TEXT: W H I T E  W O L F  M A G A Z I N E        1
  Forgotten Lessons is the first part of a three-part story for
  Werewolf: The Apocalypse, Second Edition, designed with four to
  six Garou in mind. Part One is followed next issue by Present Dangers,
  and Future Shocks in issue #44 (June). You can use all three parts
  together, or adapt each to stand on its own.
  The Story So Far
  Forgotten Lessons focuses on the distant past, long before
  Europeans came to the Americas. Long ago, Gaia gave the
  continent to the least
  corrupted of her children.
  Thus, the Uktena, the
  Wendigo and the Croatan
  traveled across the frozen
  wastelands of the Bering
  Straight and made the
  Americas their home.
  Although the land had
  been cleansed by Gaia during the
  Ice Age, many Wyrmlings still
  existed there. The Wyrm’s minions
  were weakened, though, and
  quickly fell before the onslaught of
  the Garou. The Garou bound these
  creatures into stones and buried
  the Wyrmlings in the earth where
  they could do no more harm. Powerful rituals were performed year
  after year to ensure that the creatures remained dormant. They
  were unable to harm the Pure Ones and their Kinfolk.
  With time, Europeans came to the Americas, bringing the evil
  of the Wyrm with them. After many battles, the Pure Ones were
  driven from their lands and forced to the west. Many of the Pure
  Ones died, the Croatan were destroyed, and, in some places, the
  rituals that held the Wyrm’s monsters dormant were abandoned.
  Since that time, Malafaxus the Wyrm-Walker has lain asleep
  beneath the earth, slowly regaining power after imprisonment by
  the Pure Ones. Now the time has come: Malafaxus has awakened.
  The being has been roused by recent construction near its
  resting place near Utica, north of New York City. A subsidiary of
  Pentex is responsible for the “noisy” construction. The corrupt
  corporation has become aware of Malafaxus, and it is doing all it
  can to ensure that the powerful Wyrmling awakens with its powers
  intact. To this end, the corporation has shifted to building an
  industrial complex on land directly above the Wyrm-Walker’s
  resting place.
  The Waltheford Industrial Park promises to bring many jobs
  to nearby Utica. Newspapers have done a bang-up job of letting
  everyone in the state know about the new complex and its
  opportunities.
  Coincidentally, many Uktena and Wendigo with the Past Life
  Background have recently had fitful dreams, envisioning an army
  of fomori crawling from the
  ground. Furthermore, the
  local Red Talons have been
  more restless than usual.
  Even at the Gaia’s Hand
  Sept, Garou have grown
  uneasy. No one knows why,
  but they’re about to find
  out.
  Theme
  Forgotten Lessons is a
  reminder that only by
  understanding and respecting
  our past, heritage and history
  can we hope to understand our
  present and future.
  Mood
  Forgotten Lessons is about dark, unreasoning fear. Something
  from the past, something with a long memory and foul powers, has
  returned to haunt the present. Whatever it is, it wants revenge,
  and today’s Garou must face that horror.
  Tribal Involvement
  If any characters are Uktena or Wendigo, getting involved in
  this story is fairly easy. Elders of the Uktena tribe have been dealing
  with a Wendigo sept on the other side of the U.S./Canadian
  border. Considering the gross numbers of Wyrm-bringer Garou that
  have infested New York State, this alliance is very necessary.
  Both tribes have discovered a common enemy to expedite
  their unification: the Waltheford Industrial Park. Development has
  begun on the industrial park’s north wing. The construction site is
  located on what is believed to be ancient Iroquois burial grounds,
  Forgotten Lessons
  BY JAMES A. MOORE
  Forgotten Lessons
  BY JAMES A. MOORE
  Part 1 of a 3 Part Story for
  S   E   C   O   N   D      E   D   I   T   I   O   N
  
  2     W H I T E  W O L F  M A G A Z I N E
  
  W H I T E  W O L F  M A G A Z I N E        3
  lands held sacred long before the Europeans came and conquered.
  (Development of the land has been approved because politicians
  under the thumb of Pentex and the Wyrm have dismissed pressure
  from historical preservation groups.) The Wendigo and Uktena
  want what they believe to be their land back. Even the Red Talons
  loathe such afflictions to the world, and they gladly side with the
  Wendigo and Uktena to prevent any further construction near
  Utica. (Of course, what all these Native American groups and
  Garou have forgotten is that a Wyrm creature, not a graveyard of
  ancestors, is actually buried there.)
  For their part, Glass Walkers have invested a great deal of
  money in developing the park, unaware that Pentex is behind the
  venture. The Glass Walkers have even promised job opportunities
  to Kinfolk of the Bone Gnawers. The Bone Gnawers therefore
  stand by the Glass Walkers. Any interference on the part of Native
  American tribes certainly catches the Glass Walkers’ attention.
  One of the construction companies being used at the
  Waltheford complex is the Larson Transport Company. Tor Larson
  is Kinfolk to the Get of Fenris. His son, Kurt Larson, belongs to the
  Sept of the Sentinel in up-state New York. Kurt is not known for
  his patience, especially with people who bother his father. Should
  any construction crews be injured, Kurt’s revenge is inevitable.
  The Shadow Lords also have several business operations. They
  plan to move into the Waltheford Industrial Complex. Indeed, the
  Shadow Lords have plans, big plans.
  The Silent Striders have no plans or involvement in the area,
  but are likely to investigate, if only to discover what all the fuss is
  about.
  The Children of Gaia support the Uktena and Wendigo, but
  refuse to participate in violence— there simply has to be a better
  way. They do their best to make everyone behave. Lots of luck.
  Scene One: Conflict of Interest
  The Native American Coalition for the Preservation of
  Sacred Sites (NACPOSS) has decided that recent media coverage
  of job opportunities coming to Utica is too good an opportunity to
  miss. The group is using the media coverage to give voice to their
  protests against the proposed north wing. Uktena or Wendigo
  characters may be present at the protest. Participants include
  Native Americans, Kinfolk and Garou.
  Some protesters have gone so far as to post themselves at the
  center of the construction site. They are fully prepared to be
  arrested, hoping to stop the destruction of their “sacred grounds.”
  A substantial number of the Children of Gaia agree with the
  Native Americans, so any characters from that tribe are likely to be
  there as well.
  All that’s planned is a simple, peaceful demonstration, a “sit-
  in” to stop construction and allow NACPOSS leaders to speak.
  Thomas Waltheford, actually a Black Spiral Dancer in the employ
  of Pentex, is not fond of the idea. Neither are his unwitting Glass
  Walker backers. The press has been paid off. No representatives
  from any of the major news organizations are present.
  Paladin Security is also on the Pentex and Glass Walker
  payroll. Guards from this company are being employed to ensure
  that construction goes as planned. Paladin Security is owned and
  operated by Andrew Harrison, a Shadow Lord of dubious morality.
  No one knows Waltheford’s true affiliations.
  What’s Really Going On
  The Iroquois Six-Nations League knows the land being
  developed is sacred and should be protected from exploitation  (it’s
  believed to be a burial ground). Members fear that the land’s rape
  will set a precedent.
  What the League doesn’t know is the true reason why the land
  is sacred, or more importantly, why it has terrible significance. (It’s
  Investigations
  It’s very possible that characters decide to investigate the investors behind the Waltheford Industrial Park. An Intelligence +
  Investigation roll, difficulty 8, is required to gather any useful information. With three successes, the names of several
  prominent investors are revealed:
  Thomas Waltheford— Legal owner of the land, he owns heavy stock in Pentex (through front companies and agents that the
  Glass Walkers have failed to research). He also has a strong reputation as an amateur archeologist. In truth, Waltheford is a
  Black Spiral Dancer, but characters have to meet him to discover this; no amount of investigation reveals it.
  Gerald Withersby— A well-placed investor with ties to several companies, including Pentex (his multiple investments imply
  an ignorance of Pentex’s true nature).
  Andrew Harrison— Wealthy Shadow Lord with a bad reputation; he is rumored to have mob connections.
  Lila Westerly— Wealthy Glass Walker with powerful ties to the Utica City Council.
  The Jessica Morrow Foundation— A small investment in the park can be traced to Ms. Jessica Morrow. She is actually a
  vampire whose only address is a post office box in Chicago. Unless characters have contacts in Chicago who are knowledge-
  able about the city’s vampire population, they have no way of discovering Morrow’s true nature.
  O’Tolley’s International Restaurants (a Pentex subsidiary) — The chain wants exclusive food service rights to the complex.
  O’Tolley’s is one of Pentex’s “top twenty” branch companies and can pique the interest of monkeywrenching Garou.
  Burpsi-Cola Corporation
  Several small credit unions
  Ramses Enterprises (a Pentex subsidiary) — Ramses is a publishing house that’s hired to distribute Pentex information. Several
  other companies also hire Ramses, so the organization may be assumed to be legit (which it is). However, Ramses is tied to
  Vesuvius, Inc., Pentex’s main publishing house.
  There are dozens of smaller investors as well. Several of these companies are involved in Pentex operations, but only heavy
  research proves such connections. If characters are looking for such ties, require them to make extended rolls; only 10+
  successes reveal any connections.
  
  4     W H I T E  W O L F  M A G A Z I N E
  this significance that inspires the strong feelings of dread that the
  Wendigo and Uktena have.) Something rests here that should not
  be disturbed. Sadly, as has been proved time and again, the
  government (even the segments that have not been touched by the
  Wyrm) cares little about the feelings or rights of Native Americans.
  Of course, the land actually holds the fetish-bound form of the
  Wyrm-Walker. Its time is come, and unless the characters can stop
  construction, the creature rises. The Sense Wyrm Gift has no effect
  on Malafaxus at this time, as it is completely bound by Uktena
  fetishes. These fetishes keep its power completely at bay, but they
  also keep its power from being detected.
  Unfolding Events
  Paladin Security Guards are well-paid, elite members of one of
  the finest security forces available. They’re paid to do a job, and
  they take their duties seriously. They politely ask protesters to leave
  the premises. If unsuccessful, they call in local police. Security
  guards only attack if provoked, but defend themselves from any
  threat. Guards do their very best to “gently remove trespassers from
  the property.” They fully expect to have a fight on their hands.
  If the police are summoned, they will arrive within 10 minutes
  and begin arresting anyone who does not belong on the construc-
  tion site. Thomas Waltheford, the Black Spiral organizing
  construction on Pentex’s behalf, presses charges against the
  trespassers. In order to legally remove themselves from Utica’s jail,
  characters have to arrange a $1,000 bond. If there is conflict at the
  construction site, the bond may be as high as $10,000. The greatest
  problem facing Garou in this scene is that most of them have no
  legal leg to stand on. In the eyes of the law, they have no right to
  interfere with construction.
  Characters found guilty of trespassing or assault face fines or
  jail time.
  In the event that one or more characters is Wendigo, Uktena
  or a Child of Gaia, her people hear of the protest (and any
  resulting struggle). Rest assured, if the Uktena and Wendigo tribes’
  Kinfolk are assaulted, other members of the tribe come running. As
  soon as either of these tribes becomes involved, the Get of Fenris,
  Shadow Lords, Bone Gnawers and Glass Walkers also become
  involved (see Tribal Involvement, above). In other words, consider
  multi-tribe involvement unavoidable.
  Paladin Security Guards
  Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2,
  Manipulation 3, Appearance 3, Perception 4, Intelligence 3, Wits
  2
  Abilities: Alertness 2, Brawl 3, Dodge 3, Drive 2, Firearms 3,
  Intimidation 2, Investigation 2, Law 2, Melee 2, Streetwise 2
  Backgrounds: Allies 5
  Willpower 7
  Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
  Equipment: .357 Magnum, baton, flak vest, really cool mirror
  shades. The “really cool” shades are actually fetishes (Level 1,
  Gnosis 3). Guards wearing these shades are immune to the
  Delirium. If the glasses are knocked off, guards are vulnerable to
  the Delirium.
  Scene Two: The Awakening
  Several days pass, and despite the best efforts of NACPOSS,
  construction proceeds as planned. On the fifth day of work, a large
  bundle is uncovered. It’s wrapped in worn (but, miraculously, still
  whole) bear hides. This unusual package holds the mortal remains
  of Malafaxus.
  Have the members of the pack been watching the site? If not,
  they’ll be sorry.
  What’s Really Going On
  Every morning, guards have driven away members of
  NAPCOSS. They have warned them that stiffer penalties will be
  meted if the trespassers are ever found on private property again.
  The press is still not responding to NAPCOSS’ pleas— news in
  other places has distracted them.
  With digging underway and the Wyrm-Walker’s remains
  uncovered, Thomas Waltheford’s plans are about to reach fruition.
  Something definitely seems afoot. For the first time since this
  entire mess began, the man that legally owns the land arrives at the
  construction site. As soon as the bundle is lifted from the ground,
  Waltheford has it placed in the back of his pickup truck, and a
  Paladin guard joins him for the ride.
  If the pack has been watching the construction site, characters
  have a chance to stop Waltheford, provided they haven’t been
  driven away by Paladin Security guards and the local police (with
  additional encounters staged by you, depending on how adventur-
  ous characters are in their surveillance).
  If the pack is present and attempts to stop Waltheford, he flees
  instead of fighting. He also calls on his Paladin guards to handle
  the dirty work while he escapes. The guards do all they can to stop
  the pack, using lethal force to defend themselves, if necessary. If
  the characters track Waltheford after he’s left the construction site,
  they find the remains of his truck, but not the man himself. They
  
  W H I T E  W O L F  M A G A Z I N E        5
  do not find his guard companion or the creature Waltheford has
  with him (see Scene Three, below, for details).
  Waltheford has possession of the Wyrm-Walker’s remains and
  hightails it to New York City. His plan is to gather together the
  members of his splinter pack and make arrangements for the
  destruction of the Sept of the Green, a melting pot of Garou from
  different tribes, located in New York. There’s only one small
  problem with his plan: he has yet to consult with the Wyrm-
  Walker.
  Waltheford has been working under the assumption that
  whatever it is he has liberated from the ground will listen to reason.
  Malafaxus the Wyrm-Walker is effectively insane and has no desire
  to work with anyone. It feels only the need to spread its corruption
  as far as it can. The fetishes that long ago bound Malafaxus have
  maintained their strength to some degree, but without the
  Uktena rituals that assured its continued slumber, Malafaxus
  has awakened. Thus, while the fetishes that held the creature
  are still strong, they have been separated from their “home”
  and are useless.
  Thomas Waltheford, “Hastoodar”
  Breed: Homid
  Auspice: Philodox
  Tribe: Black Spiral Dancers
  Attributes: Strength 4 (6/8/7/5), Dexterity 3 (3/4/5/5),
  Stamina 3 (5/6/6/5), Charisma 2, Manipulation 4 (3/1/1/1),
  Appearance 3 (2/0/3/3), Perception 4, Intelligence 3, Wits 2
  Abilities: Alertness 3, Brawl 4, Dodge 3, Drive 2, Empathy 2,
  Enigmas 3, Etiquette 3, Expression 4, Firearms 2, Intimidation 3,
  Investigations 2, Law 4, Melee 3, Occult 5, Politics 4, Primal-Urge
  3, Rituals 2, Stealth 3, Streetwise 2, Survival 2
  Backgrounds: Allies 5, Past Life 5, Resources 3
  Gifts: (1) Persuasion, Resist Pain, Smell of Man; (2) King of
  the Beasts, Staredown; (3) Foaming Fury
  Rank: 3
  Rage 8, Gnosis 6, Willpower 8
  Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
  Rites: Rite of Contrition, Rite of Talisman Dedication
  Fetishes: Fang Dagger; Nest-Finder (Level 5, Gnosis 5; Nest-
  Finder is a Black Spiral Dancer fetish created specifically for
  locating sites where minions of the Wyrm were buried by the Pure
  Ones during the time before the European invasion of the
  Americas. The bearer must first spend a turn activating the fetish,
  spend one Gnosis point and roll Perception + Enigmas, difficulty 8,
  to locate a minion of the Wyrm that has been buried and shielded
  against detection.)
  Image: Thomas Waltheford is in his early ’40s. He has pale
  skin, dark gray hair and green eyes. In Homid form, he stands 6’3".
  He wears gold-rimmed glasses and a charcoal-gray business suit. In
  Lupus form, Waltheford’s fur is dark gray, with patches that are
  lighter and tinged green. He stands four feet tall at the shoulder in
  this form.
  Roleplaying Notes: You loathe all that is sacred to Gaia. One
  of your specialties is building useless structures and later converting
  them into Blights. Almost every place you’ve built has turned an
  immense profit and simultaneously become a dumping ground for
  toxic wastes.
  Most of all, you love thumbing your nose at the Garou. Most
  places where you choose to build are pristine, untouched by
  humankind. You always make certain that the land is legally yours
  
  6     W H I T E  W O L F  M A G A Z I N E
  well before you start development. Naturally, your substantial
  donations to wildlife preserves make you appear almost saintly in
  the eyes of the press.
  History: Waltheford went through the Change later in life
  than most Garou. He was 25 years old and already establishing
  himself in the business world when the Dancers came for him.
  They taught him their ways and philosophies, and he made them
  his own, adding his natural business sense to their strategy of
  corruption.
  Waltheford has established no Hive as yet, but he’s supported
  by several Black Spirals. They left the Dank Well Hive in the
  Adirondacks to join him. His “Hive” resides in Manhattan, where
  he owns several buildings, including the Hartsburg building, the
  headquarters of his company. Waltheford has nothing but con-
  tempt for the Abyss Leapers pack of New York City and plans to
  forcibly take their Pit in the near future.
  Scene Three: Walking With the Wyrm
  If the characters pursue Waltheford when he leaves with the
  Wyrm-Walker’s remains, they’re undoubtedly surprised to find a
  pickup truck by the side of the road, literally torn apart by
  whatever was in the back. There’s no sign of Waltheford, his guard
  or his prize.
  However, in the back of Waltheford’s pickup truck there are
  several moldy bear skins, laying in tatters. Various primitive
  fetishes lie in the folds of the skins. These fetishes are Binding
  Stones, designed to keep Malafaxus in a deep sleep, unable to move
  or think. The fetishes still hold their power, but this power is now
  dormant and can only be reactivated by an Uktena who knows the
  required ritual.
  For future parts of this story, it’s important that the characters
  pick up the bear skins and stones. The skins have markings on
  them that indicate some significance, and the stones bear obvious
  significance; characters keeping the items shouldn’t be a problem.
  Characters may use the tracking rules provided in the
  Werewolf Second Edition rulebook to follow a trail that weaves
  through the woods, off to the side of the road and toward New York
  City. Any character with the Sense Wyrm Gift is now able to feel
  the presence of something very powerful and corrupt— the Wyrm-
  Walker.
  Malafaxus the Wyrm-Walker
  The Wyrm-Walker is a powerful fomor, capable of inflicting a
  great deal of damage upon any being it attacks. Worse still, the
  Wyrm-Walker is a walking gateway for Banes, summoning the
  creatures almost constantly and sending them out to possess the
  bodies of living creatures they encounter.
  Long ago, the Wyrm-Walker was a powerful mystical bear.
  Some say it was a mage (the Garou believe that, long ago, animals
  could become intelligent and work magic). Its name was
  Malafaxus. Malafaxus made a deal with the Wyrm, promising
  regular sacrifices as long as it could remain self-aware and immor-
  tal. The Wyrm agreed to the bargain, and both kept their word for
  several centuries. Malafaxus’ form of immortality allowed it to
  possess different bodies whenever the form it wore was growing old.
  Its last form was that of a Pure One Kinfolk. Eventually Malafaxus
  stopped the sacrifices, meaning to continue with them, but as it
  grew arrogant with power, it forgot its debt to the Wyrm. The
  Wyrm took the slight personally and destroyed Malafaxus’ soul,
  replacing its lifeforce with a gateway to Malfeas, the Umbral Lair of
  the Wyrm. Malafaxus the Wyrm-Walker is now literally a conduit
  for Banes from Malfeas to the material world.
  When Malafaxus was defeated long ago, the gateway was
  closed, but now it is opening again. The process is slow, though, as
  Malafaxus has been confined for centuries, unable to use any of its
  powers. At present time, the creature is fully capable of causing
  injury, but it is not yet capable of opening its internal gateway to
  the most corrupt Realm of the Umbra.
  The Wyrm-Walker is headed toward New York City, drawn by
  the city’s enormous population and by an old enemy within. The
  creature plans to use its portal as soon as it arrives at its destina-
  tion, releasing Banes upon New York’s populace. For the present, it
  attempts to flee any foes, but the Garou will probably catch up with
  it anyway.
  The worst problem the characters face is that they haven’t the
  foggiest notion of what the Wyrm-Walker is or what it can do.
  Malafaxus is a serious threat, but one that can be stopped with a
  little teamwork (at least at this time). Indeed, as Part Two of this
  series deals with the pursuit of Waltheford, the initial defeat of the
  Wyrm-Walker should be resolved soon.
  As stated above, the Wyrm-Walker seeks revenge in New
  York. Somewhere in the city is an Uktena descended from the
  Garou who led the assault to capture Malafaxus ages ago.
  Malafaxus will not rest until the Garou known as Chases-After-
  Shadows, descendant of Tricks-The-Wyrm, is dead. There are
  lessons to be learned from the past, and the pack must search in the
  past to save the present. That salvation is also dealt with later in
  this series.
  Note: Malafaxus is still very weak; all Traits in parentheses are
  accurate at this time. Should Malafaxus manage to escape the
  characters, it regains its full power in a matter of days.
  Attributes: Strength 8, Dexterity 4, Stamina 7, Charisma 2,
  Manipulation 3, Appearance 2 (0), Perception 5, Intelligence 4,
  Wits 5
  Abilities: Alertness 4, Animal Ken 1, Athletics 4, Brawl 5,
  Dodge 5, Empathy 5, Enigmas 3, Expression 1, Intimidation 4,
  Medicine 3, Melee 3, Occult 5, Stealth 4, Survival 5
  Backgrounds: None
  Rage 10 (5), Gnosis 10 (2), Willpower 10 (5)
  Health Levels: OK, OK, OK, -1, -1, -2, -2, -3, -4, -5, -5,
  Incapacitated
  Fomori Powers: Extra Limbs, Fangs and Claws, Immunity to
  Delirium, Incite Frenzy, Infectious Touch, Portal (see below),
  Umbral Passage (Step Sideways)
  Portal: For two Gnosis points per scene, the Wyrm-Walker
  can open a portal within itself. The opening connects Malfeas to
  this world. The portal is strictly one-way and allows any Bane with
  the Possession Charm to enter the real world at will, with no cost
  to itself. The Banes must begin the process of Possessing a target
  within three turns of entering the material world or return to the
  Umbra. Malafaxus has no control over these Banes; it simply
  knows that releasing them into the world is what the Wyrm desires.
  These Banes come through the Portal at a rate of one every two
  turns.
  Image: The Wyrm-Walker is a short, stocky man with long
  black hair. He looks like the security guard who accompanied
  Waltheford in his truck, but now he’s in very rough shape. A large
  scar on the former-guard’s chest pulses with his heartbeat. Burn
  marks, from long exposure to the powerful fetishes that bound the
  
  W H I T E  W O L F  M A G A Z I N E        7
  Complications
  There are several loose ends to consider in wrapping up Part
  One of this on-going story. First, there are the investors in
  Waltheford’s Industrial complex; two are Garou with some rank
  and power in New York State. What connection could they have
  with a place that held a powerful Wyrm creature, and what
  connection might they have with Pentex?
  Is the construction stopped, or do the investors push through
  with the planned industrial complex? Just because the number one
  investor is Wyrm-corrupt doesn’t necessarily mean the Wendigo
  and Uktena have won the battle. Both the Shadow Lords and
  Glass Walkers have invested a great deal of time and money into
  this project. But, if the pack heartily recommends that the project
  be discontinued, Andrew Harrison and Lila Westerly might
  seriously consider the recommendation.
  Then there’s the little matter of Kurt Larson. If the construc-
  tion stops, so does his father’s cash flow. The land is now free from
  the Wyrm creature it held. Why should any of them give up what
  they’ve already worked so hard to get? The Wendigo, Uktena and
  Red Talons are likely to see things differently.
  Additionally, the fact remains that Waltheford escapes the
  characters. He now unwittingly carries the seed of the Wyrm-
  Walker, and that seed grows as long as its host lives.
  The Wyrm-Walker wants revenge. Who is the Garou it seeks,
  and how can their old rivalry help the characters destroy the Wyrm
  creature once and for all?
  Wyrm-Walker, cover his body. Things move under the Wyrm-
  Walker’s leathery hide, writhing and hissing with the host’s every
  move.
  Scene Four: Escape to New York
  The characters are unable to find Thomas Waltheford.
  Waltheford has escaped into the Umbra, terrified by the monstros-
  ity that he has awakened. The Wyrm-Walker’s first reaction was to
  attempt to possess Waltheford; he considers himself lucky to have
  escaped the creature. The creature possessed his unfortunate
  bodyguard instead.
  What Waltheford doesn’t know is that he has been infected by
  the Wyrm-Walker: a portion of its power rests within him and is
  starting to grow. Even if the Garou defeat the “main” Wyrm-
  Walker, another emerges (as discussed in the second and third parts
  of this trilogy).
  Supernatural means of tracking Waltheford encounter
  difficulty. If the characters attempt to use the Rite of the Questing
  Stone, it fails, mainly because the caster must know the subject’s
  true name. In this case, it requires Waltheford’s Black Spiral name.
  The Sense Prey Gift doesn’t work— it’s used to find food, not
  enemies. If Scent of the Prey, the Ragabash Gift, is used on
  Waltheford, it encounters resistance from the infestation of the
  Wyrm-Walker within him.
  If the pack looks for Waltheford in the Umbra, use the
  tracking rules from the Werewolf Second Edition rulebook.
  Difficulties are one higher in the Umbra. Ultimately, though,
  Waltheford’s trail fades.
  Waltheford plans to return to his New York
  packmates to gather help in recapturing his
  prize. He also plans to discuss his new
  prize with certain associates in
  Pentex.
  
  8     W H I T E  W O L F  M A G A Z I N E
  Renown
  The Wyrm-Walker (at least this incarnation of it) is considered
  a strong minion of the Wyrm for Renown purposes. Any characters
  pivotal in stopping the development of the burial grounds (perhaps
  by convincing Westerly and Harrison that it’s a Pentex operation)
  gain two points of Wisdom Renown. Any character who can promise
  to get Kurt Larson’s father another job— and keeps the promise—
  gains a point of Honor Renown. Any character who pledges to help
  the Wendigo and Uktena stop the development, and follows through
  on her promise, gains one to two points of Honor Renown, depend-
  ing on how central the character is in shutting down operations.
  Kurt Larson
  Breed: Homid
  Auspice: Galliard
  Tribe: Get of Fenris
  Attributes: Strength 4 (6/8/7/5), Dexterity 4 (4/5/5/5),
  Stamina 4 (6/7/7/6), Charisma 2, Manipulation 2 (1/1/1/1),
  Appearance 3 (2/0/3/3), Perception 3, Intelligence 2, Wits 4
  Abilities: Alertness 3, Brawl 4, Dodge 3, Drive 4, Empathy 2,
  Enigmas 3, Etiquette 1, Expression 4, Firearms 2, Intimidation 3, Law
  2, Melee 3, Primal-Urge 3, Rituals 2, Stealth 3, Streetwise 3,
  Survival 2
  Backgrounds: Allies 5, Totem 3 (Fenris)
  Gifts: (1) Beast-Speech, Razor Claws, Smell of Man; (2) Halt
  The Coward’s Flight, Jam Technology; (3) Might of Thor
  Rank: 3
  Rage 9, Gnosis 4, Willpower 6
  Rites: Rite Of Passage, Rite of the Opened Caern
  Fetishes: Grand Klaive
  Image: Kurt Larson is huge. He stands almost seven feet tall in
  Homid form and is built like a brick wall. His eyes are blue, his hair
  is sun-bleached almost white. In Lupus form, Larson’s fur is reddish-
  blond, and he stands five feet tall at the shoulder.
  Roleplaying Notes: You like a good argument, and you love a
  good fight. You always have a chip on your shoulder. The best way
  for someone to get a rise out of you is to look at you with anything
  less than respect. You’re also a sexist pig; you think all women should
  be barefoot and pregnant.
  History: Larson changed early in life and has been running
  with the Get of Fenris north of Utica for several years. He’s highly
  respected among the Get. He’s protective of his father and goes to
  extremes to avenge any wrong committed against him (as his father’s
  previous employer discovered when he laid him off...).
  Lila Westerly
  Breed: Homid
  Auspice: Philodox
  Tribe: Glass Walker
  Attributes: Strength 4 (6/8/7/5), Dexterity 5 (5/6/7/7),
  Stamina 3 (5/6/6/5), Charisma 2, Manipulation 4 (3/1/1/1),
  Appearance 5 (3/0/5/5), Perception 4, Intelligence 3, Wits 2
  Abilities: Alertness 3, Brawl 4, Dodge 3, Drive 2, Empathy 2,
  Enigmas 3, Etiquette 4, Expression 4, Firearms 2, Intimidation 3,
  Investigation 2, Law 4, Melee 3, Politics 4, Primal-Urge 3, Stealth 3,
  Streetwise 2, Survival 2
  Backgrounds: Allies 3, Past Life 2, Resources 5
  Gifts: (1) Control Simple Machine, Persuasion, Truth of Gaia;
  (2) King of the Beasts, Scent of True Form; (3) Control Complex
  Machine; (4) Attunement
  Rank: 4
  Rage 5, Gnosis 7, Willpower 9
  Rites: None
  Fetishes: Sanctuary Chimes
  Image: Lila looks like a tall, lean fashion model, and has
  perfectly sculpted hair. She wears only the finest designer clothes. In
  Lupus form, she has a lustrous coat of dark brown fur. She has hazel
  eyes.
  Roleplaying Notes: Every time you turn around there’s another
  of those pesky wood-dwellers meddling in your affairs. You know the
  law, and you know your rights. Garou or no Garou, no one tells you
  how to run your business. You have the money and the political
  power to make your point known.
  History: Lila started her career as a fashion model at the age of
  10. By the time her First Change occurred at 17, she had accumu-
  lated a large amount of money, carefully investing assets into a
  sizable fortune. Lila even did the Harvard thing, becoming a terror
  among corporate lawyers.
  Andrew Harrison
  Breed: Homid
  Auspice: Theurge
  Tribe: Shadow Lords
  Attributes: Strength 4 (6/8/7/5), Dexterity 3 (3/4/5/5),
  Stamina 3 (5/6/6/5), Charisma 4, Manipulation 4 (3/1/1/1),
  Appearance 4 (3/0/4/4), Perception 4, Intelligence 5, Wits 5
  Abilities: Alertness 3, Brawl 4, Dodge 3, Drive 3, Empathy 2,
  Enigmas 1, Etiquette 2, Expression 4, Firearms 4, Intimidation 4,
  Investigations 4, Law 3, Medicine 3, Melee 2, Politics 4, Primal-Urge
  3, Stealth 5, Streetwise 4, Survival 4
  Backgrounds: Allies 5, Past Life 5, Resources 3
  Gifts: (1) Aura of Confidence, Smell of Man, Spirit Speech;
  (2) Luna’s Armor, Name the Spirit, Staredown; (3) Exorcism,
  Paralyzing Stare; (4) Strength of the Dominator
  Rank: 4
  Rage 5, Gnosis 6, Willpower 8
  Rites: None
  Fetishes: Monkey Puzzle, Coin of Judgment (Level 2, Gnosis 2.
  The Coin of Judgment is a simple fetish that, with a flip, allows the
  user to know if a person is lying or telling the truth. Heads, she’s
  telling the truth; tails, she’s lying. Flips must be made in the presence
  of those judged.)
  Image: Andrew Harrison is a perfect example of a Mafia man.
  He is dark, short and pugnacious. His suits are all hand-tailored to
  hide the bulges of his pistols, and his glasses are mirrored so no one
  can tell what he’s thinking. He smokes imported Turkish cigarettes
  and wears too much cologne.
  In Lupus form, his fur is black, and he has black eyes and shiny
  white fangs. He stands three-and-a-half feet tall at the shoulder.
  Roleplaying Notes: You understand that power is important.
  Nothing is as important as having security and financial power to
  make even the most skillful lawyer think twice before facing you in
  court. You never do anything that’s against the law; that’s what your
  flunkies are there to do.
  History: Harrison was born and raised in Harlem, and he
  decided there were better places to live. He’s dedicated himself to
  financial security at almost any cost. While he won’t side with the
  Wyrm, some Garou are suspicious that he’s knowingly invested in
  Pentex projects.
  
  2     W H I T E  W O L F  M A G A Z I N E
  What’s Gone Before
  Present Dangers continues the battle against a
  powerful Bane, Malafaxus the Wyrm-Walker, and
  Thomas “Hastoodar” Waltheford, a Black Spiral Dancer.
  Waltheford is responsible for the desecration of a site
  held sacred by the Uktena and Wendigo, and conse-
  quently is responsible for
  the release of the Wyrm-
  Walker, the Bane that
  was buried there. At the
  end of Forgotten Lessons,
  the characters con-
  fronted and probably
  destroyed the physical
  form of Malafaxus, but
  Waltheford doubtless
  escaped.
  In the brief battle that
  Waltheford himself fought
  with the Wyrm-Walker,
  which broke away from his
  control, Waltheford was
  unwittingly infected by the Walker’s corruption. Further-
  more, several of the fetishes (the Binding Stones) that
  were used by ancient Garou to imprison the Wyrm-
  Walker were cast aside.
  A Task Ahead of Them
  Beyond being a vile individual, Thomas Waltheford
  is a Black Spiral Dancer (named Hastoodar). He ac-
  quired the exhumed remains of the Wyrm-Walker to
  back the Hive of Spirals he’s forming in New York City.
  Through research, characters can learn that
  Waltheford owns several pieces of land, many of which
  have become industrial cesspools. Extensive investiga-
  tion reveals that Waltheford has ties to Pentex (which
  characters probably uncovered in Part One).
  It should be clear, then, that the characters need to
  find Thomas Waltheford and
  put an end to his ways.
  After defeating the first
  incarnation of the
  Wyrm-Walker in
  Forgotten Lessons, the
  Garou can search for
  Waltheford in New
  York City, where
  Waltheford was headed
  for before being
  waylaid.
  Finding Waltheford
  probably requires that
  characters get help.
  Contacting the Sept of the
  Green, located in Central
  Park, is an obvious option. (All pertinent information
  about the sept and its members can be found in
  Werewolf: The Apocalypse, Second Edition.)
  Can the Garou find Hastoodar before the Wyrm-
  Walker rises again? Can they take Hastoodar alive to
  ensure the Wyrm-Walker is defeated once and for all?
  Theme
  Responsibility is the theme of Present Dangers. The
  characters’ enemy, Waltheford, has escaped. He must be
  S   E   C   O   N   D      E   D   I   T   I   O   N
  by James A. Moore
  by James A. Moore
  Present Dangers
  Present Dangers
  Present Dangers is the second episode of a three-part story for Werewolf: The Apoca-
  lypse, Second Edition, designed with four to six Garou in mind. Part One, Forgotten Les-
  sons, appeared last issue. Part Three, Future Shocks, will be in issue #44 (June). You can use
  all three parts together or adapt each to stand on its own.
  Part 2 of a 3 Part Story for
  
  W H I T E  W O L F  M A G A Z I N E        3
  
  4     W H I T E  W O L F  M A G A Z I N E
  recovered and the lessons of the past must be relearned if
  the Wyrm-Walker is to be destroyed. As the ones
  indirectly responsible for the Wyrm-Walker’s continued
  existence, the pack must defeat the Bane once and for
  all.
  Mood
  Anxiety hangs oppressively in the air. The pack must
  locate a Black Spiral Dancer, a sworn enemy of the
  Garou, and make certain that his corruption does not
  spread. Worse still, the Black Spiral is likely to have
  allies. The Garou must not only face them in unfamiliar
  territory, but in their very lair.
  Scene One: Welcome to New York
  If the Garou are from the New York City area, there’s
  a good chance that they belong to the Sept of the Green.
  If that’s so, relationships within the sept take precedence
  over contacts and agreements discussed here.
  It’s more likely that characters are not from New
  York and do not belong to the Sept of the Green. There
  are several ways for them to reach New York City:
  through the Umbra, walking, driving or arriving by
  Moon Bridge.
  Once in the city, characters still have to track
  Hastoodar (Waltheford) to his lair. (Characters with
  Scent of the Prey can’t automatically track Malafaxus
  because the Bane is not fully manifest. And, to success-
  fully use the Rite of the Questing Stone, characters must
  know Waltheford’s Black Spiral name, which they don’t
  have at this time.) Hastoodar is familiar with New York
  City; the pack may not be. The characters may need a
  guide. For the sake of assistance and etiquette, the Garou
  should probably visit the Sept of the Green.
  The Sept of the Green is central to this story. Even if
  the Garou don’t introduce themselves, sept members
  seek them out; some members of the sept make it a point
  to know the comings and goings of strange Garou. Fengy
  (see Werewolf Second Edition), in particular, follows
  the pack, watching and bolting if the characters come
  too close. Fengy reports any transgressions to Mother
  Larissa, the leader of the sept.
  If asked politely or forced to help, Fengy assists the
  pack, but his willing aid is more productive. Fengy knows
  the city as only a Bone Gnawer can: he knows the
  The Binding Stones
  If the characters have saved up and bought a clue, they probably salvage the now-abandoned fetishes and
  bear skins that bound the Wyrm-Walker. An Uktena in the Garou’s sept can explain the purpose of the
  fetishes: they were made to hold Malafaxus indefinitely, as long as the proper rituals were performed over the
  being’s bound form.
  To hold the Bane again, the fetishes must be recharged. The ritual of recharging can be performed by
  elder Utkena in the characters’ sept. Indeed, characters are asked to participate, each spending one point of
  Gnosis in the ritual, making them part of the Stones’ power. However, the ritual to bind Malafaxus and
  silence him forever is known by a lone Uktena elder. As fate would have it, she resides in New York City, but
  she’s also the target of Malafaxus’ wrath (see below); the characters must preserve the lone Garou long
  enough for her to save them and the city. In other words, look to Part Three of this story.
  As for the bear skins, a series of pictograms drawn upon them (interpreted with a successful Wits +
  Enigmas roll at difficulty 7) tells characters the tale of the Bane, including how it was subdued and impris-
  oned centuries ago. The ancient Garou Tricks-The-Wyrm is named as Malafaxus’ conquerer, and Uktena
  elders know of his legend. In fact, an ancestor of the hero — the only known ancestor — is known to exist,
  and makes her home in New York City!
  The pictograms on the bear skins also tell that the Wyrm-Walker can preserve itself by planting its seed
  within the living, allowing it to return even after “defeated.”
  Thus, the characters may fear that Thomas Waltheford has been infected by the Bane, and, if they
  encountered it in Part One, the Garou may fear that they also carry the creature’s seed. Characters should go
  through the Rite of Cleansing to purify themselves. However, if Waltheford has been infected, the Garou
  have all the more reason to find him— or face the Wyrm-Walker again!
  In the meantime, Uktena elders of the characters sept work to make contact with Chases-After-Shadows,
  the descendant of Tricks-The-Wyrm. The elders know that, by heritage and tradition, Chases-After-Shadows
  has the knowledge to stop the Wyrm-Walker. All she needs are the tools of the binding ritual — the Binding
  Stones — and she can imprison Malafaxus again.
  If the characters can’t find Hastoodar and stop the spread of the Wyrm-Walker’s corruption before the
  Bane manifests, they must deliver the Binding Stones to Chases-After-Shadows (and so should take the
  Stones on their journey to New York City). As it turns out, Chases-After-Shadows is the very Garou that the
  Wyrm-Walker seeks out, wanting revenge for its past entrapment, even if that revenge is generations re-
  moved. Can the characters keep Chases-After-Shadows alive long enough to stop the Wyrm-Walker? That’s a
  tale told in part three of this series.
  
  W H I T E  W O L F  M A G A Z I N E        5
  sewers, streets and subways. While he can’t point to
  where Hastoodar is, he can select likely places to search.
  If he’s browbeaten into helping, he leads the pack to the
  most dangerous parts of town and offers no warning of
  danger.
  The Sept of the Green is led by Bone Gnawers,
  although any who follow their rules are allowed to
  remain in the city. The Bone Gnawers are justified in
  demanding a certain amount of respect in their home
  town.
  New York is not a friendly city, especially in the
  World of Darkness. By day, fomori stalk the streets; by
  night, they’re joined by vampires. Neither group is
  known for its tolerance of Garou, and while the city’s
  Kindred have an agreement of mutual non-aggression
  with New York’s Garou, they only honor it as far as the
  Garou do. Any attempts to assault Kindred or force help
  from them results in a resurgence of old hostilities.
  Obviously, the Sept of the Green frowns on any relations
  characters have with Kindred. The pack is only visiting;
  members of the sept must live here.
  Mother Larissa welcomes any who visit her. Sept
  members have not heard of Hastoodar (but might have
  common knowledge of Thomas Waltheford). As long as
  the characters honor the sept’s rules, Mother Larissa
  offers Fengy as a guide in the characters’ search.
  The rules of the sept are all-important to Mother
  Larissa. Anyone who breaks them is barred from the city.
  Characters who harass the city’s Kindred or mages are
  lucky to get away alive.
  As for Fengy, he doesn’t have a pack of his own. If
  the characters are friendly, they may inadvertently adopt
  a new pack member. Despite his nervousness and para-
  noia, Fengy desperately wants friends.
  Scene Two: The Hunt for Hastoodar
  The biggest problem facing the pack at this point is
  finding Hastoodar in a city of ten million people. They
  undoubtedly suspect that he’s here because he was
  headed here before Malafaxus broke free.
  At least the Garou have a few clues to go on.
  Thomas Waltheford is the owner of his own company
  and, while his personal residence is unlisted, the Pentex
  subsidiary has an address and phone number.
  Waltheford Land Development, Inc. is in the Yellow
  Pages. Its headquarters is on Fifth Avenue, in the
  Hartsburg Building across from Central Park.
  Waltheford’s offices are open during regular business
  hours.
  Waltheford himself is not at the building. The only
  items present in his personal, fifth story office are a
  solitary desk, a computer, a phone and an answering
  machine. There are no messages currently on the
  machine. A little detective work or time spent on the
  computer offers some leads.
  An Intelligence + Computer roll (difficulty 6, three
  successes required) allows characters access to all files on
  the computer. The files consist largely of simple business
  contracts; one file lists addresses. While Waltheford’s
  
  6     W H I T E  W O L F  M A G A Z I N E
  own address is not in the listing, there are entries for
  names that appear to be gibberish. They are Willstrad,
  Forbandry and Unk. A simple Wits + Enigmas roll
  (difficulty 6 required) allows characters to realize that
  these could be the names of allies, maybe even Black
  Spiral Dancers (which they are).
  All three names are listed with different addresses,
  but all addresses are in the part of town called Hell’s
  Kitchen. If Fengy accompanies the pack, he eagerly
  points out that he knows where each address is located.
  He even volunteers to show the way. Each seedy apart-
  ment on the list looks lived-in, but is currently unoccu-
  pied. The Black Spirals are all in their “Hive” (see
  below).
  Resourceful Garou can also break into other offices
  in the building. The company’s main files list
  Waltheford’s address. His home is in Utica, not far from
  where the Wyrm-Walker was exhumed.
  It’s quite possible that characters charge all the way
  back to Utica to confront Waltheford. If they do, they
  waste precious time. Waltheford does have a house there,
  but it hasn’t been occupied for some time (Waltheford, as
  Hastoodar, has been working in New York City to gather
  his “Hive” and plan for the future).
  Hell’s Kitchen Hive
  Hell’s Kitchen is a vile, decrepit place, populated by
  the homeless and hopeless. Many buildings are con-
  demned and unfit for living, but are nevertheless sought
  for shelter.
  This is the place where Hastoodar and his group
  have decided to set up their Hive (actually, they’re more
  of a pack, but Hastoodar’s conceit demands more pres-
  tige).
  While this site is not yet a genuine Hive, it’s come to
  the attention of some Banes. The desolation of Hell’s
  Kitchen, coupled with the desperation of its inhabitants,
  holds a powerful attraction for the Wyrm. Thus, the
  Wyrm’s Banes do all they can to assist the Black Spirals
  of Hell’s Kitchen. Hastoodar and his splinter group from
  the Dank Well Hive plan to make Hell’s Kitchen their
  own.
  At present, Kindred invade the area at night,
  stalking victims and dealing drugs. Hastoodar pays them
  little mind, and in turn, they pay little attention to the
  Hive. Hastoodar has no need to sell drugs and cares only
  about spreading the Wyrm’s corruption. As far as he’s
  concerned, the vampires only aid in that spread, and
  Hastoodar’s Hivemates have gone so far as to protect
  local Kindred.
  Hastoodar’s Hive lies beneath the street’s slums, in a
  section of an abandoned subway tunnel. Maps of these
  forgotten tunnels are extremely difficult to acquire, if
  they exist at all. Fengy suggests the tunnels as a possible
  location of Hastoodar. Fortunately, he knows where the
  tunnels are and knows the best ways to get into them.
  (The Black Spirals use a secret entrance leading from
  their Bawn in Hell’s Kitchen.)
  Even without Fengy’s aid, characters can deduce that
  Hastoodar has gone underground by using the Sense
  Wyrm Gift, but they must be in Hell’s Kitchen before the
  Gift is sufficiently sensitive.
  Garou without appropriate Gifts must find the Black
  Spirals’ trail and follow it to the Hive (see the tracking
  rules in the Werewolf Second Edition rulebook). An
  extended roll of five successes against a difficulty of 6 is
  required. Characters can make as many attempts as they
  want. Each roll represents 30 minutes of searching. Once
  five successes are accomplished, the characters follow the
  trail of the Black Spirals from Hell’s Kitchen to the
  perimeter of their underground Hive.
  Getting safely to the Hive isn’t easy, though. Dan-
  gers loom, especially at night. By day, there are several
  Sabbat ghouls in and around the tunnels, and by night,
  Garou may find themselves face to face with Sabbat
  vampires. The statistics for both can be found in the
  Werewolf: The Apocalypse, Second Edition rulebook.
  One forgotten subway tunnel leads all the
  way to Manhattan and offers access to Central
  Park and the Garou caern located there.
  Hastoodar has known of the caern’s existence
  for some time and is busily plotting the best
  way to corrupt it from within. The only thing
  that’s stopped him so far is fear of retribution.
  He has not yet gauged the number of Garou
  that use the caern, and he’s wary of playing his
  hand too soon.
  Although Hastoodar and his followers are
  dangerous, and are difficult to reach, they are
  not invulnerable. The formation of their Hive
  puts them in direct opposition to the Abyss
  Leaper Hive, another group of Black Spirals
  claiming the city as its own. Even if the
  characters can’t defeat the Hell’s Kitchen
  Hive, it’s only a matter of time before the
  Abyss Leapers learn of them.
  Garou can try to contact the Abyss
  Leapers to help destroy Hastoodar’s pack. Even
  if characters can convince the Black Spirals to
  help, members of the Hell’s Kitchen Hive and
  the characters are targets for destruction,
  corruption and initiation into the Leapers.
  Even if outnumbered by the Hell’s Kitchen
  Hive, characters might be better off going it
  alone.
  
  W H I T E  W O L F  M A G A Z I N E        7
  Facing Hastoodar
  The Hell’s Kitchen Hive is weakly guarded. A couple
  hundred yards from the den is a Kalus planted by
  Hastoodar. The creature projects corrupt thoughts upon
  trespassers, hoping to distract them. When the Garou
  reach the Kalus, it projects thoughts of frustration and
  anger. You can choose the target, but make it someone
  who might turn on his companions or try to go off on a
  separate agenda, waylaying the group from its purpose.
  One of the Hive members, Willstrad, is also on
  guard, as indicated on the Hive map. Each character
  hoping to sneak up on Willstrad must roll at least five
  cumulative successes on a Dexterity + Stealth roll against
  a difficulty of seven. One roll is made for every turn of a
  character’s approach. A single failure indicates minor
  noise. After a total of three failures, sufficient noise has
  been made to alert Willstrad of intruders.
  If Willstrad is only alerted to the Garou’s approach
  when they’re on top of him, he fights, hoping to get away
  to warn the others. If he’s warned early enough, he tries
  to spy on the group, ascertain their strength and then
  warn the others.
  If the characters are lucky, they can sneak up on the
  Hive and surprise all four members. If the Black Spirals
  are ready for a fight, they deal with the characters
  according to their personalities (see their profiles,
  below).
  Hastoodar himself has been tucked away at the Hive
  since his return from Utica. Without the Wyrm-Walker
  in his possession— indeed, after being attacked by it—
  he’s recovering and planning his next move. The seed of
  the Wyrm within him continues to grow, and Hastoodar
  feels ill, but he assumes his condition is the result of the
  Wyrm-Walker’s attack. Little does he know what is about
  to happen.
  Should the fight go in favor of the Black Spirals,
  they choose to capture Garou rather than kill them.
  Hastoodar wants to recruit as many Hive members as he
  can and wants to see the characters corrupted by the
  Wyrm. Unfortunately, the Wyrm-Walker makes its move
  before anyone can be tainted.
  The Spirals are far from organized. They tend to
  fight amongst themselves and work independently of
  each other. This is their greatest weakness, one charac-
  ters can make use of, perhaps by luring individual Spirals
  into traps and confrontations they can’t hope to win. If
  the fight goes in the characters’ favor, they’re allowed an
  opportunity to vindicate Gaia before all hell breaks
  loose. (If Hastoodar is badly beaten by the characters,
  keep him alive, if only barely so, long enough for the
  Wyrm-Walker to come into its own.)
  When one group seems close to victory, the Wyrm-
  Walker makes its move. Hastoodar suddenly lurches and
  
  8     W H I T E  W O L F  M A G A Z I N E
  
  W H I T E  W O L F  M A G A Z I N E        9
  contorts in agony. His skin stretches in sickly, unnatural
  ways. Suddenly, the skin across his chest erupts, spewing
  blood and flesh everywhere, leaving a great gaping hole
  where his rib cage used to be. From the depths of this
  grotesque cavity glows a pale gray light. Then the first of
  the Wyrm-Walker’s Banes is released.
  These Banes largely consist of Scraglings and Kalus,
  but they should be capable of distracting the Garou long
  enough for the Wyrm-Walker to pursue its own agenda.
  One Bane might have the Incite Frenzy Charm. If
  characters choose Berserk Frenzy, they must fight the
  Banes in front of them. If they choose Fox Frenzy, they
  flee the whole horrific scene. Not surprisingly, surviving
  or conscious Black Spirals flee the reborn Wyrm-Walker
  as soon as Hastoodar “loses it.”
  In the end, it’s important that the Wyrm-Walker gets
  away, but characters may still capture or kill the remain-
  ing Black Spirals.
  Complications
  The characters have their work cut out for them.
  The Wyrm-Walker is back and must be faced again. By
  this time, characters may even notice that the being has
  some purpose, for it’s always moving toward or into New
  York City. What is the creature’s purpose, and how will
  the pack stop it?
  Though they may have defeated the Hell’s Kitchen
  Hive, the characters must decide what they will do with
  any defeated opponents. If they take them back to the
  caern in Central Park, a debate may develop over how to
  deal with the Spirals (although most probably want them
  destroyed).
  Do surviving Black Spirals seek to bring the charac-
  ters over to the Wyrm? Do they corrupt Garou belonging
  to the sept of the Green and escape?
  If members of the Hell’s Kitchen Hive escape, do
  they seek revenge on the characters? If they cause
  mayhem in the city and bring attention to New York’s
  Garou, do the locals blame the characters for bringing
  trouble upon them?
  Future Shocks, the third installment in this series, sets
  the stage for the Garou’s final confrontation with the
  Wyrm-Walker. They must hunt it down before it finds
  and destroys its ancient enemy, a lone Garou who holds
  the knowledge necessary to bind Malafaxus once and for
  all.
  Renown
  For Renown purposes, Hastoodar is a strong minion
  of the Wyrm, while his Hivemates are only of average
  strength. Alerting the Sept of the Green to any danger to
  its caern earns each of the characters a Wisdom or Honor
  Renown point (assuming they can verify their claims).
  Thomas Waltheford, “Hastoodar”
  See Part One, Forgotten Lessons  in WWM #42, for
  Hastoodar’s profile.
  Willstrad
  Breed: Metis
  Auspice: Ahroun
  Tribe: Black Spiral Dancers
  Attributes: Strength 5 (7/9/6/5), Dexterity 4 (4/5/6/6),
  Stamina 3 (5/6/6/5), Charisma 1, Manipulation 4 (3/1/1/
  1), Appearance 0, Perception 3, Intelligence 4, Wits 3
  Abilities: Alertness 3, Brawl 2, Dodge 1, Empathy 3,
  Expression 1, Intimidation 5, Primal-Urge 1, Streetwise
  4, Drive 3,  Firearms 3, Melee 4, Stealth 2, Survival 4,
  Enigmas 1, Investigations 3
  Backgrounds: Allies 5, Past Life 1, Resources 1
  Gifts: (1) Create Element, Persuasion, Resist Pain
  Rank: 1
  Rage 7, Gnosis 3, Willpower 5
  Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
  Rites: None
  Fetishes: None
  Image: Willstrad is a brutal-looking Garou. His white fur
  is green in some places, and a blind third eye grows on
  his left cheek. Willstrad stands only seven feet tall in
  Crinos form, but makes up for his size by glowering at
  everyone around him.
  Roleplaying Notes: You know you’re inferior to most
  other Garou, but you never turn away from a fight. Your
  best defense is a good offense, and you do your best to
  pick fights in hopes that others back down.
  History: Willstrad was dropped in the woods in the
  Adirondack Mountains, and the Black Spiral Dancers
  took him in. Even a Metis is a useful warrior against the
  Gaia Lovers.
  Forbandry
  Breed: Homid
  Auspice: Ragabash
  Tribe: Black Spiral Dancers
  Attributes: Strength 2 (4/6/5/4), Dexterity 5 (5/6/7/7),
  Stamina 4 (6/7/7/6), Charisma 3, Manipulation 5 (4/2/2/
  2), Appearance 4 (3/0/4/4), Perception 2, Intelligence 4,
  Wits 5
  Abilities: Alertness 3, Athletics 4, Brawl 2, Dodge 5,
  Empathy 4, Expression 5, Intimidation 1, Streetwise 2,
  Drive 3, Etiquette 5, Firearms 1, Melee 1, Stealth 5,
  Survival 5, Enigmas 3, Investigations 4, Politics 4,
  Rituals 3
  Backgrounds: Contacts 3, Kinfolk 4
  Gifts: (1) Blur of the Milky Eye, Persuasion, Resist Pain;
  (2) Blissful Ignorance, Jam Technology
  Rank: 2
  Rage 4, Gnosis 9, Willpower 5
  Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
  Rites: Rite of Contrition
  Fetishes: Fang of Madness (Level 4, Gnosis 4): The Fang
  of Madness allows Forbandry to use the third level Black
  Spiral Dancer Gift: Foaming Fury. This dagger also causes
  Aggravated Damage.
  Image: Forbandry is a very handsome Black Spiral
  Dancer with light blue eyes and blond fur. He always
  smiles politely, and apologetically, as if he really has no
  
  10     W H I T E  W O L F  M A G A Z I N E
  desire to cause anyone any sort of harm, but feels obli-
  gated to do so given the company he keeps. Even in the
  darkest, dankest sewers, Forbandry insists on dressing like
  a swashbuckler.
  Roleplaying Notes: Always attack men first, showing a
  preposterous amount of regard for the “fairer sex.”
  Remember, sooner or later you’ll wake up and all this will
  be over (see below). In the meantime, it would be wrong
  to mistreat a lady. You listen to Hastoodar only because
  he’s more interesting to associate with than the Black
  Spiral Dancers at the Dank Well Hive.
  History: Forbandry had no idea that he was a Black
  Spiral Dancer until he was kidnapped by the Dank Well
  Hive. Forbandry grew up reading action and fantasy
  novels, and is convinced that his current existence is just
  a bad dream. He anticipates awakening any time now.
  Forbandry’s first Dance of the Black Spiral left him with
  this need to deny reality, and he fights anyone who tries
  to show him the error of his ways.
  Unk
  Breed: Lupus
  Auspice: Philodox
  Tribe: Black Spiral Dancers
  Attributes: Strength 3 (5/7/6/5), Dexterity 5 (6/7/6/6),
  Stamina 5  (6/8/8/7), Charisma 2, Manipulation 1 (1/0/0/
  0), Appearance 1 (0/0/1), Perception 5, Intelligence 1,
  Wits 5
  Abilities: Alertness 5, Brawl 3, Dodge 1, Empathy 4,
  Expression 4, Intimidation 5, Primal-Urge 5, Melee 4,
  Stealth 5, Survival 5
  Backgrounds: Allies 5, Past Lives 2, Pure Breed 4,
  Totem 1
  Gifts: (1) Scent of the True Form, Sense Prey, Leap of
  the Kangaroo; (2) Call to Duty, Sense the Unnatural
  Rank: 2
  Rage 6, Gnosis 8, Willpower 2
  Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
  Rites: Baptism of Fire, Rite of Becoming
  Fetishes: None
  Image: A black wolf with broken teeth and a perpetual
  snarl, Unk is as pleasant to look at as a rabid mutt. His
  eyes are slightly crossed and bloodshot. His fur is matted;
  he’s lived in filth for a very long time. His stench is
  enough to make most Garou gag.
  Roleplaying Notes: Kill them. If they’re not of the Hive,
  they’re the enemy. If they’re human, they’re the enemy.
  If they’re edible, they’re the enemy. Bark at them if they
  come into your territory. If they don’t heed your barks
  and snarls, rip their throats out and lap up their blood.
  History: Unk’s first change was unexpected, and the
  shocking transformation led to insanity. After almost a
  year as a Lunatic, Unk was trapped by the Black Spiral
  Dancers and forced to dance the Spiral. Since then, he
  has come to revel in his madness and to acknowledge
  that his power is a gift, not a curse.
  Malafaxus the Wyrm-Walker
  Malafaxus should get away at the end of Part Two, to be
  faced in Part Three. If you need Malafaxus’ profile, refer
  to Part One. Scores listed there in parentheses are still
  accurate as the Wyrm-Walker is newly reborn.
  
  2     W H I T E  W O L F  M A G A Z I N E
  Future Shocks
  Future Shocks
  by James A. Moore
  by James A. Moore
  Future Shocks is the third and final part of a three-part story for Werewolf: The Apocalypse, Second Edition, designed
  with four to six Garou in mind. Part one, Forgotten Lessons, appeared in issue #42. Part two, Present Dangers, was in last
  issue. You can use all three parts together or adapt each to stand on its own.
  enemy who originally bound the creature to the earth.
  Unfortunately, the Wyrm-Walker’s target is also the
  Garou that the characters must find, for she is the only
  one who knows how to do away with Malafaxus once
  and for all. All the characters have to do is reach their
  savior, Chases-After-Shadows, before the Wyrm-Walker
  does.
  Theme
  The theme of
  Future Shocks is one
  of salvation, specifi-
  cally from the Wyrm.
  Malafaxus is capable
  of immense destruc-
  tion. By defeating
  Malafaxus, the
  characters not only
  save themselves, but
  their Kin and Gaia
  herself.
  Mood
  Desperation fuels the Garou in their quest. They run
  a race against time as they strive to protect the lone
  Garou who knows how to defeat the Wyrm-Walker. The
  characters aren’t being altruistic here. They’re out to
  save themselves, too.
  Scene One: In the Wyrm’s Footsteps
  The characters have seen better days. They’ve dealt
  with a pack of Black Spiral Dancers, but Malafaxus is free
  again. Uktena in the characters’ sept said they would
  What’s Gone Before
  Future Shocks continues the battle against Malafaxus
  the Wyrm-Walker, the Bane that now possesses the body
  of Thomas “Hastoodar” Waltheford. Waltheford is the
  Black Spiral Dancer who escaped the characters in
  Forgotten Lessons and in Present Dangers was faced on his
  home turf in New York’s
  abandoned subway
  tunnels. Waltheford was
  infected by the Wyrm-
  Walker even as the
  characters faced him and
  his Black Spiral pack
  mates.
  At the end of last
  issue’s episode, the Wyrm-
  Walker emerged from and
  took control of Hastoodar,
  acting as a medium for Banes
  to travel from the Umbra to
  this world. Waltheford, as we
  knew him, is dead.
  Leaving the characters to
  contend with Banes in the subways, the restored Wyrm-
  Walker pursues its own agenda in New York City. It seeks
  out the descendant of Tricks-The-Wyrm, an ancient
  S   E   C   O   N   D      E   D   I   T   I   O   N
  Part 3 of  a 3 Part Story for
  Malafaxus is a serious threat, and must be
  stopped before it brings ruin upon Gaia. The
  only sure way to defeat the Wyrm-Walker is keep
  its current body alive. If Waltheford’s body is
  destroyed, Malafaxus simply finds a new form to
  possess. The characters must put down the Bane
  as a spirit.
  
  W H I T E  W O L F  M A G A Z I N E        3
  
  4     W H I T E  W O L F  M A G A Z I N E
  contact Chases-After-Shadows and recruit her aid.
  However, that would only be necessary if the characters
  failed to stop Malafaxus from being reborn. Now that the
  Bane is back, the characters must find the elder Uktena,
  but where is she, and where is the Wyrm-Walker headed?
  At this stage, the characters probably have little
  choice but to follow the Wyrm-Walker and hope to buy
  time before Chases-After-Shadows can act.
  Tracking Malafaxus in New York City is no easy task.
  Five cumulative successes are required at a difficulty of
  seven. (Use the tracking rules from the Werewolf
  Second Edition rulebook.) A tracking roll is made for
  every 30 minutes of searching for and following the
  Bane’s trail.
  The Scent of the Prey Gift and Rite of the Questing
  Stone can also be used to track Malafaxus. They have
  more immediate results than tracking, and put characters
  closer on the Bane’s trail, but characters still don’t catch
  up with the creature until all are in the Umbra (see
  below). Keep in mind, too, that characters must know
  Malafaxus’ name if using Rite of the Questing Stone
  (they may have learned the Bane’s name by interpreting
  the writings on the bearskins that the Wyrm-Walker was
  originally bound in).
  As fate would have it, the Wyrm-Walker is also
  trying to locate the descendant of Tricks-the-Wyrm.
  Malafaxus believes — and correctly so — that Chases-
  After-Shadows knows the Rite of Holding, which can
  imprison the Bane. However, without the Binding
  Stones (which the characters undoubtedly recovered in
  Part Two), the Rite is useless. Malafaxus wants revenge
  on Tricks-The-Wyrm, regardless of how many it’s
  generations removed.
  The characters’ pursuit of Malafaxus leads them due
  north, almost to the far reaches of Manhattan Island.
  There the trail suddenly ends. It disappears in a back
  alley at what appears to be the makeshift home of a street
  person. This is actually the current living space of
  Chases-After-Shadows. She’s come off the reservation to
  study urban legends and lives the street life to learn the
  basic truths of city existence.
  The box that was Chases-After-Shadows’ home has
  been torn apart and her “possessions” have been scat-
  tered. It doesn’t take much thought to realize that
  Malafaxus was responsible.
  Among the scattered objects is a bird’s claw. Theurge
  characters can recognize its significance on an Intelli-
  gence + Rituals roll, difficulty five. Otherwise, characters
  may spot it simply because of its oddity. Chases-After-
  Shadows bound a messenger spirit into this talon, to
  inform the characters of her intentions. The character
  picking up the claw suddenly has a thought in a mental
  voice other than his own. It says: “I await you at the
  beast’s resting place, beyond the veil. Waylay its coming
  that the preparations may be made, for it pursues me
  with a fury. Think of my Great Father and fare well.”
  A couple clues — the sudden end to Malafaxus’ trail
  and Chases-After-Shadows’ supposed location — should
  indicate that the two are in the Umbra and that the
  characters should resume their pursuit there. Their
  destination should be the Umbra’s reflection of the
  Waltheford Industrial Park, the earthly construction site
  where Malafaxus was once buried and has since been
  exhumed.
  The Gauntlet in the city is rated eight. Once in New
  York’s Umbra, the characters are in totally unfamiliar
  territory. In Part Two of this series, the characters may
  have sought the help of the Sept of the Green and had
  the Bone Gnawer Fengy as a guide. However, Fengy
  probably fled when the characters confronted the Black
  Spirals or Malafaxus itself. Future Shocks therefore
  presumes that the characters lack a guide in the city and
  its Umbral reflection.
  The Umbrascape of NYC
  With the exception of the Sept of the Green, the
  city’s Umbrascape is a blighted, filthy pit of corruption.
  Banes of all shapes and sizes roam, and Garou do well to
  avoid conflicts. As long as the characters are quiet, the
  Banes fail to take notice of them. The most common
  Banes are Skrags, Psychomachiae and Kalus, but there
  are many Blight Children about.
  In addition to Banes, Weaverlings roam this stretch
  of the Umbra, doing the Weaver’s work and maintaining
  their stranglehold on the city. Weaverlings are more
  likely to molest Garou, as they try to protect their
  domain from the Wyld. However, Glass Walkers are
  capable of dealing with the Weaverlings, using Gifts to
  convince them to let the pack pass in peace.
  The Umbra’s New York is made up of menacing
  constructs built from the webs of Weaverlings. The
  constructs are located relative to those of the physical
  realm. The “city” sky is black, illuminated only by flashes
  of lightning as electricity elementals surge through the
  air, pursuing whatever errands compel them.
  The Wyrm-Walker leaves the city in pursuit of
  Chases-After-Shadows and heads directly for the
  Umbra’s construction site near Utica.
  The difficulty of tracking Malafaxus in the Umbra is
  eight, and another five cumulative successes (one rolled
  for every hour of searching and tracking) are required to
  locate the Wyrm-Walker. Of course, if the characters
  know the region or the way to Utica, they might be able
  to find Malafaxus without tracking the Bane. However,
  the Umbra is always rife with dangers and they might
  lead the characters from their target.
  By the time the characters catch up with Malafaxus,
  all are out of the city in an area filled more with spirits
  than with Banes. The Umbra here reflects farmlands
  rather than stark buildings. The pack is closer to Gaia,
  but the urgency of the pack’s mission mounts. Instead,
  the Wyrm-Walker doesn’t threaten a bleak, dismal place
  where the Wyrm is already winning. Here it threatens
  lands still held by Gaia and preserved by humans who
  care for the earth. Where the Garou were once sur-
  rounded by Blight Children, here the Naturae are
  dominant, but vulnerable to the Wyrm-Walker’s corrup-
  tion. The Gauntlet is only five here, but that might
  change if the characters can’t defeat the Bane.
  
  W H I T E  W O L F  M A G A Z I N E        5
  Scene Two: Wyrm Hunt
  Sooner or later the characters track down Malafaxus
  in transit. But how do they deal with it? Touching the
  Bane is dangerous, as the characters know, for it can
  mean infection by the Wyrm and the rebirth of
  Malafaxus in yet another body. (Although the Rite of
  Cleansing purifies the infected.) Very few weapons
  present themselves in the characters’ Umbral pursuit of
  the Wyrm-Walker. Even if they did, the Wyrm-Walker
  has had time to recover all its strength, invigorated by its
  mission of revenge. And besides, killing the thing only
  allows the spirit to reform in another body that may have
  been infected elsewhere. Ultimately, the characters must
  fall back to Chases-After-Shadows’ Rite of Holding. The
  Garou just have to buy time and hold off Malafaxus from
  its destination until the Uktena is ready. When will that
  be? There’s no way to tell. The characters just have to do
  their best.
  If the characters think back to Chases-After-
  Shadows’ message, it may occur to them to use trickery
  and guile, as the Uktena’s ancestor Tricks-The-Wyrm did
  when he first imprisoned the Bane. If characters take
  Chases-After-Shadows’ advice, they earn Wisdom points
  (see Renown, below).
  Ragabash pack members should be right at home
  playing games with Malafaxus, and players should be
  encouraged to be creative in their deceptions.
  The characters’ current locale in the Umbra is
  inhabited by both Banes and spirits. Theurge characters
  can use the Spirit Speech Gift to solicit aid from local
  spirits.
  If one of the pack is Uktena, or even poses as
  Chases-After-Shadows (a Manipulation + Performance
  or Subterfuge roll is required, difficulty of seven),
  Malafaxus can be temporarily confused. Although the
  characters don’t know what Chases-After-Shadows looks
  like, neither does the Wyrm-Walker. The Bane finally
  realizes what’s going on with a successful resisted Wits +
  Performance or Subterfuge roll of six (against the
  character’s Manipulation roll). Competing rolls are made
  every turn that someone poses as Chases-After-Shadows.
  Each of the posing characters’ successes in this contest
  cancels out one of Malafaxus’ successes. The Bane need
  only win once to see through the deception.
  It’s always possible that all or part of the pack can
  slow the Bane by using the Taunt Maneuver, as
  Malafaxus is furious, not fully rational. This sort of
  delaying tactic is exactly what’s needed to prevent the
  Wyrm-Walker from catching up with Chases-After-
  Shadows.
  If the characters really want to risk their lives,
  perhaps as a last, desperate measure, they may produce
  the Binding Stones (assuming they’re carrying them).
  Malafaxus immediately concentrates on getting the
  Stones, for destroying them would end any threat of
  being imprisoned. If the Bane does get a hold of the
  Stones, the characters better commit everything they
  have to retrieving them or the Bane will be forever free.
  
  6     W H I T E  W O L F  M A G A Z I N E
  The Garou should be rewarded for outthinking the
  Bane. Their bravery can be awarded with Glory, but their
  cunning and insight should be awarded with Wisdom
  (again, see Renown).
  Scene Three: The Final Rite
  The characters know the time for the Rite of
  Holding is nigh when an echoing howl is heard across
  the Umbrascape. In it the lingering words, “Come for me
  Malafaxus, the daughter of Tricks-The-Wyrm awaits
  you”. are heard. At that the enraged Bane immediately
  turns and heads full speed toward the Umbra’s version of
  the Utica construction site.
  Chases-After-Shadows wants to confront the Bane
  in the Umbra so that it may be defeated there as a spirit,
  thus keeping it from reentering the material world. The
  Wyrm-Walker doesn’t care where it faces Chases-After-
  Shadows, as long as it can destroy her.
  The Umbra’s construction site consists of fouled
  earth torn from the Bane’s grave; debris is spewed across
  the countryside. A hole gapes where the creature once
  “lay.” Loose earth literally crawls and squirms upon the
  ground, as if alive with corruption. No machinery nor
  concrete exists in the Umbra’s reflection of the place, but
  all reflections of life are obliterated.
  The site also swarms with Banes, lured there since
  the Wyrm-Walker’s burial site was first disturbed. So far
  the Banes have been kept from Chases-After-Shadows by
  the Uktena’s own efforts, but now that she must perform
  the Rite of Holding, the characters must deal with the
  Banes. A Theurge can act as Chases-After-Shadows’
  guardian, creating a ward against the creatures.
  Chases-After-Shadows has arranged ritual markings
  and fetishes all around the open grave, and several long,
  thick leather thongs lie before her. The Uktena shouts
  for the Garou (excluding any Theurges in the group) to
  grab the thongs and bind the Bane while she performs
  the Rite.
  If the characters need help, or you feel it heightens
  the drama of the scene, Chases-After-Shadows can have
  two young Uktena with her. Their purpose is to help the
  characters bind Malafaxus with the thongs. This is to be
  the pups’ Rite of Passage, if they survive it.
  Malafaxus knows what the characters are doing with
  the thongs — the Bane was once similarly bound with
  bear skins. It therefore fights to break free of any hold, to
  get at Chases-After-Shadows. Taunting Malafaxus still
  has some influence over it, as its rage intensifies at the
  threat of being captured.
  To determine the characters’ success in binding the
  Bane, use the Grappling rules from Werewolf Second
  Edition. Each character involved in the conflict must
  succeed in a Grappling effort for the Bane to be secured.
  Characters who have already succeeded may tie their
  thongs to objects in the Umbral landscape — a rock or
  withered ree — and help those still struggling with the
  Wyrm-Walker.
  If all goes well, the pack should manage to entangle
  the Bane and tie it in place. When that is accomplished,
  all the lesser Banes in the vicinity swarm Malafaxus,
  trying to break its bonds. In the meantime, the charac-
  ters (including any Theurges formerly keeping the local
  Banes at bay) are hurriedly called upon to join Chases-
  After-Shadows in the Rite of Holding. Each pack
  member who joins in is required to maintain a chant
  introduced by Chases-After-Shadows, and must sacrifice
  one Gnosis point.
  With that, Malafaxus’ spirit is pulled from the body
  of Thomas Waltheford, and drawn by a great vortex into
  the Umbral grave. The earth that crawls and squirms
  about the ground is pulled into the hole with the spirit,
  “burying” it in the Umbra’s “ground.” All the while,
  Malafaxus’ spirit screams and spits until its cries are
  finally stifled. The small Banes that remain are driven in
  all directions in a buzz of fury, frustration and fright.
  With the spirit form of Malafaxus trapped in the
  Umbra, the corpse of Thomas Waltheford remains in
  possession of the Garou. They may do with it as they
  please. Perhaps the option with the most poetic justice is
  to step sideways, back to the material world, to bury the
  The Rite Of Holding
  Level Four
  This powerful Rite was once performed regularly
  by the Croatan and Uktena. The purpose of the Rite
  is to force a Bane into slumber, making certain that
  it’s powerless. Since the destruction of the Croatan,
  the Rite has been performed less frequently over the
  years. The Rite usually requires that Binding Stone
  fetishes be created and bound to a specific Bane.
  From that point forward the Stones are attuned to
  and can only affect that Bane.
  Execution of the Rite of Holding requires at
  least 10 Gnosis points. The Rite requires significant
  preparation and trappings, but is performed in short
  order. Once a Bane is affected and put to slumber,
  the Rite must be performed at least once every five
  years or the Bane begins to awaken. Once the Bane
  is fully awake, the Binding Stones are all that stand
  between the Bane and freedom. Should the Binding
  Stones be removed, the once-trapped Bane may
  return to the world, free to spread the Wyrm’s
  influence again.
  At present time there are only a handful of
  Garou who know this powerful Rite. They normally
  travel from place to place, performing the service.
  Over the years, however, many of the Wyrm’s
  trapped minions have been forgotten, as the Garou
  that cared for them have fallen.
  (Note: To ensure that Malafaxus will not return
  to Gaia’s realm, Chases-After-Shadows has added
  certain elements to the Rite that separate the Bane
  as a spirit from the physical form it possesses. Thus
  the Uktena is able to “bury” the Bane itself in the
  Umbra, and no further performance of the Rite is
  necessary.)
  
  W H I T E  W O L F  M A G A Z I N E        7
  body in the very hole Waltheford created — to make
  him a permanent part of the corruption of his industrial
  complex. And even if construction has stopped,
  Waltheford’s remains can be left at the scene of his
  crime, to be tormented by Banes frustrated with his
  failing the Wyrm.
  As an alternative to this finale, you can arrange for
  Malafaxus and its human body, once bound by the
  characters, are returned to and buried in the material
  world. That way there’s the continued threat that
  Malafaxus might return, requiring that the Rite of
  Holding must be performed regularly. Perhaps this is a
  duty the characters, particularly any Theurges or Uktena,
  assume, making it their mission in life. This particular
  resolution engenders respect for the past and recognition
  of tradition — certainly cornerstones of Garou culture.
  Complications
  What happens if the characters can’t beat Malafaxus,
  or the Bane gets to Chases-After-Shadows? The charac-
  ters may still possess the Binding Stones. Perhaps they
  can undergo a vision quest to learn Tricks-The-Wyrm’s
  Rite, and then hunt down the Wyrm-Walker. In the
  meantime, the Bane may pursue the characters to destroy
  the Stones, may go off to cause harm and corruption to
  Gaia or seek to release other Banes trapped ages ago.
  If Chases-After-Shadows survives, what relations do
  the characters have with her? Sure she helped defeat
  Malafaxus, but maybe she’s a bitch. She could hold her
  success over the characters’ heads or expect some help in
  return.
  Is the legacy of Tricks-The-Wyrm put to rest with
  the Wyrm-Walker? Perhaps, just as they return to the
  material world, the characters spy a lone wolf watching
  over Malafaxus’ Umbral burial site. The wolf fits the
  description of the legendary Tricks-The-Wyrm.
  Does construction on The Waltheford Industrial
  Complex continue? If characters can get Andrew
  Harrison and Lila Westerly (see Part One), the Garou
  investors behind the project, to witness what’s transpired
  and what is buried on the site, construction might be
  stopped. But, maybe they insist that the Bane be buried
  elsewhere (if it’s being buried in the earth at all), creat-
  ing a further rift between tribes.
  And if construction does stop, does Kurt Larson (see
  Part One), Garou son of the contractor hired for the
  project, seek out the characters to get revenge?
  As far as the general public is concerned, philanthro-
  pist Thomas Waltheford has disappeared. Are characters
  who protested the construction of his complex suspects
  in his disappearance?
  Renown
  The Wyrm-Walker is considered a very powerful
  Wyrm minion for the purposes of rewarding Renown.
  The pack members who understand Chases-After-
  Shadows’ reference to Trick-The-Wyrm and use guile to
  waylay the Bane receive two Wisdom Renown. Any
  Theurge among the characters who protects Chases-
  
  8     W H I T E  W O L F  M A G A Z I N E
  After-Shadows from attacking Banes receives one
  Wisdom Renown. And any Garou who makes a signifi-
  cant personal sacrifice in defending Chases-The-Wyrm
  receives one Honor and one Wisdom Renown.
  Chases-After-Shadows
  Breed: Homid
  Auspice: Theurge
  Tribe: Uktena
  Attributes: Strength 5 (7/9/6/6), Dexterity 3 (3/4/5/
  5), Stamina 4 (6/7/7/6), Charisma 4, Manipulation 5 (4/
  2/2/2), Appearance 2 (0/0/2/2), Perception 3, Intelli-
  gence 4, Wits 5
  Abilities: Alertness 4, Area Knowledge 5, Athletics
  3, Brawl 2, Dodge 2, Drive 2, Empathy 3, Enigmas 4,
  Etiquette 4, Expression 4, Firearms 3, Intimidation 3,
  Leadership 4, Linguistics 3, Medicine 3, Melee 3, Occult
  4, Performance 3, Primal-Urge 4, Repair 4, Rituals 5,
  Stealth 5, Survival 5
  Backgrounds: Contacts 5, Kinfolk 3, Past Life 5
  Gifts: (1) Mother’s Touch, Persuasion, Sense Magic,
  Sense Wyrm, Shroud, Spirit Speech; (2) Command
  Spirit, Jam Technology, Name the Spirit, Sight from
  Beyond, Spirit of the Bird; (3) Call the Flame Spirit,
  Disquiet, Invisibility; (4) Call Elemental, Hand of the
  Earth Lords
  Rank: 4
  Rage 6, Gnosis 8, Willpower 8
  Health Levels: OK, -1,-1,-2,-2,-5, Incapacitated
  Rites: (1) Gathering for the Departed,  Moot Rite;
  Rite of Binding, Rite of Contrition; (2) Rite of Spirit
  Awakening, Rite of Passage, Rite of Ostracism; (3) Rite
  of the Fetish, The Hunt, Rite of the Totem; (4) Rite of
  the Holding, Rite of the Opened Bridge
  Fetishes: Binding Stones, Sanctuary Chimes
  Image: Chases-After-Shadows can normally be
  found wearing blue jeans and a leather vest. She prefers
  sandals to full shoes. More often than not her thin body
  is unwashed, and her long black hair is pulled into a
  braid, into which are woven feathers and beads.
  Roleplaying Notes: The only thing you desire more
  than peace and harmony with Gaia is knowledge. Like
  your ancestor, you seek to solve the riddles of the spirit
  world for the betterment of all. Much of your time is
  spent trying to find some hint of what became of the
  Croatan.
  History: Chases-After-Shadows has always followed
  the solitary path. Whenever possible she has traveled to
  the Umbra to learn about spirits. She’s responsible for
  bringing several powerful spirits back to various caerns,
  for the purpose of creating fetishes, and is looked upon as
  wise — extremely wise — for her years. Chases-After-
  Shadows is 37 years old.
  Malafaxus, The Wyrm-Walker
  See Part One, Forgotten Lessons, in WHITE WOLF
  Magazine #42 for the Wyrm-Walker’s profile. The Bane
  is at full strength in this episode.
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Werewolf (c)/Forgotten Lessons (WW Magazine).pdf