoe Ridge.  The Mistwatchers decide that must be where the disturbances and the dark dreams of the screaming earth are coming from.  Joe offers to help, but since he’s not much of a fighter in the best of times he is sent back to bed. 
  Some suggest going there and enacting the Tusk Rite in secret, while others say that if it is a Hive there will be too many Black Spiral Dancers to remain hidden – a war party should be raised, and the Tusk used later.  The Red Chief is among the latter and his counsel carries the day. 
  A war party is chosen. The Mistwatcher and Tundra Thunder packs, and the newly-arrived Green Dart pack.  Malinal of the Scouts is chosens.  Reggie will be loathe to let the War Moon pack go along on a raid, but Rises Red convinces him that the caern has more need of stealth than of claws, but if their target is a Hive, another battle-hardened pack might make the difference between success and the loss of a powerful fetish.

  In the predawn hours, the Mistwatchers creep to the heart of the caern, which Mary opens.  Fog wraps around each of them, sinking into their flesh and making them even more unobtrusive.

  At dawn the raiders assemble near the summit of the mountain, less than three miles from the Glass Hand Caern.  Malinal and Falls Far slip away to scout out the pond, while the Green Darts cross the Gauntlet.  Some time later, Falls Far is crouched and nearly invisible besides the water.  In the center of the hollow is a pond formed by a dammed stream.  The water is so heavily chemicalled with toxic waste that white precipitate covers the bottom and just being close to the liquid makes the eyes sting.  A large boulder, 4' Lx3' Wx4' H, rises from the pool; corroded human bones sit on top. 
  Throughout the hollow are plastic and metal drums of toxic wastes; most are either under tree canopy or covered with camo netting.  There are a couple hundred of these barrels.  He sees an ugly Crinos walking around, and then hears a guttural cry of alarm.  Another Crinos breaks cover on the other side of the pool, dragging the limp form of Malinal. Falls Far sends a mental signal to his pack, and within a minute the battle is joined.  More Black Spirals appear out of nowhere (from hidden cave entrances).  One lobs two long corroded slugs of metal (which later turn out to be recovered mustard gas shells) at Falls Far (who slew an ax-wielding Spiral with his Fang Dagger) and others.  Frustrated as the shells’ dudworthiness, a BSD runs up to Falls and beats him with a shell until it explodes.  Another shell, coming to rest in the toxic pool, explodes a few seconds later. 

Walks-With-Uktena and Fire Hand attack Malinal’s captor, and Fire Hand saves the critically injured metis while Walks turns on another axe-wielder.  The two black spiral packs are no match for the onslaught of a dozen Gaian werewolves, and in less than a minute all are either dead or flee.  The War Moons cross into the Penumbra to help their fellows while the remaining victors police the area. In just a couple of minutes, the packs return.  The fight with numerous Banes and three Black Spirals left most wounded, but only one dead: Bluffs the Spirit of the Green Dart Pack.  Then Walks With Uktena notices that Laughing Shadow looks disoriented; her speech is slurred.  Walks shouts for the Tusk Ritual while Rises Red and Fire Hand carry the now convulsing form to the top of the ridge and away from the Taint.  Others frantically dig the hole for the tusk, but it’s too late;  in less than a minute, the New Moon lies in her death spasm in a circle of torn earth, vomit and excrement.

  The Garou control their grief, and the Tundra Thunder pack enacts the rite while others stand ready to repel a counterattack.  About an hour later, they feel a wave of energy spread out from where the tusk in buried, purifying the Taint (though not neutralizing the poisons) in the hollow.  Falls Far notices his eyes are burning and watering. Leaving the Green Darts to guard the site, the rest make their way back to the caern.  But by this time, Falls Far can hardly see and his lungs are burning, and the rest of the group are starting to wipe their eyes.  Mary leads the coughing and nearly blind raiders to the creek and make them get in.  She speaks with the spirits, and tells the Uktena to breathe the water.  They do, and the spirits cleanses their bodies.  A pack is dispatched to spell the Green Darts, and the sept discusses the raid.  They deduce that mustard gas or something similar was what made them all sick, but they are at a loss about the sudden death until they realize that while most of the gathered Banes were Wakshaani (Toxic Elementals), one wasn’t recognized.  It was that one that Laughing Shadow killed, and probably that contact resulted in nerve-poison-like symptoms.  It is generally agreed that while it wasn’t a consecrated Hive, it was being prepared for this and would have been much harder to capture.
  Everyone spends the night resting from the raid.  In the morning, the Tusk is dug up and taken to Cherokee.  In the meeting place of the Great Council, flanked by her pack and the Tundra Thunder, Walks With Uktena announced the victory, the loss of life, and the success of the Rite.  She then demands the acceptance of the Compact of the Mammoth.  Although discussion on the matter continues for some time, White Path Walker and Nine Moons tell her they are confident she will have her way in this.

                                                                                 

The Compact of the Mammoth

The terms set forth in this document provide for the defense, protection, and use of the Gaian fetish known as the Mammoth Tusk. These terms are written and proclaimed by the tribe of the Uktena, who were fated to find the Tusk and bring it forth before the Garou nation. 
I. The Mammoth Tusk is not owned by any tribe, sept, or pack.
II. It is a gift to all Garou, indeed all Creatures of Gaia.
III. All Uktena shall act as its keepers and guardians. 
IV. All decisions on how, when, and where the Tusk shall be used will come forth from the Uktena council. 
    A. The voices of all Uktena who wish to speak will be heard. 
    B. The petitions of all tribes and Changing Breeds will be heard. 
    C. Votes on use of the tusk will be counted as a simple majority of all Uktena present.
V. The Mistwatchers Pack will hold veto power on where and how the tusk is used. 
VI.  The Followers of Mammoth pack will be the holders of the tusk and its direct protectors on a day to day basis. 
VII.  An envoy will be sent to King Albrecht of the Silver Fangs. 
     A. The leader of the envoy will be Magena Klaive-Taker. Accompanying her will be Milinal, Smoke Rises, and others to be named.
     B. The envoy shall speak as representatives of the Uktena and will offer the opportunity for the Silver Fangs and other tribes to present their petitions before the Uktena council for use of the Tusk. 

                                                                                 

Afterwards
  The Sept continues to watch the Seething Hollow.  Three nights later, a pack ambushes a truck carrying several barrels of toxic waste to a loading platform a quarter mile downstream from the poisoned ground.  The barrels were unmarked, but the truck was from Allenton Waste Management.  The driver and passenger weren’t very cooperative before they died.
Unanswered questions and loose ends: Who owns the land on Jackson Line Mountain?  Where does the toxic waste come from?

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Game 28a: "Hornet"
Game date: October 2003
Real date: 9/24/05
Moon phase: Waning quarter
PCs: Fire Hand
NPCs met:  
Fire Hand gets a Rite of Accomplishment from Walks With Uktena and, feeling cocky, finds Banehew and demands to be recognized as an Adren.  The smith sets down the spear point he's working on and denigrates her ability to defend the caern.  "Wisdom is well and good, but will you outthink a Bane that's trying to tear your throat out?"  She counters that she is wise in spirit ways, to which he replies, "Fine, if you're so good with spirits, make a fetish that will help in the caern's defense. . . one I've not heard of."  
After some thought, she comes up with and idea for a bow that will wound beyond the normal damage, and she settles on a hornet spirit to do the job.  First, she asks Tsali to make her a fine bow with stylized hornets carved on the limbs.  He agrees in exchange for a fetish at a later date.  She finds a hornet's nest and sets out fruit juice and insects at the base every day until frost kills them.  Then she takes the nest to her cabin.  The bow is ready in two weeks.  She purifies it, and then coats it several times with honey and juice.  When all is ready, she goes to water to purify herself, and soon is sitting by the sacred fire in the Penumbra, chanting and humming while holding the dedicated bow.  After a while, a foot-long spirit hornet flies up, lights on her, and travels maddeningly over her limbs, head, and body.  Finally it crawls onto the bow, which seems particularly attractive.  There is a little desultory argument, but terms are quickly agreed on; Hornet crawls into the bow.    
Presented with the evidence, Banehew tells the newly-minted Adren to use the bow well.
Hornet Bow
System: (L 3 G 6) When the bow is activated (must be activated with each shot) and the arrow strikes (does damage after soak), the point lodges in the flesh, detaching from the shaft.  The point exudes poison, causing a level of Aggravated each turn, until dug out or a number of turns equal to activation successes elapse. 
Taboos
Every month, the bow must be washed in clean spring water and coated in honey.
Once a month, the user must feed Hornet's earthly counterparts.
All arrows used with the bow must be wooden, with black stone points.

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Game 29: "King's Court"
Game date: 11/15/03
Real date: 4/5/06
Moon phase: Waxing Gibbous
PCs: Mistwatcher Pack
NPCs met:  Various members of the Green Mantle Sept; the Still Water Pack; Graymantle
  The Green Dart Pack comes by for a visit.  They relate that the Silver Fang king will meet the delegation at his caern in a few days.  Magena says that Smoke Rises has a secret to give the king – pertaining to a secret rival – but others may present worthy gifts if they wish.  It has been agreed that although Smoke Rises should be the leader of the delegation, she will defer to the Mist Watchers for most of the questions about the fetish.  As to the matter of the klaive, Magena says it will be interesting to learn how honorable Albrecht is, and if he is strong enough to enforce his will. 
Saturday (15th): Morning
  In the morning, the “advance party” – the Green Dart and  Mist Watcher packs, plus Malinal and Smoke Rises – will assemble at the Seven Clans caern (Tundra Thunder plans to come later).  The moon bridge opens, and the arrive in a much chillier locale.  Thomas Abbot, the Steward of the Sun Lodge greets them and shows them to their “cottage” (a nice sized lodge), which stands near the impressive mansion.  After a while, the various newcomers wander around the grounds.  The pack meets some of the Kings Swords, the bodyguard pack for Albrecht. They spy Ian Corrigan and Erin Kelly, of the Bridget’s Blessing Sept.  As the day progresses, they notice members of various other tribes present, from Shadow Lords to a Red Talon, making them a little concerned about the nature of the evening’s proceedings.
  A young pack of Silver Fangs, the Still Water Pack, politely tries to get in good with the Mist Watchers.  In their turn, the Mist Watchers perform a fake “secret Uktena ritual” involving a smudging and chanting.  The Fangs are polite and thank them, but likely realize they’ve been played with.
Afternoon
  Around four o’clock, a howl of summons echoes across the caern.  Len announces that the Tundra Thunder has arrived and is waiting at the assembly area. 
  The packs assemble, along with some thirty others.  The Uktena are taken off to one side, a little removed from the crowd.  After a few minutes, there is movement, and the all the Fangs bow as the king walks forward.  He is followed by his packmates, two big Kings Swords, and a couple of officers.  Albrecht makes an impatient hand gesture for everyone to rise.  Very reverently, he sets his huge silver sword against the throne, and then plops into his seat.  The guards flank the tree, the pack members peel off to sit well off to the side.  Albrecht asks for those who wish to speak before the Silver Fangs to come forward – as he looks directly at the Uktena.  He nods properly and speaks respectfully to Smoke Rises, saying he has heard much of her wisdom.  Then his attention turns to Magena, looking her up and down, especially noting the klaive.  He asks if she has been well treated, and in a voice meant to carry, he says, “good, ‘cause everyone here knows they’d be better off eating silver shards than picking a fight with you.”
  Smoke Rises comes forth, and introduces the delegation.  She then says the story is for the Mist-Watchers to tell.  Walks-With-Uktena tells the bulk of the story, with additional comments from the Uktena elders.
  After the telling, Albrecht asks to see the tusk.  The doeskin is removed, and murmurs carry as the more sensitive among them feel how powerful it is.
  Under the watchful eyes of the Mammoth followers, a handful of Elders are allowed to come close and look over the relic.  In a quieter and less formal tone, the king (now with his pack) asks a few questions about the Tusk’s effects.  Then he asks if Smoke Rises thinks her people will use it with no regard for tribe or personal disputes, with only the best interests of Gaia and the Garou in mind.  If no one answers, she will consider and then say, “There are no people who could make that promise.  But I believe that most of  individuals involved will do their utmost to make this so.”  Albrecht thinks, and seems satisfied.  “These days, that’s the best we can hope for.”
  “There being no further business,” the king says pointedly, and the tusk is wrapped up and whisked away by the Tundra Thunders, who take a moon bridge to Denali.
  In the evening, there is a “mixer.”  Erin comes over for a spell and hobnobs, as does the Still Water Pack.  Also, surprising development;  it seems that Klaivemaster  Alexander  Addison (“Armor of Edges”) has offered to train Magena in the finer points of klaivework.  The Fangs certainly took note of that.
  On a more ominous note, an elder Garou in a gray coat approaches.  Walks-With-Uktena realizes who it must be: Graymantle, a Silent Strider of Legendary status.  He compliments the discoverers of the artifact, and makes a few cryptic comments which seem to indicate that the Tusk will be put to the test soon enough.  Then he slips away.
  With business done, the Uktena take a moon bridge back to North Carolina.
Unanswered questions and loose ends: Will the Fangs stand behind the Compact?  Does Graymantle know something, or was he just being cryptic?  Are the Still Waters gullible or just polite? 

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Game 30a: "Desert Passage"
Game date: 8/15/01
Real date: 5/9/06
Moon phase: 
PCs: Joseph Redfeather
NPCs met:  Black Cliffs Pack, various Roadrunner Sept members; various spirits.
  Joseph’s Navajo father is in charge of the casino at the Blackfeet reservation in Montana. His mother, ¾ Blackfeet, ¼ white, knows a little about her culture and a very little about the Garou.    Once he realized how the other kids lived on the rez – and why they resented him – he distanced himself from his father and the white man’s oppressive ways.   In short, he was a rebellious youth.
  His mother used part of their considerable income to build a small museum dedicated to the tribe’s history.  Joseph found a flute in the display case fascinating, though he wasn’t sure why.  Then one day he woke up naked on a hilltop.  Soon after that, the Black Cliffs Pack came for him.  He needed little convincing; he said goodbye to his mom, grabbed some gear, and headed into the spirit world.
  Six months later, Joseph has learned much about the Uktena.  When he is told he is ready, the Cub begins to fast.  He fasts three days, each morning performing the Washing the Spirit rite.  Then he is told what must be done: he is to take back the flute from the museum, but first he must ask the maker’s permission.  Uktena will show the way.  It is suggested that he perform the Rite of Seeking.
  So he is brought into the Penumbra.  After some searching, he finds the trail of a giant serpent.
First Spirit
  After walking through the spirit desert for several hours, Joseph hears squeaks at his feet.  He is standing on the tail of a grasshopper mouse spirit’s tail.  The critter seems frustrated, and finally begins scrabbling around in strange, almost glyph-like patterns while squeaking. At last, Joseph begins to understand what the rodent is saying. [it teaches him the Gift: Spirit Speech] In return for this gift, he asks that “you be careful where you step when you are in my country!"
Second Spirit
  After a couple more hours of traveling, the Uktena trail suddenly stops. When a few moments of searching have gone by, Joseph sees a lanky wolf-like form trotting along in his general direction.  Coyote seems surprised to see him, but is pleasant enough, and asks what a Changer is doing out in the desert at this time of day.  He allows that he saw a giant horned serpent coiling on top of yonder mesa not half a day ago.  Naturally, he didn’t get too close, for horned serpents can be peevish when napping.
  He says he respects a young brave testing himself in such a suicidal manner, and offers him a gift – the ability to sway others with your words [the Gift: Persuasion]  He says he needs nothing for this simple Gift, he’s feeling generous, but perhaps in the future the young brave might also feel generous. ..
  Joseph circles the mesa until he finds a fairly easy place to climb, and reaches the top with no mishaps.  The summit is disturbingly empty of large reptilian spirits.
Third Spirit
  As he rests at the top of the mesa, he hears a distant, very faint  keeeerr above.  After a moment, he sees a tiny dot in the blue sky.  The dot gets bigger – it is a stooping hawk.  The bird pulls out the dive just shy of the ground and alights in a gnarled tree. Joseph gets the feeling that Hawk’s eyes can make out every hair on his arm and every thread on his clothes; Joseph also feels that if he were a little bit smaller, he would become a meal for the predator.  As it is, Hawk asks what he’s doing on the mesa, and chuckles when he hears Coyote is responsible.  If told what Joseph is looking for, Hawk will tell him he saw such a trail as Uktena’s.  It went into a cave at the base of another mesa.
  The lad is polite, and the spirit is feeling sympathetic, so Hawk also offers to teach him how to make his voice travel farther [Gift: Call of the Wyld].  In return, he asks “Send me a song on a sacred smoke” after he leaves the spirit world.
  Joseph climbs down, and soon finds the trail – along with a clump of grass that seems to have been used to erase the spoor.
The Cave
  Half a day’s walk later, he arrives at a cave.  It is cool here, but after a few twists all light is gone.  He hears the sighs and hollow laughter of a Shadow of Night spirit.  It pesters and threatens him until he sings a song to it [including a gift of Essence]; then he passes deeper in.
  Deeper into the cave, he sees firelight.  An Indian in old-style dress sits singing to himself.  His name is Sings-Into-Battle.  He listens to Joseph’s story, and gives him permission to have the flute.  He also says that once, the flute was stolen, and it took him seven days to find the thief.  After that, he made a replica which he often kept with him.  He tells Joseph where he hid it.  As a parting gift, he gives the young Garou a brand from the fire, to light his way back.
Retrieving the Flute
  Joseph leaves the cave, and finds Hawk.  After exacting a promise to help his children someday, Hawk grows in size and carries the Garou high into the sky.  They soar among the stars, and then he glides down to land on a rocky grassland.  Joseph is on the Blackfeet Reservation, just before dawn.  He finds the replica flute in a wicker tube under a stone.  He slips into the museum via the Umbra, switches the fetish for the replica, and is gone again before the tribal police can respond to the alarm
  He visits briefly with his mother, and then convinces a local Wendigo to open a moon bridge.  He returns to Navajo country and is acclaimed to be one of the People.  Best of all, he gets to eat.

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Game 30b: "Getting Outta Dodge"
Game date: 3/15/04
Real date:  
Moon phase: 
PCs: Joseph Redfeather (Sings-Into-Battle), Walks-With-Uktena
NPCs met:  Black Cliffs Pack, various Roadrunner Sept members; various spirits.
Background
  After proving himself in battle, Joseph speaks to the ancestor spirit, Sings-Into-Battle, and requests the honor of taking his name; the spirit seems pleased with the youth's potential, and agrees.  Sings joins a pack to take out a group of Banes; they pursue the malign spirits for months before bringing them to bay.  Two packmembers died, and one gave Sings his warclub before expiring.  Its mission complete, the pack dissolves, and Joseph returns to the Roadrunner Sept.
   While Charlie knows Erishka is competent enough to be the Lawspeaker, she has too much to do beyond the caern to be rooted.  Therefore, he spoke to an Uktena out west who recently left her pack; she agreed to join their sept.  Erishka is sent to Navajo country to escort the Half-Moon, Nora Stands-Fast, back to the Glass Hand.
 Shortly after she arrives, a Moonsinger named Stares-Down-Mockeries approaches her for a judgment.  He says there is a young Uktena who has a fetish warclub that is too magnificent for a youth to bear.  She hears his tale, and then goes to the lad (Joseph) and hears his tale of how he was given the club by the dying owner, and how he has taken care of it for roughly a year.  Faced with a crumbling credibility, Stares says he doesn't wish the club for himself, but thinks it is fit for one of the greater warriors.  Erishka doesn't budge, and judges in favor of Joseph.  Stares is quite polite about it, but can be seen later, quietly speaking against the Joseph.  
  She meets Stands-Fast, who seems sharp witted but who in battle lost  her left leg below her knee.  Stands seems content to be the Lawspeaker of the Glass Hand.
  Erishka also speaks with Joseph, getting his story.  A young Half-Moon who's good in a fight. . .with a killer war club fetish . . . and a fair bit of money.  She fears that Stares intends serious harm to Joseph, so she offers to take him back east and introduce him to her pack. So early the next morning, the three Uktena take a moon bridge to a green and fog-shrouded cove. . .

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Game 30c: ""
Game date:
Real date:  
Moon phase: 
PCs:  
NPCs met:  

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Game 31: "Ambush"
Game date: 3/18/04
Real date: 6/23/06
Moon phase: 
PCs: Mist Watchers
NPCs met:  
  Randy Black Coat brings Tanna Sams (now Fights-With-Fury) to the Glass Hand about the time Erishka returns from Navajo Country.  The pack meets the two packless Garou and decide to let them join assuming Turkey approves. Sings-Into-Battle uses his flute to play a song to lure the totem spirit in.   Fights-With-Fury is to show she can stay calm in the face of Turkey’s in-your-face provocation.  Both succeed, and join the pack.  Erishka, Laurel and Tuc fill the new folks in about the secret of the sept: Draught of Souls.  Laurel is disturbed about the dreams she’s been having, and takes the pack to Asheville looking for Johnny.  But it’s after St. Patty’s Day and the mysterious bard is nowhere to be found.
  The elders are concerned with the increase in Wyrmish activity within a day’s walk of the caern, and soon the Mist Watchers are sent westward for a long patrol.  They come across the sent of a wolf, and shortly thereafter, find the remains of a deer that was killed slowly and torturously.  The place reeks of Wyrm.  The chase is on, with the pack gaining ground over the miles.  Several more animals lay ripped apart on the trail.  The reach a den of some kind, with dead skunks, deer, bears and raccoons scattered all around.  One deer, hanging from a tree limb, still twitches feebly.  The odor of death and pain is nauseating. Ahead is a rock with strange glowing glyphs on it. Sensing the trap, the pack moves forward, with Laurel and Tuc heading downhill to put the doe out of its misery, Erishka and Tanna going to the stone, and Joseph rising into the air to watch.  Then in a moment, the ambush springs.  The Ahroun is staggered by a taser bolt, while a tranq dart hits the Half Moon.  Joseph drops into a Rhododendron thicket, looking for the shooter, only to be sprayed by silver bullets from nearby cover.  A large shotgun blasts Tanna backwards into unconsciousness,  projectiles fly at Laurel, and Erishka, feeling the effects of the drugs creeping in, orders a retreat to a spot 150 yards back. She picks up the limp Tanna and runs.  Joseph finds and grabs a figure and hauls him way up into the air, dodging bullets.  From the rendezvous site, they shift uphill to a hilltop to regroup.  They interrogate the mauled prisoner, who is dressed in Special Forces-type gear.  He carries a medical pack, tranq darts and a pistol.  All they get out of him is that he is part of a team, and next time they’ll face three – bravado, possibly, but the facts are far from clear.  They also figure out that he is a Fomor. Erishka finishes him off. A disturbance downhill sends the archers to the ready.  Then Tuc is hit from behind by a Black Spiral Dancer who came out of the Umbra.  The fight is brief, as Tanna takes the pistol and plugs the Wyrmwolf with a silver bullet.
  They strip the body of all gear and return to the sept.  They find no ID whatsoever on the gear.  They head back to the ambush site with the War Moon pack in tow, to find evidence of at least seven people in positions around the kill zone.  Their scents trail back 250 yards to some where fallen trees have cleared an opening.  The phosphorescent writing appears to be more graffiti than mystical signage.  It is noted how well the carrion made it impossible to smell the agents.  The Glass Hand are keenly concerned by the professional nature of the strike and how close it was to the caern.
Unanswered Questions: Who was the team, and who was it working for? Why was a Black Spiral helping out?  How are they so close to the caern, and do they know it?

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Game 32: "The Foe Below"
Game Date: 3/26/04
Date Played: 7/14/06
Characters: Mist Watchers
Moon Phase:  Crescent (Half on 29th, Philodox starting 27th)
NPCs Met: The Five Towers sept; Wynona Shoves-Back
  Erishka calls her Glass Walker contacts in Atlanta to relate the details of the ambush.  They say they will do some searching to see if this sort of thing has come up elsewhere.  They would also love to get hold of some of the captured equipment and drugs for analysis.  The pack meets a couple Walkers and their Kin at Harrah’s in Cherokee.  Tanna uses a Gift to fritz a number of slot machine for a few seconds.
  From there, the Mist Watchers head up into the hills, reaching the Appalachian Trail at Clingman’s Dome and proceeding westward.  The wind is still sharp with the fading winter.  Several miles along, the leading members spot what appears to be a hairless wolf in the distance, followed by several human forms.  Some of the pack takes up positions in the underbrush and the Umbra.  The wolf spots Erishka and the lot of them disappear across the Gauntlet.  The two Mistwatchers in the spirit world are hiding, ready for action.  The lupus stops right at the point where the watchers entered the Penumbra;  Changing to homid, she pull out some leaf tobacco and begins to burn it.  The pungent scent washes over everyone as the smoke goes eastward.  The rest of the strangers come up and demand to know what’s going on.  The metis says that she feels the spirit of the mountain has noticed them, and needs to be appeased with sacred tobacco and soothing words.  The pack grumbles.  She sings in the spirit tongue; after some preliminaries, she says (in the singsong chant) “If any of my tribe are here, there is trouble at the Sept of the Five Towers.  The spirits flee, and I do not know what to do.  Come soon, but be careful, for the elder’s heart is hard.”  She waves the tobacco, and dances around her pack.  They cough a bit.  A blonde woman mutters that she wishes the Changing Seasons could have let them have a moon bridge, while the man in charge replies that they could have provided a lot more help if they weren’t tied up in their own little valley – but that’s what you’d expect from a Silver Fang.  When the tobacco is burned down to her fingers, the metis drops it on the trail and resumes her position.  The werewolves lope away.   Laurel and Joseph follow them at a distance, while the rest of the pack hi-tails it to Changing Seasons.  There they find out that the mixed pack did indeed come asking for help – the spirits of their caern have all left –  but William Banecrusher didn’t want to send any of his people to the Five Towers Sept when they were needed in their own valley.  Meanwhile the two trackers confront  the strangers near Bryson City.  After a false start, they convince them (the Swamp Tracker Pack) to stop for a while.  When the weary packmates return, they convince the hesitant Swamp Trackers to let the Mist Watchers investigate their problem. Besides, the Five Towers is several days perilous journey away, and the Watchers’ truck is appealing. 
  Back at the caern, Erishka and company discuss the situation with the elders.  Ghostfire says he knew a Shadow Lord (Karena Lightning Strike) at the Five Towers Sept in the Congaree National Park.  The leader is a Silver Fang by the name of Michael Silver-Scarred (Ahroun).  They suggest that the pack go in diplomatically and circumspectly, and give a talen as a gift to the sept.
  The two packs reach Congaree National Park and hoof it to bawn several miles into the swamp.  As they cross the bawn, the newcomers feel the urge to be in lupus if they aren’t already.  Their senses come alive; they feel their primal selves coming to the fore.  They find that the caern was named for five massive cypress trees near assembly area.  They are presented to One Warning, the Red Talon sept leader, and it becomes clear that a change of leadership has occurred in the last year or so.  They don’t disgrace themselves, but Erishka does make a mistake of trying to approach the Ahroun in homid.  Anna Burns-the-Water, the Shadow Lord Beta, does her best to mediate. They earn his tolerance but no goodwill. 
  The pack is allowed some leeway, but always escorted.  There are no constructed shelters here; hollowed cypress serve as sleeping quarters for those who desire them.  Mosquitoes are fierce, but the air is alive with the sounds of birds, frogs, and insects.  They Watchers being searching for clues as to why the spirits have fled.
  A small clearing on higher ground is ringed by some walnuts and cherrybark oaks.  This is the assembly area, decorated with tokens of victory.  Several human skulls, a couple of metis skulls, and various guns, chainsaws, and other implements of destruction adorn the trees Also here is a flat stone, 2’x2’, with glyphs on it.  It is a little difficult to decipher: a combination of glyphs that could mean Foulwater Beast, with a Weaver glyph superimposed over it.  There is also an Uktena glyph.
  Raised the Elm, the Keeper of the land, makes sure they notice it, and says that he found and old booby trap which housed a great Pattern Spider.  With a trace of scorn, Anna will add that she had heard that the Uktena would leave such presents for those who took over their holy places.  More than one of the Uktena recognize a Bane Seal when they see one.  They visit the place where it was found, and sure enough, beneath the Penumbral ground, they see an enormous spirit stirring to life.  After rapidly considering the options with the pack, Erishka runs to the truck and calls Charlie to apprise him of the situation and ask for a Bane Tender NOW!  He says he will see what he can do.  The pack drives to the nearest town and settle in at a motel to wait, while some members of the pack begin carving a stone (taken from a garden shop) as a replacement fetish.  Tension mounts as time passes.  The packmembers are edgy enough to consider throwing down with the drunk teenagers outside the motel when all gets quiet.  A pounding on the door announces the arrival of Wynona Shoves-Back, a scary-looking woman who carries a Crinos-sized femur in her hand.  She is followed by Black Coat.  She brusquely asks for the pertinent details.  When Erishka asks for a little time to soften up the sept leader, she answers, “You have til I get there.” And walks out the door and unerringly towards the Great Bane’s resting place.  Laurel follows. 
  So, the pack drives and runs back.  Erishka, now wisely in Lupus, shows herself at her most impressive and respectfully explain what has happened, what must be done, and who’s coming to dinner.  One Warning is untrusting and proud, but not stupid.  After brief thought, he consents and sends his younger pack out to guard the perimeter.  Wynona arrives, inspects the locale, and begins to sing an eerie, wordless song.  The Mist Watchers, with Bird Foot (the metis Red Talon Master of the Challenge), leave the park to find a cell phone tower.  In the Penumbra, they find the very large pattern spider they are seeking, and several more besides.  They fight hard and well (Tanna’s clever use of Jam Technology confuses several spiders for a critical few seconds), and in short order they stuff the incapacitated Weaver spirit into the stone and Hungry Stick feeds well.  They rush the new fetish back to the caern.  A couple of hours pass, as the anxious werewolves watched Wynona dance and sing.  Finally, Erishka infuses the stone with spiritual energy to waken the pattern spider; it stirred, and then went it’s work channeling the spiritual energies of the caern to fortify the spiritual prison of the Wyrmish monstrosity.  One Warning acknowledged the service of the Uktena, and then moved on in Red Talon “live in the now” fashion.  The Tender and Black Coat went hunting, and the Mist Watchers returned to North Carolina.  On the way, they discussed what to do about the Draught of Souls, for all feel a decision must be made soon.

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Game 33: "The Draught of Souls Awakens"
Game Date: 3/29/04 (Mon)
Date Played: 5/25 /07
Characters: Mist Watchers.
Moon Phase:  Waxing Philodox (Half on 28th, Full on 5th)
  The drive back is uneventful; Truck coughs and sputters a bit but otherwise performs.  The pack reaches Bryson City around midday, and follows the dead-end road that leads to the caern.  As they do so, a raven swoops low, flying beside the driver’s window for several seconds before peeling off and flying ahead.
  When the pack arrives at the caern, they find the place on alert; all packs are at the caern.  At the assembly field, they are told that, last night, three Black Spiral packs were discovered hunting on the edges of the 7 Clans caern, but were were driven off at the cost of many wounded.  Glass Hand patrols have discovered signs of at least two packs in the western side of the park.  The dreams of fearsome hunger have invaded the sleep of everyone in the sept. Several of the Raven-folk have come together as messengers and sentries for the two septs.
  Charlie calls Erishka away; the rest of the Mist Watchers are sent to relieve the Moor Hunters who patrol the eastern ridge.  Charlie tells Erishka that Amy Raincrow has been particularly disturbed by dreams.  She’s stopped eating and rarely sleeps.  For the past couple of days she has taken to wandering from one end of the caern to another. Not all of the sept knows that she is prophesied to find the hidden Wyrm weapon, but the elders are keeping a surreptitious eye on her.  Erishka tells him she has a plan to take the weapon to the Abyss and throw it in, rather than let others use it or break it (thus releasing the Soul Eater Bane within).  Furthermore, she wants the Moor Hunters to come along, since they are excellent fighters but won’t have an Uktena agenda for the blade. After questioning the young pack leader, Charlie is satisfied with the choice and gives his blessing.  He also gives Erishka a stone from the Abyss to help them find their way.  Nightsong agrees to bring her pack on the mission.
  And so the packmembers take turns following Amy, in an exercise likened to waiting for childbirth.  As the sun sets, Tuck sees her stop in front of a small waterfall.  After looking at it a few minutes, she steps into the water and begins pushing earth and rocks aside.  She wiggles into a barely-visible hole within the falls.   About an hour later, a very dirty young woman claws her way out of the waterfall, clutching a wicked-looking 4’klaive.  Tuck pulls her out of the mud and throws her over his shoulder without a how-do-you-do, and gets bitten by a startled Crinos.  The rest of the pack arrives and calms Amy down, explaining what they are planning to do.  She asks to go along, and doesn’t appear to be in the sword’s thrall as was feared.
 As they go to rendezvous with the Moor Hunters, the pack runs smack into Ghostfire, who immediately guesses what they are up to.  He and Erishka face off, and surprisingly, Erishka wins.  Ghostfire warns that terrible things will happen if Nightmaster gets the blade, but he doesn’t hinder their going.  Erishka gives the klaive to Tuck on the theory that if it took him over, he would be easiest of the group to disarm. 
Into the Umbra
 The two packs step into the Penumbra and, following Amy (who enacts the Questing Stone ritual using the Abyss stone), they choose a moon path.  After traveling for many hours, everyone gets uneasy as the path begins to fade with the moon. All too soon the path is gone, and the group runs on in a dark, flat, featureless space, guided by the black stone in Amy’s hand.  They halt as they realize that Tanna and Joseph have disappeared, but before they can backtrail, four Grikkar attack.  These serpent-like Banes reach out their tentacles, but are destroyed in short order.  Unable to find their lost companions, the group soldiers on.
The Abyss
  After many hours, the landscape grows slightly brighter, and they see they run on gray-brown mud, mostly dried and cracking.  The following was read to the players:
"As far as the dim light shows you, all is the same.  Most of the land and sky is veiled in mist, although it momentarily thins enough to see that the bleak, stark plain goes on for miles Sound is muted, deadened.  You get the faint smell from comrades, but the still air carries no scent.  Even the dirt is odorless.  The air is slightly cool.  The shrouded sky is dark gray, and featureless except for one red star. The half of you that is spirit senses the deadness of this realm, that it is a manifestation of what the world will be if the Wyrm wins.  And standing here, you instinctively know that victory is very likely indeed.   You are of no consequence here, too small to matter. You feel drawn forward.”  
  All are depressed by the sight, but none fall to Harano.  So they travel on, following a 3’ gully.  Several hours into the march, a Trapper Wasp flies out and stings Erishka (who was closest to the gully).  It is killed by the quick actions of the other Garou, but the pack leader collapses and is unable to move for several hours [ST note: the Bane was a scout for some BSDs; Gaia help the two packs if the beast had escaped. . .].  A thorough investigation of the gully reveals no more Banes, but an interesting bit of detritus: Hiking backpack, with a blanket, clothes for a medium-sized man, half a canteen, a journal which appears to be written in Arabic, an empty machete scabbard, and a first aid kit.  The pack has blood on the shoulder straps.  Snagged on the frame of the pack is a small fetish compass that withstands Laurel’s attempts to figure out.  Erishka is mobile again when as what little light there is fades.  After a break for rest and energy bars, the group marches through the night.  As a dim light spreads, this was read to the players:
“Night has returned to the Waking Lands, for now some light has crept back into the featureless landscape. In the distance, the mists have parted to reveal an immense chasm.  No matter how fast you travel, it barely creeps closer.  Hours pass before you arrive at it. The cliff walls descend into darkness. It’s not that there is not much to see, but rather there is much to not see.
Imagine how a claustrophobe feels in a low, narrow passage half a mile beneath the surface of the earth.  Imagine a footloose outdoorsman facing a life sentence in a Supermax.  Imagine standing near the edge of a tall building or a cliff and feeling the unsettling urge to step forward, wondering what it would be like. . . The combination of near-panic, despair, and subconscious nihilism is what you are feeling at this moment."
The Garou's world is a strange mix of the enigmatic and the super-real.  The tenets of their religion isn't about faith, it's about fact -- facts they can see all around them.  The spirit realm is full of allegory, legends-made-real and ideas given physical form.  Each of the realms is like this.  The Abyss is the embodiment, not just of Nothing, but of the Negative; it is the nothing that feeds on Everything.  When they step into the realm, Garou don’t  see a depressingly-dull realm; the spirit half recognizes that this is what the End looks like, the ultimate mortality of all things – utter oblivion.  Actually looking into the void shouldn’t be like looking into the Grand Canyon at night; one sees an Absence that is too immense to conceive, which coldly hungers for all things, but on a scope beyond our comprehension.  You feel a slight breeze at your back, drawing downward into the blackness. Apart from this faint breath of air, there is no sound."
  Standing at the edge of the eternal gulf, all have trouble tearing their gazes from the depths, but none quail.  Banehew takes Draught of Souls and, with only a moment’s hesitation, flings the Wyrm Klaive in a high arc, watching it glitter until lost in the blackness.  No sound is heard, and after a few minutes they turn and retrace their course.  After several more days of walking, they will themselves out of the realm and eventually find a moon path that carries them back to the mountains.  A week after leaving, the packs return to their much-relieved sept.
Unanswered Questions: Where are the missing packmates?  What can the compass fetish do?

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Game 33a: "Vista of a Foul and Awesome Display"
Game Date:  
Date Played:  
Characters: Joseph Sings-Into-Battle
From the Player's Handout:  
  You are walking in darkness.  You have no way of knowing how long it has been since you last heard or smelled you pack, but now you know that Wild Turkey’s psychic link has failed.  You are completely alone.
  The air grows chill; a slight breeze touches your face.  Distant flashes show mountains ahead.  A thunderstorm passes away in the distance, leaving a pall of clouds trailing it its wake.  Your feet crunch on trackless white desert sand.  The sky grows lighter, and amid the scrub and stone you see an artificially angular structure.  Closer, you recognize it as some sort of bunker.
  The hiss of shifting sand draws your attention to the right.  Rising from a depression is a huge serpent. Two long horns adorn its head; between its eyes is a red, glowing gem.  There can be no doubt that this is an uktena.  And it is a huge one; you could easily walk into its open mouth without brushing your head on its palate.  The stories you have heard – of ill-fortune befalling those who glimpse the angry serpent-spirits – turn your insides cold, but the mythical creature pays you no mind.  Instead, slithers to the bunker, turning this way and that, looking at it from all angles, and testing it with its tongue; it appears very curious.  As the sky grows lighter, you notice camera lens peering from the bunker’s narrow window.  The uktena peers in, and then follows the camera’s line of sight.  The massive beast turns and slithers towards whatever the camera is watching for.  Only now does its tail shake free of the sand, and though is slithers faster than a man can run, several minutes pass before the football-field-sized horned snake vanishes into the distance.  You feel no compunction to follow, or leave; you are fixed in this place.
  All is quiet.  The flashes of lighting are too far away to carry their sound across the uniformly-gray sky.  The air is heavy with tension; you sense that something is about to happen.
  The whole country is lit by a searing light with the intensity many times that of the midday sun. The light is golden, purple, violet, gray, and blue. It lights every peak, crevasse and ridge of the nearby mountain range with a clarity and beauty you know you will never be able to fully put into words. Heat sears your body, and you feel your skin, your eyes, burning.  As the light begins to fade, your ears are assaulted by a sharp sound they were never designed to hear – as if someone stuck a pin in the stretched fabric of the universe.  A wall of sand, sound and overstressed air slams into you with the force of a speeding bus.  You should be flying through the air, but somehow you remain planted firmly on the roiling sand.  Shaken to your knees, your head splitting from the sustained roar, you look up and see before you a great multicolored cloud surging upwards.  The clouds, still burning in the reflected glow of the fireball, part to let it through.
  The world shifts; the bunker beside you is gone, and the attenuating mushroom cloud is glowing with shimmering blue and green light; the light is strongest at its base.  The column twists and roils; you think you see gibbering faces like some obscene totem pole. You find yourself moving towards it at an impossibly rapid clip.  Near the base of the column, you stop, your body in pain, your gorge rising.  The roar has faded, but in its place you hear a constant, undulating wail of the utmost spiritual agony.  Between you and the crater is the great serpent, thrashing wildly.  Bathed in unholy greenish light, its skin bubbles, spattering charred flesh and fluid all over the sand.  The front half of its head is blasted away, and the flesh around the mouth hole continues to melt like hot wax.  It is from that ruined maw that issues the scream that fills the air like glass shards, flaying you to your very soul.  As you feel your stomach give a great heave, blackness takes you.

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Game 34: "Homecoming Moot"
Game Date: 4/5/04 (Mon)
Date Played: 6/23 /07
Characters: Mist Watchers.
Moon Phase:  Full
  After quick rites of cleansing, they all eat like starvlings and sleep for a few hours.  All, that is, but Tuc, who sits in the Umbra and worries about the lost packmembers.  A fox spirit comes by and offers to help because “you look so pitiful; just don’t tell anyone I offered.”  It says it will help find Joseph in return for Tuc kicking every dog he sees for the next month.  The fox trots off, find Joseph at the bawn and brings him back.
  When the rest of the pack awakes, Sings-Into-Battle relates his vision in the Umbra, explaining that he awoke in some spirit glade and found a moon path which brought him back to the mountains.  He doesn’t know what happened to Tanna.
  Erishka meets with Laurel and Joseph, and questions each to decide who will be her Beta.  She will announce her decision at the moot.  The packmembers head off to meet with various people to ask for their sponsorship in a rite of accomplishment.  Laurel’s first choice, Nancy, declines, saying she has other duties.
  At dark, a howl gathers all to the sacred fire lit in the assembly area.  Reggie, the Red Chief, tells the Mist Watchers to come in behind him.  He enters the firelight from the East as is his custom.  Charlie, the White Chief, comes in from the south.  Most of the sept members are surprised, and a little disturbed, that Nancy walks slowly in from the West – the direction signifying Death.
  Drumming, Nightsong starts to walk the circle, and one by one the others take up the howl.  After all voices join and mingle, she abruptly stops.  Ghostfire calls to all the spirits, and names each of the pack totems in turn, at which time a member of each pack pantomimes in their patron’s honor.  Next, Charlie calls for business; all has been well at the septs since a couple of days after the questers departed.  Sings-Through-the-Pain, still gimpy from a Bane wound, speaks of Falls-Far’s honorable deeds.  Likewise, Banehew and Nightsong speak for Fire-Hand and Walks-With-Uktena, respectively.  Other septmembers have their deeds recounted.  Erishka announces that Sings-Into-Battle will be her Beta, but that Fire-Hand will be his if Walks falls.
  That done, Charlie says that there is a guest they invited to hear the story of the Draught-of-Souls’ fate: Far Touch, the Crescent Moon who convinced both sept and totem that the blade would be best hidden away.  At this, Nancy straightens and raises her head to watch Nightsong.  The Galliard speaks of the search and the finding of the blade, and of the brief showdown on the bawn.  As the packs cross into the Umbra, she switches into song, and through verse describes the journey so completely that the listeners grow pale and weak as she recounts the events in the Abyss.  As the grand tale is finished, all shout their accolades – until a quiet voice cuts through the tumult.  Nancy, or rather the Ancestor Spirit inhabiting Nancy, congratulates them and says their deed will not soon be forgotten.
  Nightsong again raises her drum and leads the sept in a dance around the fire.  It grows more and more frenzied, until Rises Red shouts, leaps into the air and comes down on four legs.  The werewolves dash up and down the mountains until, near dawn, they stagger to their beds.
  At a respectable hour of the afternoon, the Mist Watchers go to Charlie’s house.  Erishka politely demands that they be kept “in the loop” where the council’s secrets are concerned.  After some thought, the White Chief allows that they have shown themselves worthy to known more, but warns that sometimes apparent secrecy stems from simply a lack of knowledge (“Sometimes we say nothing because we have nothing to say.”) .  Joseph then relates his vision, and Charlie says that it may well be true; others have heard that the eldest of the Thunderwyrms originated in the first atomic bomb explosion.  The packmembers were shaken by the rumor that a Black Spiral pack formed a hive inside the creature’s gut.
  Though some packmates want to find this Thunderwyrm and kill it, cooler heads prevail, and the pack looks forward to a couple of months to learn rites and read lore.

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Game 35: "Knoxville by Onesong, Part One"
Game Date: 5/15/04 (Thursday)
Date Played: 8/24/07
Characters: Mist Watchers
Moon Phase: Waning Crescent
NPCs Met: Orange Screw Pack, Donna the Corax, Melissa Price
Synopsis
  Some time has passed, and things have been more relaxed.  Tuc has had to spend more time away from town because of the vow to kick dogs (the lady with the pug wanted to press charges, and the rottweiler is looking for payback). Joseph is planning a gig with his buds from back home.  Laurel had a nightmare from reading those volumes on Wyrmish lore.
  The pack picks up a package addressed to M. Watchers (postmarked Atlanta ) at the post office.  Inside they find a metal cockroach figurine.  Unable to figure out what it does, Erishka pulls out her cell phone to call their Glass Walker benefactors when the statuette leaps through the air and clamps on to the phone.  A moment later they hear Price (Alpha of the Deep Pockets Pack).  She asks if they’ve ever been to Knoxville .  Word has reached the Sacred Logo sept  that there is some sort of dispute between the two packs there – the Orange Screws are Bone Gnawers, and the One Claws are Glass Walkers.  The Screws are pissed off about something, and threatening to cause problems, possibly even open warfare.  The Claws are doing some important work for  Deep Pockets, but they are also temperamental and full of themselves.  Price wants to get this worked out. If the Gnawers are really that upset, they probably won’t accept mediation from the Walkers, but the Uktena might be able to do  some investigating, maybe talk to the Screws and see what the problems is – if there is one.
  They pile into the battered but plucky truck and head over the mountains to Knoxville .  They are spied by Donna the Corax who dive-bombs them and sets down in the truck bed.  They grab a quick bite and Donna tells them what she knows – which isn’t much more, except the troubles started in the last week or so. She leads them to an old school where some guys are playing basketball.  One big brother in a UT jersey comes over.  The pack plays up the Indian stereotypes, which fails to impress him.  With some coaxing from Donna, he says they’re having a meet the next evening, and gives an address.  “If Mary wants to talk to ya, we’ll let you know.”  Over his shoulder, he adds that they should bring burgers.
  The group tastes night life in K-town and tours around the next day.  Towards evening, they head to a run-down part of town and wait in a fenced-in gravel parking lot next to an abandoned building.  The sun goes down, the stars come out, and still they wait.  Gradually, they notice the are feels strange, like all sensations are muted.  Tuc drags himself across a crushingly-thick Gauntlet, to see the building and part of the surroundings are heavily webbed.  They conclude that the OS pack is mad because the One Claws have claimed this meeting place and will make an office park or something out of it.  They go into the building (which is quite clean and sterile) and pull through the even thicker Gauntlet.  They are immediately set upon by Weaver spirits of various sizes. Fire Hand stumbles on a lump on the floor, and the true horror becomes evident – the Bone Gnawers have all been cocooned into the Pattern Web.  The spiders try to do the same to the newcomers, but Hungry Stick, a fang dagger and claws manage to destroy the guardians.  The pack (and the Corax, who nearly made it out the window before being caught) is freed and transported to a seedy motel, where the tale is told over sacks of cold fast food.
  The Orange Screws have no caern.  The One Claws often give them Gnosis in exchange for help –usually muscle on the street or intel.  Lately, though, the Claws have reneged on a deal, haven’t answered demands, and one member has been seen talking to contacts on OS turf.  The OS are pissed about it, and Da Readah – the only one to see a Glass Walker up close in the last week – says she got a really creepy vibe.  They gathered to meet and decide what to do about the Glass Walkers.  They stepped into the Umbra to talk with the local spirits, and were attacked by several pattern spiders.  When they tried to escape back through the Gauntlet, they found that it had grown very thick. . . from the other side.  Just before they were defeated, a couple members of the One Claws appeared to help in the final bring-down.  They did things no Garou should do, like have their claw wounds knit themselves together.  The Screws, and Donna, will clearly be ready for payback.  They plan on attacking the Glass Walker’s caern. 
  Erishka steps outside and contacts Price (alpha of the Deep Pockets).  She  relates the whole story, and Price sounds quite bothered; she says that from the description, the One Claws have fallen to the Weaver and become, essentially, Weaver-fomori.  This is clearly a security breech for the tribe.  She says she will see what needs to be done and get back to Erishka.

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Game 35b: "Knoxville by Onesong, Part 2"
Game Date: 5/16/04 (Friday)
Date Played:  
Characters: Mist Watchers
Moon Phase: Waning Crescent
NPCs Met: Orange Screw Pack, Donna the Corax, One Claw Pack
Synopsis
  Plans are made for the assault on the fallen caern.  Da Readah finds some basic floor plans for the Holton Building , while Fight Cub sabotages the building’s power.  It is known that the caern is on the top floor, and likely that one or two floors under that is also under the sept’s control.  The Atlanta Glass Walkers offer to help distract security during the initial attack.   The Orange Screws use Cuckoo’s power to infiltrate the building, while the Mist Watchers get Eagle spirits to carry them through the Penumbra.
  At 0400 hr, the power goes out; a few seconds later, the emergency power on the top floor engages.  From the air, the pack sees the umbral shadow of the building; the top floors are as solid as the physical version.  Then red streaks of light (Attacking netspirits from Atlanta ) struck the building, sending the defending spirits into disarray.  The Mist Watchers landed on the roof, with Laurel circling with her bow.  The pack tore into guardian spiders and pattern spiders, with a couple members getting partially calcified.  They fought their way to the door and broke through, pausing to tear the rest of the webbing off and splatting the still-addled security spirits on the walls.  Now they feel the energy in the air, mixed with a stifling sense of order and control; they have reached the caern. A quick search of the first set of apartments shows nothing.  As they make their way to the larger apartments, attack geomids appear in front and behind, slicing into Erishka and Joseph.  They prove tenacious, nearly killing the pack leader and delaying them before being destroyed.  Erishka and Joseph muscled down the reinforced door and search the spirit-side of the caern.  Weaver spirits are everywhere but don’t concern themselves with the pack.
  They find and attack a Metis in a large office, only to find that it is a hologram; the real Crinos attacks from behind and a brief battle ensues.  Though the beast is unnaturally tough and disturbingly unemotional, they take it down.  Upon seeing the wounds weaving themselves shut, they tear the body apart.  At the other end of the apartment, they find the heart of the caern – the one place without an impenetrable gauntlet –  and Joseph and Laurel slip through to the other side.  The apartment is quiet.  Through the broken-open door they see War Jersey, encased in geomids.   Then, a silenced gunshot, and Joseph falls with a silver bullet wound.  More fighting ensues, and the Glabro with the pistol is crippled before he can take aim again.  Without so much as a growl, the Drone falls, shooting himself in the foot as he collapses.  He in turn is ripped apart.
  In the main office, they find Mary Treadhead (OS Alpha) standing placidly.  Behind her is a woman with the same emotionless look on her face as the others, only she is pointing a pistol at Mary.  The Drone calmly threatens them, but isn’t expecting the black tendrils of shadow (Tuc’s surprise) to reach out and grab her arms.  The pack moves in and dices her as she warns that they have all been marked by the Weaver.  They see the unconscious Da Readah being pulled into the spirit world and quickly yank her back.
  With judicious use of Mother’s Touch and much rending of shells, the members of both packs are stabilized and released – only one, Wet Back, is unaccounted for.  Erishka puts in a call to the Atlanta pack.  Price says a team is inbound to lock down and sanitize the caern.  The Uktena strongly advises that the Bone Gnawer pack be allowed to join the new sept, seeing as they fought to take it, were wronged by the Walkers, and would be more likely to keep mum about the fall of the previous pack if they had a stake in the new sept.  Price says they can reach an accommodation with the locals.

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Game 36: "Bound for Vancouver"
Game Date: 6/28/04 (Monday)
Date Played:  12/1/07
Characters: Mist Watchers
Moon Phase: Waxing Gibbous (Full on the 2nd)
NPCs Met: Bruce Sparks, Sunset Eyes
  Some time goes by.  Then Charlie tells the pack that they have been requested to escort an Athro Crescent Moon, Sunset Eyes, to a meeting.  It sounds simple, even boring, but their name was brought up by Nine-Moons-in-Galunlati, so it’s not something they can lightly refuse.  The complication: they are to drive to Pahrump , Nevada (over 2000 miles), pick her up, and head to Vancouver (1300 more miles), then reverse it when she’s done.  The fact that she is a Bane Tender makes the werewolves a bit edgy. Getting money from Joseph (who, given the choice between tapping Daddy’s casino credit card and hawking “authentic Indian crafts” and taking pictures with tourists, whips out the plastic), they do some maintenance on the yellow F-150’s physical side and ply its Awakened spirit with Gnosis.  With a new cap on the truck bed, a bag of jerky, bottles of coke and a tank of gas, they head out.
Lost Cub
  They park at roadside campgrounds every night, slipping into the woods when able to get fresh meat.  At dawn a little past Vicksburg , they are awakened by the truck horn, and see someone scampering away.  They bay him at the highway fence – a young teen who reeks of the Wyrm.  He warns them that he is dangerous, and Erishka susses out that he is Garou.  When they explain that they’re werewolves as well (and Tuc ill-advisedly demonstrates) ,he frenzies and rips into the Ragabash.  They grapple him and Joseph whacks him in the head to subdue him.  The boy is carried back to the truck and wrapped up on shadowy tentacles, while Tuc, runs away in Hispo to divert the unwanted attention of the waking campers all around (“Look, a bear!”).  They collect him down the road and get the story from Bruce.  He got a dog bite a couple months ago, and last month he woke up naked in a field.  He heard a vagrant was killed, and assumes he did it; he was trying to hike, hitch or steal cars to get out to “someplace where there aren’t people.  The boy frenzies again in mid-conversation. A look in the Penumbra shows he is not alone, for three Banes are crowded around him.  Joseph attacks one Bane with Hungry Stick,  Other pack members arrive and help finish two, while driving off the third.  They eat their hearts; something is seen fluttering on the chest of the worst Bane; they release it and breathe more life into the pitiful thing, which turns out to be a Kinfetch for the Children of Gaia.  The Banes were using it to track the boy.  After some cleansing rituals and some consideration, they wake up a very grumpy Ian in North Carolina , who contacts Bayou Endormi.  The pack drives south, and meets up with Rain, an Child of Gaia who takes the boy in.
The Elder
  Back on track, they drive onward to Nevada .  Just outside Pahrump, they pick up an Indian woman.  She looks to be in her 50’s, and is worn but unbent.  She wears cheap sunglasses.  Without preamble, she gets in the front and they drive northward.  She speaks little, and seems to think many of the pack’s concerns (what sort of Bane was that?) to be trivial.  She seems paranoid, sniffing out each campsite and avoiding “Wyrmbringers” like they all carried smallpox.  In her eyes is a reflection of a vivid sunset; she says it was the price she paid a powerful spirit for aid in putting down a Bane.  Unfortunately, she cannot see well because of it. 
  Gradually, she warms to the Mist Watchers somewhat, vaguely complementing Laurel for eating the Banes’ heart (“Not many do that anymore.”), and expresses her dislike for Wyrmcomers.  She tells Erishka she thinks that Nine-Moons may take “the Uktena Path” before long.  Joseph confides his vision to her (the one about the first Thunderwyrm) and she tells him a secret.
  Putting together bits of conversation, the pack comes up with a picture of this mission.  The Sept of the Shuddering Sleeper (in Missouri ) is being plagued by Razorwind, a powerful Bane.  Sunset Eyes is the last living member of the pack that banished and nearly killed the thing back in 1960.  The sept wants her to give them information and other assistance in destroying it.  However, she holds a powerful grudge against the Wyrmcomers, and the Silver Fangs and Shadow Lords in particular (the tribes which happen to be the leaders of the sept).  She intimates that some of her pack members died because of Wyrmcover deceit and arrogance, and she isn’t keen on letting that go.  “They made their own mess, they can get out of it.”  She was talked into meeting with sept members on neutral ground, at the Great Cedar Caern in Vancouver .  She’s in no hurry, however, and so she’s taking the highway rather than a moon bridge.
  A couple of  days later, they pass through Seattle and reach the border.  As they wait in a line of cars, they see an official walking down the line, checking licenses.  The man reaches their truck and takes Erishka’s license and turns to consult his clipboard.  Sunset Eyes stiffens and gasps.  After a moment, guard pulls out a silenced pistol. Before he can get off a shot, the pack explodes into action.  Erishka partial-shifts, clawing the man.  Other jump out of the truck.  The old Theurge concentrates, and the man bows down as if under a tremendous weight.  Disarmed, he is bundled into the truck.  His appearance seems to cause a version of the Delirium, and an old man in the next car slumps over with a heart attack. In the ensuing confusion, the Ford slips out of line and up the road.  The Fomor shows a couple more tricks, stabbing Joseph with a retractable spur, and then stabbing himself to death.  Sunset enters the Umbra to slay the fleeing Bane.  She returns and says it looked like one of Razorwind’s brood.  The pistol’s bullets are silver.  The Bane, or one of it’s allies, knew she was coming.
Unanswered Questions: Who sent the Fomori, and how did he know where to be?

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Game 37: "Do Not Suffer Thy People"
Game Date: 7/3/04 (Saturday)
Date Played:  
Characters: Mist Watchers
Moon Phase: Full (Full on the 2nd)
NPCs Met: Julia "Voice-Like-Moonshine", Ron "Empty Quiver" West, Janis "First to Know",  Madeline Abercorn, Harold "Wings of the Storm" Brandenburg, Alexandra Luca
  The Pack arrives in Vancouver , and navigate their way to Stanley Park .  There are people aplenty.  The Bane-Tender doesn’t know anything beyond this.  The pack picks up a map and start wandering towards the woods.  In the fields they see people playing cricket and Frisbee, having picnics and walking around.  Along the edges, there are people in sleeping bags and otherwise looking like vagrants.  One, a red-haired, rarely-shaven lad of 25 or so, heads up to them and bums some money.  The “vagrant” checks them out, then heads back into the woods. After a bit, a Black Fury arrives and leads them through the woods to the concealed pathway into the bawn.  Once at the open meeting place, they are invited to rest.  A tall Silver Fang named Voice Like Moonshine welcomes them to the Great Cedar Caern, and assures Sunset Eyes that word of her arrival will be sent on to the ones she is to meet.
  They see several Garou standing or sitting some distance away.  They seem to be around a tall man with silvering black hair.  He is well dressed, and at his hip is klaive.  He has a noble bearing, and there is little doubt what tribe his is.  A close look reveals that three fingers on his right hand are scarred at the ends and lack fingernails.  Speaking with him is a metis named Ron “Empty Quiver” West (Master of the Challenge).  A lounging Shadow Lord  (Janis “First to Know”) quietly explains  that they are preparing for a duel.  Seems Harold “Wings of the Storm” Brandenburg (the Fang) overheard Flame-of-Vengeance  (a Fenrir) making an of-hand comment remark that the Fangs were bad off if they an Adren was the best they could find to lead them.
  Shortly after that, a messenger comes to the Master of the Challenge, who leads the combatant out of the bawn, and most of the other folks follow.  They arrive at another clearing, where a dozen more Garou stand to watch.  A noble looking Garou (Madeline Abercorn) walks up and over to Brandenburg .  As she takes Brandenburg ’s klaive, she quietly whispers, “This wasn’t necessary, you know."
  West announces the challenge.  It will be fought in Glabro, with steel knives, skill against skill, until one combatant yields or is incapacitated.  The spectators form a wide circle, and the combatants salute each other and take a stance.  The Fang stands tall, knife pointed forward, while the Fenrir is crouched, blade down and back.  They rush together; Fenrir takes a stab in the left arm to deliver a vicious cut to the belly.  Fang weaves a strong defense for several seconds while his wound heals, then they come together, bind, throw, kick, and slash.  Shortly, Brandenburg is panting, and takes a series of minor wounds.  The Fenrir binds and overbears him, but with a seemingly lucky turn the Fang slices the tendon in the foe’s arm, releasing the grip.  He springs back and then stabs deep into the chest and then the other arm, half-severing it.  The Fenrir falls, blood pouring from his mouth.  West steps in, looks over the fallen as he sags to the ground, and declares it finished.  Brandenburg nearly falls over; still breathing hard, he slowly walks over to his septmates.
  The excitement over, the various watchers disperse.  The Mist Watchers have a discussion with an Asian Garou, Yun Chang, who seems amused at their attempts to identify her tribe.  When a subordinate werewolf comes up to her, her demeanor (and apparent Rank) changes.  An amused Julia belatedly informs them that Yun Chang is the head of the Uktena in Vancouver.
  Alexandra Luca of the Shuddering Sleeper Sept comes before Sunset Eyes.  She is (barely) properly respectful in greeting Sunset Eyes, and the Mistwatchers are dismissed as the other two go off to talk.  The talking lasts for hours, and eventually Sunset Eyes breaks off to go hunting. Laurel dutifully follows discreetly (having been growled at earlier).  The others settle in to sleep.  A short time later, Joseph is whacked in the head, and a raven flies off with Hungry Stick.  He races and then flies after it into the Umbra, followed by his pack (sans Laurel ).  After repeated threats, the Corax drops the fetish, and waits for them to follow.
  After traveling through the Penumbral cityscape for several blocks, the locale gets progressively darker and nastier.  The webbing is dirty, and in some cases slimy.  Distant moans and wailing can be heard.  They see spirit junkies in doorways, and spirits looking like spiders made of syringes.  They are in the middle of a Blight.
  Then they see a silvery light ahead.  Brandenburg is in Crinos, wielding his klaive, and panting.  Several dead Banes lay at his feet.  A large, tentacled one weaves before him, while several man-sized mantid-like Banes circle slowly behind him.  Before the pack can react, a black Crinos leaps in front of them to hold them off. Julia explains that it would be a mistake to save the Silver Fang; he is here to end his life in service to Gaia, of his own accord, and while he still can. They shouldn’t save him, but they should witness his courage, and afterwards rescue his klaive and, if possible, his body.  They agree to do so, but as the fight drags on, it is a struggle not to help the old hero as he takes blow after blow.  Joseph snaps, succumbing to his Rage, and soon it is a free-for-all.  Brandenburg , one leg savaged, leaps forward on his good leg, burying the klaive to the hilt in the larger monster a moment before it bites his head off.  Joseph, recovering his wits after spending a moment in shadow arms called forth by Tuc,  grabs the hand that still grasps the blade and tries to lift the body out.  The corpse partial shields him from the next bite that nearly takes his life.  The others werewolves fight hard, and the big Bane is finally brought low by Tuc’s fang dagger.  The remaining mantids fly away as the leader falls.
  Julia, herself slightly wounded, waits as they dig out the head of the old warrior, wrapping the body together. Though she thinks poorly of the Silver Fangs, she recognizes the valor of this warrior, and honors the deeds done for the Garou in years past.  She will the pack if necessary, but would prefer they do as she asks. She will help in the fight afterwards, but when it is done she insists her part is never revealed; she says her tribe wouldn’t approve and the Silver Fangs would suspect her of ulterior motives.
  So, she fades away a block before the park comes into view.  Several Garou stand ready, alerted by the Corax.  A very frustrated Laurel heals the wounded, aided by Sunset Eyes.   Joseph tells a fine and moving tale (leaving out both Julia and the frenzy) to Madeline and the others, and hand Teeth of the Tempest to the Silver Fang leader.
Unanswered Questions:  

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Game 38: "Vancouver Nights"
Game Date: 7/10/04 (Monday)
Date Played:  2/1/08
Characters: Mist Watchers
Moon Phase:  Waning Half (Half  on 9th)
NPCs Met: Maxwell and “The Master” (Vampires), Mourns the Lost (Wendigo), Kiril Oldenburg (Silver Fang of the Sun’s Wings Pack), Yvette Morningsong (Silver Fang of the Fjord Carvers) Fire On Steel (Child of Gaia, Warder)
The pack sleeps well into the morning.  Laurel who sleeps until after noon, and is cranky when she wakes.
Erishka
  Erishka is allowed to sit in with the negotiations, though several yards distant. Luca relates their need (with appalling brevity), and seems a little impatient when Sunset Eyes fails to speak.  When she does, she tells a long tale about fools stepping on snakes, which seems to be a parable about the Wyrmcomers.  Luca is irritated, but is well-spoken.  Finally, after several hours, the meeting breaks up, with Voice Like Moonshine (a diplomat of the local sept).  After a couple of hours rest, they come back together.  Sunset relates how she lost friends because of Wyrmcomer arrogance.  Luca is more relaxed than before, and performs a subtle Rite of Contrition on behalf of her people for the harm done to the Sunset.  She accepts.  And after a while describes the creation of the spear, the hunt for the proper rituals, and the attack on the Bane.  She also relates what should have been done to kill it, which they didn’t figure out until later: a smoking bag of sage and cedar would likely hinder the spirit’s escape.  The spear is in a cave, and she would retrieve it.  But she stresses that the fight is theirs, not hers.  In consideration for her knowledge, they should preserve and present to her three of the Bane’s quills.  At Erishka’s whispered suggestion, she adds that the Shadow Lord must tell her a secret of her tribe.  She does so, too low for Erishka to hear.
Tuc
  Tuc wanders through the park.  He finds some low, rough wooden shelters in a circle.  Each is a shrine, with a carving in it.  There are representations of a great cat, a spider, raven, bear, coyote, alligator, and rat.  Outside the circle are three more: an ox, a bat, and a boar.  In the center is a larger shrine with a turtle carving (representing the Croatan). He smokes a sacred pipe before the turtle, and is joined by the builder of the shrines, the lupus Uktena known as “Mourns the Lost”.  She tells stories about the War of Rage to Tuc, and they talk far into the night.  She tells him about Bastet and Gurahl in particular detail, and teaches him a song of power and supplication for the Gurahl. 
Laurel
  Laurel has a vivid but fleeting dream of sunlight through brilliantly colored autumn leaves, with an achingly beautiful song she utterly fails to recapture.  She sleeps later than everyone else, and is hard to wake.  Throughout the day, she feels restless, and is quicker to anger than usual, though it is not her phase of the moon. 
  As darkness comes, she goads Erishka into going clubbing.  After she nearly attacks a guy hitting on her, they leave.  Waiting at a bus stop, they are approached by a vagrant who they quickly determine is metabolically challenged.  He is named Maxwell and requests to speak to the one with hands of fire. His master has requested an audience, on a matter which may benefit them both.  He will give any reasonable assurances for her safety, and in fact interrupts the conversation to mystically shield them from a vampiric “brute squad” that passes by, hunting for lupines.  They agree to listen, and follow him into underground tunnels and finally to a large chamber.
  A shadowy figure give them a book, bound like a thesis: Controlling the Flow by the Laws of Contagion, Synecdoche, and Sympathy, Volume 1 by Daeron, scholae Bonisagi, translated from the Latin by Colinus, scholae Bonisagi.  It is a 120 page book in typed Courier with diagrams and pictures pasted in.  It would look terribly intriguing to an Uktena.  The figure says they may have this book, with their compliments.  They may have the second volume if she helps them with a task.  A volume which was being brought to them by a couriers was stolen by wizards near the airport in Hebron , Kentucky (more details will be supplied by the GM later).  If her pack find the perpetrators, claim their occult books, and give them to “us”, she may have the other book.  The lure of the new volume prove too much, and they agree.  When they tell Tuc, he is clearly not happy that they are dealing with leeches, and considering his initial experience, they don’t blame him.
  Laurel is still cranky and sleeps deeply and late.  Could it be from the Bane heart’s she’s eaten?  Could it be some spirit trickery?  With nothing but a hunch, she gets an early pregnancy test, and it’s positive.  Given her one and only time has been with a Fae guy a year ago, it doesn’t seem possible.  Erishka talks to the Fianna leader, Liam Corrigan, who confirms that messing with the Fair Folk usually leads to unpredictable, and seemingly improbable, results.
Joseph
  Joseph is approached by Kiril Oldenburg (H M Ga SF 4) of the Sun’s Wings Pack.  He asks to hear the story of Brandenburg .  , and he will be delighted to compare tribal styles of tale-telling.  Joseph asks to learn the Fang style of storytelling so he can tell the tale “properly,” and Oldenburg obliges.
  Joseph meets Orenda “Cuts Deep”, leader of the guardian pack at the Great Cedar caern.  They talk a bit about the Wendigo.
  Around 4:00 in the evening, a young Fang (Yvette Morningsong) picks Joseph up in a small cabin cruiser.  They ride several hours, as civilization fades away with the light.  Fir-covered mountains rise on either side of the Indian Arm fjord.  They finally pull over at a dock.  There is a small cabin where several Fangs are hanging out.  Before midnight, the assembly goes up a steep mountain path, to meet some more Fangs (there are now fifteen) who gather in the lea near the top of the ridge, circled around a stone 3’ across.  It has a glyph carved into it.  Kiril says “We have come to celebrate the life of Harold Brandenburg, called ‘Wings of the Storm’, and to honor a hero of Gaia.  We have with us, one who saw his last battle, and who asked to tell the tale.”  Joseph tells the tale masterfully, in three parts, and with the flourishes of a Silver Fang story.
  After the tale, all howl.  Madaline speaks of how he saved the body from defilement by retrieving it, though grievously wounded, and says that they will not forget he who bore the fallen.  Yvette and her pack (the Fjord Carvers) start to escort him down to the cabin as the memorial continues.  Clearly hyped, she says, “Screw this, wanna hunt?”  And the pack wears themselves out running and hunting, and at dawn they curl up and sleep on some ridge many miles away.
The Tusk
  Shortly after the various revelations, the sept warder, Fire on Steel, comes over.  He explains that he heard the pack found a powerful fetish which could cleans all taint.  He says that there is a most unclean piece of ground in the city, once which attracts Banes and harbors evil.  A powerful Bane was destroyed there some years ago, but the hellish place still exists.  Some years ago, a casino was built on top of it, and the vampires guard it jealously.  In fact, it was a foray against the casino that cost Abercorne his life and broke the truce.  Fire on Steel doesn’t believe the Garou are ready to prosecute an all-out war against the leeches; it would cost them too dear and help only the Wyrm.  If the ground could be cleansed without the Leeches noticing, war could be postponed.  Erishka explains the proposal needs to go before a council, and he said he will prepare their case.

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Game 39: "Fear the Reapers"
Game Date: 7/14/04 (Wednesday)
Date Played:  2/29/08
Characters: Mist Watchers
Moon Phase: Waning Crescent
NPCs Met: Dustin Bearclaw (Verbena Mage), Allen and Terri (Euthanatos Mages)
What the pack was told: The book is called Liber Morticinus.  The cover is leather bound with iron rivets, and the title is embossed with lead.
  Two couriers were bringing the book to Vancouver.  The senior courier carried the book in a briefcase, while the second courier carried a number of other papers.  During a layover at the Cincinnati/Northern Kentucky International Airport about a month ago, they were in a washroom when they encountered a man in his mid 30s.  He had prolonged eye contact with the senior courier, who did not move but appeared increasingly distressed.  After about a minute, the courier collapsed.  The (assumed) wizard then looked at the second courier; he spoke to the courier, who immediately forgot the details of the incident.  These details were retrieved through questioning at a later date.  The death was ruled a heart attack.  The wizard took the victim’s briefcase but appeared to make no effort to search the survivor.
  The Liber Morticinus must be returned.  In addition, the Master wished other tomes be brought to him as punishment for the theft and murder.
Heading to Kentucky
  After returning Sunset Eyes to her home, the pack strikes out for Hebron , Kentucky .  After some dithering, they decide to track down a Mage contact, Dustin Bearclaw, who both Tuc and Laurel have met in the past.  They reach him at a clinic on the Navajo Reservation.  They describe the situation (leaving out the vampires); he thinks they may be dealing with Euthanatos – death mages.  If the man seen at the airport was Euthanatos, and he’s typical, then either he wanted to kill the victim specifically (thus he wouldn’t have killed the other courier) and took the book as an afterthought, or he wanted the book.  In the latter case, it isn’t likely he will part with the tome. Dustin agrees to help with negotiations, but unless the mages are somehow Tainted he won’t assist in tricking or attacking them.  In return, the pack will perform a service for him.  Oh, and they’re buying his plane tickets.  Joseph grudgingly supplies the funds, when threatened with being forced to sell “Indian trinkets.”  Two days later, they meet Dustin at the airport. After checking out the bathroom where the killing took place (no clues found), they go to the hotel.  Dustin examines Laurel , and recognizes Fae influence in the child almost immediately.  Further, he can tell it was growing somewhat faster than normal, and that the Fae “aura” is spreading beyond the womb.  Beyond such diagnostic, he can’t give any clues as to what the future holds.
  Tuc performs the Rite of the Questing Stone with the tome’s name, and gets a east-southeast direction.  After several more tries, they arrive at a farm just west of Independence , KY.   Laurel slips into the Umbra to investigate the grounds.  She sees a faint house, and behind it a 6’ mounds with a death resonance.  On top of it is a spirit which looks like the Grim Reaper.  It watches her, but makes no moves. Laurel then returns to the physical world and sneaks back.  There are signs of possibly three vehicles using the driveway, and four names on the mail in the mailbox. They decide to talk to the occupants, and hope that they are civil.  Dustin and Erishka will do the talking; Laurel and Joseph will shadow them in the Umbra, and Tuc will guard the back.
  They knock, and are let in by a man matching the rough description of the killer, who introduces himself as Allan. They also meet a 30ish woman named Terri.  All are civil.  The guess that the Euthanatos wanted the victim dead was correct.  They agree to hand over the book in exchange for a future service by the pack.  Meanwhile, across the Gauntlet, the death-spirit is watching the watchers in the living room.  As they ready to leave, it “looks” at Joseph and holds up one hand, holding thumb and forefinger close together as if to imply something is short or small. . .
  The pack makes copies of the book for themselves and the Atlanta Glass Walkers.  Joseph and Erishka take the book to Vancouver and exchange it for the second volume of Controlling the Flow.  Tuc keeps the pregnant Laurel calm and happy (when she’s not asleep) until the others get back; then they head back home.
As summer wanes, the sept watches as Nathan Rider braves injury derision to propose to Erishka, and is accepted.