Scent of Decay
Scent of Decay
Scent of Decay
SCENT of DECAY
SCENT OF
DECAY
A CHRONICLE BOOK FOR
WEREWOLF: THE APOCALYPSE
Authors: Indrani Ganguly, Jose Garcia, Jesse Heinig, Juhana Pettersson, Rob Wieland
Developers: Jukka Särkijärvi with Chant Evans
Producer: Kevin Schluter
Art Director: Sarah Robinson
Graphic Designer: Polina Razlivanova
Cover Artist: Nevzat Aydin
Illustrator: Nevzat Aydin, Peter Bergting, Felipe Headley Costa,
M Penman, Maichol Quinto, and Adam Vick
Copy Editor: Stephanie Cohen
Cultural Consultant: Logan Boese
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and
intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Werewolf: The Apocalypse Creators: Sam Chupp, Andrew Greenberg, Wes Harris, Robert Hatch, Geoff Pass, Mark Rein•Hagen,
William Spencer-Hale, Rich Thomas, Josh Timbrook, Stewart Wieck, Travis L. Williams, Samuel Witt
Rules based on Vampire: The Masquerade 5th Edition by by Martin Ericsson, Karim Muammar, and Kenneth Hite
© 2024 Paradox Interactive AB. VAMPIRE: THE MASQUERADE, WEREWOLF: THE APOCALYPSE, and PARADOX INTERACTIVE
are trademarks and/or registered trademarks of Paradox Interactive AB in Europe, the U.S., and other countries. Any other trademark, logo,
and copyright is the property of its owner. © 2024 Renegade Game Studios. All Rights Reserved.
4
INTRODUCTION
Introd u ct i o n
S
cent of Decay is the first chronicle and respecting one another’s strengths without ignoring
supplement for Werewolf: The Apocalypse, tension. This chapter also contains some background
5th edition. It’s a series of stories set in the information on Milton, which will be useful when
small Midwestern American town of Milton, that link creating characters for Scent of Decay.
together into a chronicle that will take a pack from its The Break Room: The first story in the
formation, through claiming territory, through their first trilogy puts the pack up against a Pentex front turning
steps into the Umbra, and finally into the difficult and human workers into wasp-like drones. Productivity is
tense relations of the Garou Nation. The pack will face a everything.
Pentex Group front, a manipulative trickster spirit, and Shadows on the Prison Walls: The
another pack of werewolves with a grudge. They’ll earn second story takes the pack into the Umbra to address
Renown and maybe even a spirit ally and earn their place some of the less obvious problems afflicting Milton,
amongst the local Garou. teaching them a lot about the power, and the agendas, of
Milton’s a deliberately easy place to adapt to your spirits in the process.
own preferred setting: there are small towns just like A Pound of Flesh: In the final story, the
it — struggling to survive, exploited by corporate meddling of the pack’s mentor gets them into trouble
interests and selfish politicians — just about anywhere. and places them in a challenge set by the Horned
We have no doubt you’ll be able to adapt Scent of Decay Serpent to make amends: find a local Kin before her
to wherever you set your games without losing a thing. First Change, and make sure her Rage doesn’t undo all
The stories that make up this chronicle are designed to the pack’s work.
work as consecutive chapters in a pack’s tale, or to be The Weaver’s World: An additional set of
separated by other stories of the Storyteller’s own design. plug-and-play scenes addressing the challenges that
Inside this book, you’ll find: Garou face when they interact with humans and their
Assembling the Pack: Advice on creating a world. Run these scenes as part of a story, or feel free to
set of characters who’ll work well together, identifying draw inspiration from them for your own narratives. ■
5
C H A P T E R O N E : A S S E M B L I N G T H E PA C K
Chapter One
Asse m bl i n g
THE P a c k
T
he first step towards playing the stories Of course, the purpose of the group is different: The
in Scent of Decay is creating a pack. This chapter Garou seek to fight the pollution, greed and devastation
contains ideas you can implement as you’re pulling down everything around them while your
running your session zero for the game, as well as troupe seeks to have a fun and fulfilling game experience
character creation options that tie the players’ characters together. Fortunately, there are activities you can do
into the events of the stories in this book. during the session zero that are useful for both fleshing
There’s a parallel between putting together a pack, out the in-game dynamics between the characters and
a group of Garou your players are going to portray in building trust and understanding between the players.
the game, and the task of assembling a troupe of players
to play the game. The better your players gel together
as a creative ensemble, the more fun you’ll have with
Werewolf.
7
S C E N T O F D E C AY
D
uring session zero (see Werewolf: The 0 What makes you excited to play Werewolf?
Apocalypse, pp. 203–205) you have two goals: char-
acter creation and making sure everybody is on the 0 Are there any movies, comics, books or the like that
same page concerning the game you’re about to play. You you’ve been thinking of as references regarding this
can find more information in the Appendix: Advice for game?
Considerate Play in Werewolf: The Apocalypse, p. 320. 0 Is there something specific that you think would be
You can start working on the pack’s in-game dy- cool if it happened, or that you’d enjoy experiencing
namics during session zero by helping the players form a in the game? For example, a struggle for who’s in
tighter ensemble. After all, if the players feel good about charge of the pack, delving into the spiritual mysteries
each other, it’s easier for that feeling to translate into the of the Umbra or intrigue, drama, and betrayal among
relationships between the characters as well. the Garou.
A simple technique you can use to build the ensemble The last two questions are especially useful for the
with your troupe is to do rounds where everyone answers Storyteller, making it easier to tailor the content of the
a question. The answers are not meant as the start of a game to what the players are interested in experiencing.
debate and you, the Storyteller, can even skip your turn if Once you have characters and they’ve been intro-
you wish. The goal is to listen to what your fellow players duced to the troupe, you can do a few more rounds
are saying so you get a better feeling for where they’re specifically about them:
coming from. 0 What kind of things do you wish to explore with this
A good first question is simply: character?
0 Do you have any questions about Werewolf: The
Apocalypse? 0 Are there things you want to avoid playing with your
character?
Depending on how the troupe answers, you can tailor
the rest of the discussion to their interests. 0 What’s something that holds you together as a pack?
Here are a few more questions: That last question may spark a discussion, and that’s
0 What do you hope to experience from the pack fine — desirable, in fact. Each pack has its own problems,
dynamic? (As the Storyteller, you can elaborate on the but there are reasons they’re sticking to each other, and it
question to help your troupe: Should the pack have helps play to know what they are.
a leader? If yes, what kind of responsibilities do they
have? Should everyone have a unique role, or would
you prefer a more fluid dynamic?) Conflict In the Pack
P
0 What kind of positive themes do you wish to see laying conflict inside the pack can
between pack members? Are you interested in stories be great fun. The ahroun is just about to rip apart
of camaraderie, trust, or the thrill of the fight that the employee of an oil company when the philodox
playing a werewolf pack makes possible? intervenes, arguing that killing defenseless people is not
what the Garou are supposed to do.
0 What kind of tensions do you think would be fun
When such conflicts stay between characters, they
to explore within the pack? Do pack members have
can create powerful moments in the game. However,
differing moral opinions on how to fight for Gaia,
there’s a danger that they sometimes bleed over into the
when killing is or isn’t justified, or should each pack
relationship between the players. Intellectually we under-
member contribute equally? Or is tension built
stand that play is just play but when someone is shouting
around something more personal, like each member’s
in your face, it’s easy to get angry for real.
individual need for glory?
Building trust inside the troupe in advance helps with
this. It’s also useful for the Storyteller to keep an eye out
for the escalation of conflict beyond in-game events. If
that happens, the Storyteller can seek to pre-emptively
make the situation less emotional.
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C H A P T E R O N E : A S S E M B L I N G T H E PA C K
Here are a few ways you can do this: wider story, instead of just how it’s making them feel
0 Involve game mechanics. If the players have been in the moment.
discussing things as their characters, you can turn 0 Finally, if the conflict escalates so that it causes actual,
the situation into a roll. Ask both to roll for whatever real anger, the Storyteller can stop the game for
they’re arguing for. a moment. The participants should discuss what
0 Ask the players how they see the scene progressing. happened, facilitated by the Storyteller, and seek to
Ideally, they should suggest different possible out- de-escalate the conflict so that it doesn’t harm the re-
comes. If they don’t, you can offer some additional lationship they share as players. Mutual apologies are
alternatives. This tends to take the player out of the often a good start, even if it doesn’t really feel anyone
emotional space of the characters and subtly gets the did anything wrong.
players to work together to sketch out the outcome Note that sometimes the Storyteller is part of a
of the scene. While the characters are in conflict, the difficult situation like this. In such a case, they should
players cooperate. still stop play and try to emotionally de-escalate and
0 Cut to another scene. You can take a break from smooth things over. It’s difficult, but part of their job as
the scene to see what’s happening with the rest of the facilitator is to be able to step back and do this. If it’s not
pack and then cut back to the conflict. On the level going well, consider asking another player to facilitate the
of the characters this changes nothing but for the discussion.
players, watching other troupe members play for a
few minutes allows them to relax for a bit and come
down from the conflict. It can also help them
think about how their scene fits into the
9
S C E N T O F D E C AY
W
React to Reinforce: You can make sure to react
hen you’re playing an ahroun, it’s
when something happens in the game to reinforce
fun to feel like an unstoppable engine of brutal
the character of your packmate. For example, your
violence. When your character is a ragabash, you
theurge friend is talking with a raccoon spirit and rolls
want to feel like a clever troublemaker who’s always one
exceptionally well. You can say: “I knew the spirits
step ahead.
would recognize your wisdom!” This also applies when
How do you make this happen?
handling failure. The dice might go against your theurge
When you play a game of Werewolf with your
friend, but it’s important to rationalize what happened
friends, you can build their characters up. When
in character: “These spirits were especially challenging
everyone does this to each other, the result is a pack of
to deal with!” rather than: “You’re a bad theurge and I’m
Garou who are all exactly as cool as you want them to be.
going to handle the next negotiation.”
If you want to make this happen as a player, the first
The basic mechanism that makes this work is the
thing to do is simply to listen. Here are three examples
idea that a lot of character identity is built together,
of things your fellow players might say about their own
as a group, and not just by the individual playing that
characters:
0 “My character is a theurge. She’s been forced to grow
character. A character whose concept, Attributes, Skills,
and Merits all suggest charisma becomes the social
up too fast and although she has acquired hard-won
animal they are if all the other characters and players
wisdom, there’s a sadness behind her eyes.”
treat them as such.
0 “I’m a Silver Fang, but I’m pretty young and I didn’t One auspice excels above all others when it comes
have a lot growing up. Being called by the Falcon into to building up their packmates. That one is obviously
this tribe has been a confusing experience and I’m galliard. When your job is to tell the stories of your pack
worried I won’t live up to the expectations everyone is at the moot, you have a wonderful opportunity to build
placing on me.” up your friends in ways that support their character
0 “My wolf-born character is a bit of a dork, especially concepts. It doesn’t have to be all that complicated: Simply
among humans and human-born, but in a fight he’s make their successes sound as grand as possible, ideally
unstoppable.” in line with their character concepts. Out of character
communication can really help here: Ask other players
what they intended or were trying to achieve with a great
deed, so you can give them their due in the retelling.
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C H A P T E R O N E : A S S E M B L I N G T H E PA C K
Unusual Packs
Typically, a pack consist of Garou from
different auspices. This way, each play
has their own area of expertise in which er
they can shine. However, you can also
experiment with other compositions.
In the World of Darkness, a pack rarely
comprises exactly 5 Garou with one repr
esenting each auspice: it’s an ideal that
just doesn’t occur that often. If the play
ers are interested in trying out new
things, or just don’t want to forced into
one particular choice, the troupe can
create all sorts of combinations.
Here are a few possible concepts:
Two Ahrouns: There are two true war
riors in the pack and there’s always
competition between them. Who gets
the most kills, who manages to save mor
people, whose deeds are talked about e
at the moot?
The Ragabash Pack: Most if not all mem
bers of the pack are ragabash.
They’re known troublemakers, getting
kicked out of moots and mak ing
practical jokes on the esteemed heroes
of the Garou. Some want to kill them,
others desire to point them in the dire
ction of the enemy.
The Spirit Guardians: There are seve
ral theurges in the pack, and they
have a sacred mission to work with a spec
ific spirit and keep it friendly with the
Garou. However, each theurge has thei
r own ideas on how to do this best.
Rebuilding the Nation: The Garou Nat
ion is in tatters, destroyed by the
internal divisions among werewolves.
Yet the dream of being united against
the Wyrm still lives and is the purpose
of this traveling pack consisting of a few
philodoxes and their pack mates. They
move from sept to sept, trying to heal
wounds and get intransigent elder wer old
ewolves to talk to each other.
The Band: A couple of galliards is all
it takes to put together a band and
the traveling lifestyle of being on tour
suits the hunt for the despoilers of Gai
If you want to play to type, the charact a.
ers can be a hardcore punk band. If you
want contrast, they can be an austere elec
tropop ensemble or a mellow hippie
band.
When you have more than one charact
er from the same auspice, make sure
there’s something that distinguishes them
from each other. Each should have
their own strengths so that it’s still clea
r when they can have their moment to
shine. Ideally, have players discuss this
openly during session zero.
11
S C E N T O F D E C AY
T
Val-MOR superstore as a security guard, doing a lot of
he typical character for the chronicle excruciatingly boring night shifts where nothing happened.
is probably going to be human-born and working Sometimes you noticed people you knew stealing from the
class, since that’s the milieu they live in. They’re store and turned a blind eye. The company didn’t pay you
a pack responsible for a dying town hollowed out by enough to turn on your community.
parasitic corporations. That’s not to say everyone should Cheering for the Home Team: Your family
expect to play a character like that. Towns are more than was always big on sports. Some of your fondest early
demographic trends, and characters may not be locals at memories are of everyone in your living room exploding
all, but it’s a good indication of the type of humans who into a cheer at the victory of a team you supported.
will be around the characters throughout the story, and Sometimes you went to see matches at the Val-MOR-
from whom they might draw local contacts. sponsored Values Field. That was great!
In terms of choice of auspice, all have their moments Dead Center: Somehow Milton’s downtown seemed
to shine. Ahrouns should find opportunities to rip much more alive in your memories of going there as
enemies to shreds in the first story. In the second, galliard a child. Now there are a lot of empty storefronts, just
storytelling can come to the fore and theurges can be a couple of businesses like Red’s Gas and Danielle’s
especially useful. In the third story, the social abilities Restaurant still surviving.
of the philodox can be of crucial importance, as long All Cops Are Bastards: Or private security, in this
as they’re backed with a range of other abilities. And case. Milton is too small of a municipality for its own
of course, in every story, a ragabash may invent new police department. Formal investigations are officially
approaches that change the nature of the game. Every under the County Sheriff’s authority, but usually fall
auspice, and every tribe, will work just fine for this in practice to security firms hired by Val-MOR, since
chronicle. Ghost Council Garou might have an especially those resources are spread thin. They handle anything
interesting time with the final story, as the tribe’s Patron that threatens Val-MOR’s interests. Locally, that means
Spirit Horned Serpent makes an appearance. Once the Noctis Security Solutions, a private security firm with
players have named the pack their characters belong to, ties to Pentex Group. They have an office at the Val-
it’s time to discuss the town they live in. EVENMor store. If you’ve grown up in the town or
spent much time there, odds are you’ve been beat up at
Milton least once by one of their goons for a trivial reason like
A small former farming town in the Midwestern U.S., in throwing a rock at their cars or just not fitting in.
long decline. If it fits your troupe, you can let the players If each character incorporates one element, all are
choose background elements relevant to the story for connected to Milton. Feel free to adjust the elements so they
their characters from the following list: fit the character concept. You should also consider how the
A Bad Job Market: You’ve tried to apply for work at characters’ Advantages and Flaws tie with these elements
the Val-MOR warehouse and fulfillment center and you’ve or other features of Milton. Is a Garou’s Day Job at the
been rejected twice. It stings, especially because you know Val-MOR warehouse? Do they have an Ally or Enemy at
people who did get jobs there, one of whom is a former Noctis? For more unusual character concepts, such as a Red
classmate of yours. You’re not sure if he still works there. Talon who only recently had their First Change or a Glass
Economic Warfare: After your Rite of Passage, you Walker high roller who recently came into town, you can
developed the idea that stealing from big companies find different ways of connecting them to the milieu.
was essentially economic warfare for the sake of Gaia, so For example, perhaps the Red Talon tried to fit
you used to go to the local Val-MOR superstore for the into human society by taking a job as a security guard
purposes of petty theft. Since then, you may have started at the Val-MOR superstore, only to be fired because
of insufficient understanding of workplace hierarchy.
Or the Glass Walker may have hired Noctis Security
Solutions for the protection of a property they bought
in town, only to be horrified at how they beat up
trespassing teenagers.
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C H A P T E R O N E : A S S E M B L I N G T H E PA C K
The Sept of the Far Watcher is not completely dead when the last few luminescent
insects crawl from their holes in the ground, momentarily
It’s an axiom among the Garou that there are not enough distracting watchers from the devastation all around.
werewolves to fight all their enemies. For the Sept of the The sept is led by an aging Shadow Lord philodox,
Far Watcher, that’s long been apparent. The sept watches Rib-Bone Dariga. She has an imposing reputation,
over a wide region, each of its packs assumed to be having grown up on the Kazakh Steppe before coming to
responsible for their own territory. You can ask for help the U.S. as a teenager and experiencing her First Change.
but should always assume that your septmates are in the Although she doesn’t come across as a diplomat, she has
middle of their own desperate struggles, the same as you. a knack for bringing the packs together every once in a
This is the sept the characters’ pack belongs to. while, if only through intimidation.
The sept is named for a legendary Silent Strider of Her own pack is called the Broken Fang and also
old, said to be one of its founders. In recent years, the features Mother Louise, the polar opposite of old Rib-
name has become a joke among the sept’s members: It Bone in attitude and approachability. Mother Louise is
covers so much territory, you only see your neighboring an ideal mentor figure for the characters: she’s heavily
packs from afar. In this sense, the sept is more a formality involved in the entire chronicle, giving advice, making
than a community, a tacit agreement of cooperation requests, and quietly shaping the characters’ destiny. She
between packs that don’t meet all that often. is ideal for a character’s Mentor Background and having
The sept’s territory contains a small level 1 caern, the her at the pack’s back would be a great boon to them. For
Glittering Glade, about an hour outside Milton. It’s on a chronicle centered on Milton, consider giving Mother
brownfield land, abandoned mud and muck stained by Louise as a free 1-point Mentor to a suitable character.
industrial pollution. At night, it’s apparent that the caern Her full profile is in ‘The Break Room,’ p. 36. ■
The Rakshaks
Milton used to be under the protection of a pack of Garou known as the
Rakshaks, who have recently abandoned it to the predations of the Wyrm’s
servants. The players’ characters’ pack is free to move in on this unclaimed
territory. The Rakshaks have a good reason for what they did, and they are
the focus of the third story in this book, A Pound of Flesh. If you intend to run
Scent of Decay as a chronicle, it is a good idea to foreshadow the return of the
Rakshaks in the previous adventures. As members of the same sept, they might
be even known to the characters, but as they are staying well away from Milton
until the third story, they are not Relationship Map material.
You should also consider whether the pack want to make Milton their own
territory or if they are here just to solve the immediate problems. In A Pound
of Flesh, the Rakshaks will press their own claim on Milton, and more conflict
means more story.
13
CHAPTER TWO: THE BREAK ROOM
Chapter two
The
Break
Room
“The folks on the front lines — the
ones who actually talk to the
customer — are the only ones who really
know what’s going on out there.”
—Sam Walton
T
he Val-MOR corporation’s fulfillment
center is the biggest single employer in the small town Content Warnings
of Milton. It’s effectively a company town. Orders Body horror, lack of consent, dental gore, insects, mind
came down from Val-MOR’s parent company, Pentex control, restraints, violence towards animals (rats),
Group, to embark on a worker efficiency improvement torture.
plan — one of the rare Pentex operations that inflicts a
supernatural, rather than banally capitalist, malaise. The
program’s linchpin is an artifact that lures Weaver-spirits
corrupted by the Wyrm into the bodies of desperate
workers to turn them into self-destructive, mindless
servants. Slowly but surely, the program took hold and
infected a significant number of workers with Banes.
15
S C E N T O F D E C AY
16
CHAPTER TWO: THE BREAK ROOM
Ma ternal
Maternal
a alolo
ngngdada
y’sy’s
Look
up
stinct
Instinct
In y’s
erse
nignig
htht
clue
sa mr m s on
investigate
Me l is comp
Catcchh
Cat anger
e
inquire
inquire
offic uter
ang er
the sce
the scenntt the fulfilment within managem
man agemeent
nt
go t center within shan e
o th e shan
crim
e sc
ene
e
Firs
Firstt mont
oya watercooler s th
em
tell
Stri ke
Strike gossip
Catch the Scent of the Garou could come to them with details about
T
the incident. This person recently moved to Milton
he pack could come across the video of
and got a job at the fulfillment center. They’ve had a
the manifestation on the internet. They might
feeling something weird has been going on but had
initially brush it off as a fake but someone close
nothing beyond a vibe until the video spread through
to them, which could be a local spirit ally or a Garou
the town like wildfire. This approach puts the danger to
mentor, confirms it’s real. Their Patron Spirit might
mortals front and center which provides a chance for the
even confirm it through a dream or vision, which
pack to feel like protectors — but their friends may be
amplifies the strangeness of what’s going on. It also
endangered as the plot moves forward.
allows the Storyteller to give additional hints during the
The pack might want to poke around the town to
investigation with further visions.
get an idea what’s going on and might visit a location in
If the pack is relatively new, they may be sent to
search of Karen the Wasp Queen. Finding out her real
investigate Milton by Mother Louise, a philodox Child
name and where she lives gives characters that invested
of Gaia who lives in the area. She invites the pack to
in Investigation and Persuasion dice pools a chance to
a dinner at her house and shows them the video. She
flex their muscle. Use the difficulty of the Storyteller
believes this young pack needs some seasoning and
characters as a guide but still give the characters the
getting to the bottom of what caused this intrusion of
information if they fail. Instead, the failure represents the
the spirit world is just the sort of experience they need. At
townspeople feeling a little suspicious of these strangers
the end of the dinner Mother Louise suggests they track
asking questions. Raise the difficulty of that character’s
down the woman in the video or visit the location where
interactions with local Milton residents by 1 until the
it was filmed. This approach highlights a bit of Garou
end of the story. A Brutal outcome might extend the
politics and establishes the pack in sept intrigues.
penalty to the whole pack, raise the difficulty by 2, or
A friend or ally that knows the true nature of one
have some other appropriate negative result.
17
S C E N T O F D E C AY
18
CHAPTER TWO: THE BREAK ROOM
New Age Store: 7-Uptown began as a New Wave to keep them from falling apart. The lawns are long and
healing store but Lyndzi Wigmore has changed the yellowed due to a lack of rain. It’s as if these buildings
inventory multiple times to keep the place afloat. were put here in anticipation of a new expansion of
Currently, they offer handmade soaps and yarn and Milton that never really came, even when Fulfillment
claim to have a section for each one of the chakras that Center VMX-BD23 moved in down the road.
give the shop its name. Lyndzi’s studies of the occult and
recreational drug use make them the one person in town
most likely to accept discussion of wasp-Banes and other People Will Talk
occult matters at face value. The shop likely still carries
A viral video like Karen the Wasp Queen shakes
plenty of strange New Age supplies. Although they have
up a quiet town like Milton. Everyone has an
no idea of the sacred or practical nature of these items,
opinion on it. If the Garou ask around, they’ll
many of them could prove useful to the Garou, should
hear all sorts of wild stories. These distortions
the need for any rituals to fight the hive arise.
offer the Storyteller to foreshadow some later
Bar: Ernie’s, on the corner opposite Red’s Gas, offers
story beats or point players towards other story
a place for people who want a quiet, third location to
elements. Folks might say it’s a recruitment
drink. Ernie is actually named Barry Cheek, but because
video for the fulfillment center. Others might
he was too cheap to change the sign after he bought the
point out how Melissa is probably just seeking
bar, he’s just accepted being called Ernie. Employees
attention for herself. Others take a sympathetic
from both Val-MOR facilities have come here to unwind
view knowing that she works long hours at
after their shifts. Ernie turns a blind eye to the underage
the center and everyone who does is on edge.
employees drinking, though he won’t serve them more
One of Danielle’s regulars might even offer up
than two drinks. Mr. Mersey has considered using this
their theory that the clock tower is some sort
fact to turn Ernie into a spy for the company.
of corrupted spiritual beacon that needs to be
cleansed through exorcism.
Part One: First Shift
T
he pack arrives in Milton ready to
Melissa Barnard moved into one of the townhouses
investigate the strange reports of the fight at the
three years ago. She wanted to start over after a painful
Little League game. They can either track down
divorce and brought her nine-year-old son Sammy
the person involved in the altercation or check out the
back to the small town where she grew up. She wasn’t
baseball field. Both routes offer clues that point to the
expecting it to have changed so much and didn’t expect
fulfillment center.
to struggle with money as much as she had. She works
from home most days as a customer service representative
Maternal Instinct taking calls for Val-MOR, but that isn’t sufficient to
The parent involved in the baseball incident is Melissa cover her expenses. Now she also works part-time at the
Barnard. Folks in town are more than happy to gossip fulfillment center.
about her and even inform anyone asking about her that Even without the Vaegesti burrowing inside her, two
she lives on the south side of town, in the Liberty Bell jobs are taking their toll on her health. Melissa’s long
Townhouses. The Little League official involved in the blond hair has begun to frizzle out and thin. She has a
incident was with the visiting team and is no longer in chronic runny nose that she hasn’t been able to shake
Milton. since she started working at the warehouse. Her eyes are
The townhouses were built nearly 50 years ago. A outlined by dark circles, and she rarely wears anything
half dozen buildings scatter the length of Ross Avenue besides gray sweatpants and long-sleeved shirts. Some
off Main Street. Each of these buildings contains two days she’s too tired to take off the bright-green high
homes built side-by-side. They are a combination of visibility vest she’s required to wear inside the fulfillment
brick facades, white siding and Colonial-style shutters center and sleeps in it.
and lines. The landlord makes little effort made to fix up
these buildings, doing the bare minimum maintenance
19
S C E N T O F D E C AY
Sammy, now twelve, has adjusted to his new life. He Melissa is terribly frightened about what happened
does well in school, plays Little League, and is generally at Values Field. Her hand is unbandaged, but she hides
well-liked by his peers and teachers. Some of that is a scar near her wrist where the bone spur tore through
because of his generally easygoing personality. He’s her flesh. Noticing it requires a Wits + Medicine test
mostly left to his own devices as his mother is either (Difficulty 3). She’s also lying about the answers to not
working at home, working at the fulfillment center, or remembering anything about what happened. A Wits
sleeping. He’s very observant and it should become clear + Insight roll (Difficulty 3) alerts the investigator to the
to the pack that he’s noticed things around Milton that lie. After the first failure, Melissa abruptly declares she
the adults have not. must get ready for work and pushes the pack members
out the door.
Even without the Vaegesti
burrowing inside of her, two
jobs are taking their toll Found Family
on her health.” Kids offer unexpected insight because they
see things from unique perspectives. Sammy
not only has that perspective but because of
The main living area of the townhouse has become
his obsession with cryptids he’s open to some
Melissa’s office and often her bedroom. She’s often too
of the broader ideas hidden in the World of
tired to make it to her room upstairs and crashes on the
Darkness. Storytellers looking to complicate
couch after her shifts in the warehouse. Laundry baskets
the pack’s mission might reveal that Sammy’s
flank the small dining table where she’s set up her work
ability to notice strange things is due to him
from home office. The small kitchenette has pizza boxes
being Kin. This complication can very effectively
and takeout containers scattered across every flat surface.
tie the werewolves to Milton for the rest of the
Upstairs there are two bedrooms and a small bathroom.
chronicle.
Melissa’s room looks unused. Sammy’s room is full of
tween boy clutter dominated by a bulletin board full of
cryptid printouts looming over his messy desk.
Talking to either Melissa or Sammy requires some
sort of cover story. They won’t open up just because Sammy is most comfortable talking out of earshot of
they’re asked about the video. It may seem risky, but his mom, either in his room or out back, for privacy. He
Melissa has few friends outside of work. It takes is a takes out the garbage as an excuse. His answers are largely
Manipulation + Subterfuge roll (Difficulty 2) to get the same as hers. He’s afraid of what’s happened to her
her to open up. A critical win on any of the interview and willing to toe the line, backing up her claims that
questions means Melissa will keep answering questions she doesn’t remember much. He also offers the pack a
unless the pack insults her or accuses her of lying. second chance at answers if Melissa throws them out too
Pointing out that she’s lying results in her asking the early: the pack notices him taking out the garbage and
pack to leave at first and then threatening to call the lingering by the trash bins, trying to catch sight of them.
police if they refuse. Garou using supernatural gifts,
rites, or talismans that allow the Garou to perceive
the Umbra, such as Shadow Sense, notice something
unusual about Melissa. There is a spiritual presence
that’s bound to her, but the connection is spotty like a
bad cell phone signal.
20
CHAPTER TWO: THE BREAK ROOM
Melissa’s Story
What’s the last thing she remembers before the Have you seen the video?
Yeah, some of my co-workers at the fulfillment center
incident?
showed it to me on break. It’s pretty embarrassing.
I just got so mad. Like, blackout angry. I don’t know
Now I know how that girl in the meme where she’s
if it was because I was tired or what, but I really
don’t remember anything about it until Sammy and I pointing at a cat feels.
21
S C E N T O F D E C AY
Each interview has its own challenges. Talking to He’s also a cantankerous old jaggling that’s unhappy
Melissa means pushing her until risking that she shuts with everything and everyone. He is bitter and lonely,
down completely and offers no more help. Sammy, on the but also sees something promising in the Garou.
other hand, is far too eager to provide answers. Failure Knickerbocker wonders why they haven’t shown up
when asking him questions still gets the answer but he until now to investigate what’s going on in town. He has
asks the pack questions in return that should make them information to share, but it will take a little time and
uncomfortable. These can range from probing questions effort to get it.
about their cover story to ones that suggest Sammy’s
aware of their supernatural nature. Kids ask weird
questions all the time, but these questions highlight that Foreshadowing
Sammy is very observant for a kid his age.
If you plan on running A Pound of Flesh,
Knickerbocker makes a brief reference to
First Strike
another pack of werewolves who once called
Values Field feels a little too high-end for the Little
Milton their territory. It says the pack have let
League and kickball games that are played on-site. It was
the town go to rack and ruin, and it thinks they
constructed a year after the fulfillment center went into
might be dead (“and good riddance!”). It means
operation. Val-MOR built and maintain it as an example
the Rakshaks, who feature prominently in A
of its commitment to corporate social responsibility, and
Pound of Flesh.
as a tax write-off. What was once a wild pasture where
kids could roam and play became a tightly manicured
piece of property built for a tightly constrained use.
The field has shaded bleachers, electric lights, a video
scoreboard, and a snack bar located behind home plate.
The play area is surrounded by fences featuring ads for Knickerbocker wonders why
products like as Doritos and Red Bull. The small parking
they haven’t shown up until
lot beyond the outfield is the one area that doesn’t seem
brand-new. The lines are faded and there are cracks in the now to investigate what’s
pavement. going on in town.
The area feels oddly sterile to the pack. A place like
this should have pickup games going on in the afternoon Knickerbocker’s abrasive personality is the main
and teenagers in the parking lot at night. No matter challenge in learning what’s going on in Milton. The
when the Garou visit, there’s not a soul around. If they horse-spirit is willing to cooperate, but he also insults
intentionally come to a scheduled match, they will soon anyone it thinks isn’t respecting him. The pack needs a
notice that the audience is intently focused. Everyone is Wits + Politics or Intelligence + Occult roll (Difficulty
watching the game as if it has playoff implications. 3) to know the proper manner and deference needed to
The one being that takes notice of the pack is a horse- speak to such an old spirit. Failure means Knickerbocker
spirit named Knickerbocker. If the Garou enter the area still answers but adds withering insults about the Garou’s
in the Umbra, they will encounter him immediately. If manners, appearance, or effectiveness. He also stops
not, Knickerbocker will possess the mustang plushie talking with any Garou that’s failed more times than
mascot of a concessions stand to talk with them. their current Wisdom score. If the questioner scores
Knickerbocker has been around since before Values Field, a critical win during this interview, Knickerbocker
before there was a fulfillment center, and before there is impressed by their questions and expresses a high
was a Milton. The spirit knows something bad is going opinion of the pack to other spirits he encounters. Upon
on in the fulfillment center but hasn’t found out on his a total failure, Knickerbocker’s tone incenses the Garou
own. He used to commiserate with the other spirits that to the point where they gain a point of Rage.
were displaced in the construction but one by one they
stopped coming to Values Field.
22
CHAPTER TWO: THE BREAK ROOM
Knickerbocker’s Story
Has there been unusual spirit activity ? How do you feel about the Garou?
Most of the spirits I knew have long since gone. I care You claim to be warriors, yet all you remember are
too much about my home to leave even if it has been your losses. You claim to be protectors, yet the Wyrm
disfigured by the humans into this strange ritual and the Weaver creep in everywhere. You claim your
space. But I hear new ones coming. They ride on Mother is dying, and yet you do nothing in her mem-
the backs of some of the humans. Or in their heads. ory. Well, now’s your chance. There is something
Insects, by the sound of it. I would wager they are the foul going on here, but it is not yet set in stone. The
Weaver’s spirits, fallen to the Wyrm. They have yet to Earth is not completely blackened. The sun has not
build a hive around here. If I get too close to the hu- completely set. If you act, if you bleed and if you die,
mans they ride, I feel their wings beat and know they you may yet see your Mother smile upon you.
are ready to sting me. One, I could defeat. But many?
All my wisdom would be lost. And many are coming.
23
S C E N T O F D E C AY
Part Two: Second Shift The center is not open to the public, though access
isn’t too hard to come by. The next scene (see ‘In
V
al-MOR Fulfillment Center VMX- Through the Out Door’) is for packs who try to covertly
BD23 looks boring on the outside but there’s investigate the building. This scene discusses options
something strange going on inside. The pack can for the pack bluffing their way through the front door.
bluff or sneak their way in to hopefully connect with one Garou might pose as safety inspectors, potential vendors,
of the few workers that are still untouched by the Wyrm. or even press doing a story polishing Val-MOR’s image
as a corporation that cares. Establishing a good cover
Inquire Within story takes a Manipulation + Subterfuge roll (Difficulty
3) with an Intelligence + Technology roll (Difficulty 2)
Val-MOR Fulfillment Center VMX-BD23 can be seen
to establish credentials that hold up for a day or two of
from the highway. It’s a low, long building that suggests an
scrutiny. The Cobbler Advantage can bypass this roll. A
alligator lurking in a bog. What once was a simple exit with
critical win makes this fake ID ironclad for the remainder
a yield sign for Milton is now a signal light with multiple
of this story.
lanes for the trucks going to and from the center. The
The simplest way to get inside the building is by
three-mile stretch between Milton and the center is slowly
filling out a job application. The turnover rate at the
being built up with new apartments and a strip mall full of
fulfillment center is high and they are always looking
fast-food chains for Val-MOR personnel.
for strong backs who’ll accept minimum wage to pick,
24
CHAPTER TWO: THE BREAK ROOM
25
S C E N T O F D E C AY
26
CHAPTER TWO: THE BREAK ROOM
27
S C E N T O F D E C AY
Memories of Spreadsheets
A slime trail dots the halls of the Accounts Receivable
section of the office. Garou who make a Wits +
Investigation or Survival roll (Difficulty 3) track the
source to a fomor seated inside one of the cubicles.
The wasp-husk used to work here before being
possessed and a small part of it remembers its human
life. It managed to turn on the computer and fill
a spreadsheet with garbled characters. Now it’s
just sitting, staring at the screen, dribbling on the
keyboard waiting for something to happen.
Stakeout
The Garou may also decide on an old-fashioned
stakeout. Sitting in wait for a person of interest
to leave the fulfillment center asks for patience,
but a successful Stamina + Stealth roll (Difficulty
3) pays off. If this happens early on in their
investigation, late at night they will spy Melissa
Barnard leaving the center when she is jumped by
wasp-husks, bagged, and shoved into a white
van that drives off towards town. Following
the van leads them to the Break Room. If you
feel they have taken too long, they will instead
see Mr. Mersey leave the center, likewise
heading to the Break Room. His expensive
suit, shoes, watch, aftershave, and Lexus make
him stand out from the mass of underpaid
employees.
28
CHAPTER TWO: THE BREAK ROOM
Watercooler Gossip Shane heads there directly after work in his red hatchback
and waits for the pack. Shane gets out of the car to talk
A handful of workers at the warehouse have yet though he stays by the driver’s side door just in case he
to make a trip to the Break Room. Most of them needs to make a quick getaway. A Wits + Insight roll
keep their heads down in the name of keeping (Difficulty 2) shows he’s nervous to share his information.
their jobs. Weird stuff happens at night all the Shane looks like he’s one size too small for this world.
time and they write off anything they’ve seen His hoodie is huge, his jeans are baggy, and he stomps
as strange dreams or hallucinations brought around in hand-me-down work boots. His short hair has
on by exhaustion and burnout. Working for a already started to thin. He has an easy smile when talking
living at Fulfillment Center VMX-BD23 means and nods as he listens. Though he does have an apartment
taking as many hours as possible in a nearly silent, closer to the fulfillment center he mostly lives out of his
massive space. It doesn’t take much more than a car because it’s easier than going home. As he talks to the
flickering light or a malfunctioning door at 3 AM to get pack about what he’s seen, he’ll pause the conversation
the mind to play some surreal tricks. to dig around in his back seat for the relevant piece of
However, there are a few employees who aren’t willing evidence.
to wave off the strange behaviors they’ve seen. Shane
Montoya 3, a young worker hoping to pay for college
by working intense hours for the next year or two, is one Shane looks like he’s one
such person. While things have never been great inside size too small for this
the facility, he noticed big changes after a few employees world.
started discussing how to unionize. Those employees
either disappeared or rescinded their opinions soon after
Shane is cautiously optimistic the pack are friendly,
their second meeting. Shane attended the first but was
but he has a small handgun in the front pocket of his
too sick to make the second.
hoodie just in case. Spotting the gun requires either a
Now there’s no talk of organizing. When he’s
Wits + Awareness or Intelligence + Insight roll (Difficulty
brought it up to the union leaders, they brush it off
3). If anyone mentions it to Shane, he admits he has it
or claim to not remember the meeting. He initially
in case he needs to protect himself. He won’t give it up
chalked this up to anti-union tactics but he’s since
unless it’s physically taken away from him. He’s not a very
encountered the same strangeness the werewolves
good shot but if he shoots one of the Garou, something
have seen around the warehouse. He’s also
has gone seriously wrong somewhere.
shadowed Mr. Mersey to the Break Room,
Shane doesn’t really care about whatever story the
located in the former Doc’s Dental clinic on
pack cooked up as investigators. He mentions that he’s
Main Street. He hasn’t been able to get inside
noticed a lot of weird stuff and asks if they are there to
the building, but he knows that whatever
help. Shane opens with the story about his co-workers
happens inside, employees who go in come
trying to organize and how they’ve changed since then.
out different.
He mentions how on lunch breaks nobody talks but
If the Garou try to pump other
occasionally the room breaks out into laughter like
employees in the fulfillment center for
someone told a joke. The employees who used to go out
information, they will soon encounter
after work now head home.
Shane. His response to a probing question
If the Garou bring up Mr. Mersey, Shane admits he
is “Not here. 8 a.m., Values Field,” and to get
followed him home one day. That’s what he meant to
on with his work. If one of the Garou fails a
do, but Mersey didn’t end up at a house or a hotel room.
test while doing something suspicious in the
Instead, he had keys to Doc’s Dental, an old dentist’s
fulfillment center, they will also attract Shane’s
office located on Milton’s Main Street. Shane couldn’t
notice. In this case, Shane is working on the
get inside but he can confirm Mersey has returned to the
main floor when one of the Garou walks past and
dentist office a few times. He seems to be living there. He
he slips a note into their pocket that reads “I have
doesn’t seem to go out to eat or anything either. He just
answers. 8 AM Values Field Red Car”.
orders delivery and stays in after work.
The cryptic message means to meet Shane in the
Values Field parking lot at 8 AM the next morning.
29
S C E N T O F D E C AY
Part Three: Third Shift The inside did not fare well in the intervening years.
The waiting room decor has faded into sickly pale
T
he Garou discover the location of the cracked leather couches and warped wooden panel walls.
artifact infecting the people of Milton with Vaegesti. Smears of soot and smoke damage crawl up one corner
They also come face-to-face with wasp-husks, Mr. of the room with ashes and singed scraps of waiting
Mersey, and a chance to burn the agents of the Wyrm with room magazines scattered across the floor. Through the
their white-hot rage. There are a few ways the Garou can receptionist’s door there’s a short hallway that leads to the
discover the Break Room. They can find out its location dental workspace, a small office, and a cramped restroom.
from Mr. Mersey’s computer or by looking into real estate Mersey sleeps in on a couch in the office.
deals in town. Shane Montoya may have told them, or they The wasp-husks have claimed this toilet, much like
may have staked out the fulfillment center. the one at the fulfillment center. The nest here was built
with the various paper files Doc left behind, mixed in
with the remaining magazines that weren’t burned for
You Deserve a Break Today warmth in the front office. This gives the strands an
Doc’s Dental had been part of Main Street for decades. unnerving appearance of medical terminology mixed
Byron “Doc” Horbinski moved to Milton fresh out of with the eyes of long-dead models. There is always one
dental school. Doc soon became a local fixture thanks wasp-husk sentry on site. It sleeps upside down in the
to his central location and the time he would spend on restroom. If they have been alerted, the fomor watches
the bench in front of his office talking with folks that the pack and attempts an ambush if one member
passed by. Four years ago, Doc took a pair of devastating foolishly enters a room alone. If the pack members have
emotional punches; the Val-EVENMor dental office kept silent, they can surprise the creature sleeping in here
took most of his business at the same time as his wife of with a Dexterity + Stealth roll (Difficulty 4).
twenty-seven years passed away. He told his remaining
patients he was leaving, sold the office space and his home
to a local realtor and never looked back.
30
CHAPTER TWO: THE BREAK ROOM
The one room that remains in something resembling The talisman is a wasp nest, possessed by a part of a
its original form is the dentist’s workspace. Mr. Mersey Vaegesti hive in the Umbra. The piece has ended up in
spent some time and money restoring the dental chair to Mr. Mersey’s possession. After some experimentation he
infect employees with Vaegesti. He made two obvious realized that contact with the hive piece made humans
modifications. The first was installing heavy-duty much more susceptible to possession by Vaegesti,
restraints on the chair for the arms, legs, and neck. The corrupted Weaver-spirits that represent self-destruction
other was attaching the Vaegesti Shard into the overhead and attrition in service to the hive — for example, a
light. Even covered by a tattered black plastic bag when corporate machine like Val-MOR. The fulfillment
not in use, the talisman seems to be breathing. The center workers, already exhausted and beaten down,
plastic rustles softly as the throbbing mass it covers unconsciously welcome them in.
pushes against the bag and then rustles again when the
mass pulls back.
31
S C E N T O F D E C AY
32
CHAPTER TWO: THE BREAK ROOM
33
S C E N T O F D E C AY
34
CHAPTER TWO: THE BREAK ROOM
I
f the pack don’t purify or destroy the hive Shard valuable ally by discovering other signs of weirdness in
it will return again someday, either in the hands of Mr. the area. Sammy Barnard is also well-placed to do this.
Mersey or his replacement. Word reaches the pack of a Shane or Sammy’s tips can lead to other stories in this
new infection in another fulfillment center somewhere in collection or to original tales created by the Storyteller.
the country. If the pack investigates, they run into a pair Curiosity could also get Shane or Sammy in over their
of problems. First, Pentex knows they are coming and heads. They’re still humans, after all, and the pack
makes better preparations to defend the shard. Second, should feel a bit of responsibility for them — especially in
the pack that holds the territory doesn’t want any help Sammy’s case.
and views the Garou as hostile interlopers. Any evidence of a final battle on Main Street slowly
If the Vaegesti Shard ends up in the Garou’s hands, fades thanks to the Delirium. It becomes something
they can deliver it to a nearby sept to be disposed of of an urban legend in town with BEARS ON MAIN
properly. Mother Louise can turn it into a talisman to STREET appearing in a page-two story of the nearest
treat any surviving wasp-husks. They can be human big city newspaper. The bear story gets embellished,
again, though they will bear mental and physical scars retold, and even dressed up as a local festival around the
for the rest of their lives. The whole time Mother Louise same time next year. One of the Street Bear festival flyers
has the Shard, the remaining wasp-husks make desperate is anonymously sent to one of the Garou with “You’re
attempts to get it back. It would be respectful for the Not a Bear, Are You?” written on the blank back.
pack to offer to defend her.
35
S C E N T O F D E C AY
36
CHAPTER TWO: THE BREAK ROOM
Melissa Barnard
Melissa is a single mother. She was born
in Milton and moved back here after the
failure of her marriage. She thought life in a
small town would be easier. Instead, it was
isolating. Most of the work was somehow
connected to Val-MOR and she ended up
working her way from the floor of the store
to a work-from-home position. But it wasn’t
enough to comfortably support her son
Sammy, so she ended up at the fulfillment
center on nights and weekends.
Her brushes with the EEEP came from
being late to work. Sometimes she over-
slept, sometimes she was struggling to hit
her quota for customer service contacts.
She feels fear and shame over what hap-
pened at the Little League game because
she can’t explain it, though some part of her
knows it connects to her exposure to the
Shard. The fear comes from manifesting
the wasp-husk stinger. The shame comes
from how much she enjoyed feeling the
power and the sense of belonging amongst
the other husks that infest the warehouse.
General Difficulty: 3/2
Standard Dice Pools: Physical 3, Social 4,
Mental 5
Secondary Attributes: Health 5, Willpow-
er 2
Exceptional Dice Pools: Technology 6,
Insight 6, Athletics 5
37
S C E N T O F D E C AY
38
CHAPTER TWO: THE BREAK ROOM
39
CHAPTER THREE: SHADOWS ON THE PRISON WALL
Chapter three
SHADOW S o n t h e
Prison Wall
“Goes out of tiger’s mouth
Goes into wolf’s mouth”
—Mongolian proverb
M
ilton’s malaise in the physical world Halting Milton’s collapse means confronting its
bleeds into the Umbra. The spiritual world spiritual problems as well as its physical ones, for the two
reflects the problems of Milton’s decline. In the feed into and reinforce one another. The Garou must
Umbra, homes and businesses are crumbling and rotting, find spirit allies if they are to have any chance at repairing
with looming shadows and dead weeds everywhere. Milton’s woes.
Wyrm-spirits lurk in those weeds and shadows, circling
around homes and apartments occupied by hopeless
and angry residents. Weaver-spirits bind up the areas
controlled by out-of-town corporations, reflecting their Content Warnings
relatively high security. As public spaces fall into disrepair, Depression/suicidal ideation, violence against unhoused
the Umbral locations become choked with twisted people, harm against children, hate groups.
analogs of poisonous plants and looming, dying trees,
flanked by cracked concrete and studded with pieces of
broken pipes and dismal trash.
41
S C E N T O F D E C AY
T
he pack’s true foe is ignorance: the challenges in the Umbra and in Milton lead to an
fledgling Garou need to understand why Milton eventual confrontation with that guide after they’ve
suffers and how this poisons its Umbral reflection. experienced several different problems.
The pack can endlessly fight Banes- and Weaver- Pay special attention to the Antagonist Axes
spirits, but more spirits always arrive to replace the section of the Werewolf: The Apocalypse core rulebook,
fallen. They must address the root causes in addition to in Chapter Seven: Storytelling. The pack’s journeys
alleviating the symptoms. through the Umbra follow the structure of four
Uncovering the problems in Milton pits the Garou different stories, each tied into Milton’s local problems,
against a range of mortal and spiritual enemies, but corresponding to the four quadrants of the Antagonist
the final revelations about Milton are built around Axes. The Wizened Raconteur explains the relevance
combating ignorance and learning about the place, its of these, in a meta-commentary on the structure of the
people, and its spiritual reflections. The final step in story — as the Umbra is, after all, the realm of symbols
reversing the story of Milton’s decline is in taking on and context.
and defeating the Wizened Raconteur, who has been Each of the story’s four key scenes is a different type
manipulating them all along. of roleplaying experience, each of which maps onto
the Antagonist Axis (Werewolf: The Apocalypse, pp.
Story Structure 211–212). ‘A Hint of Malice’ is an individual active
antagonist scene; ‘Polyphemus Security Solutions’ is a
Shadows on the Prison Walls has a nonlinear structure.
systemic active antagonist scene; ‘Reaching for the Sky’ is
The introduction brings the pack into the Umbra but
a passive individual scene; and finally ‘The Suffering’ is
once they make their first tentative steps into the spirit
a passive systemic scene. Finally, in ‘The Turn’, they will
world, they can address a variety of problems in Milton
do battle with the Wizened Raconteur himself.
in any order. Sometimes, learning about one problem
Because of the nonlinear structure of this section,
might help in dealing with another. Other times, the
it’s not broken up into the usual division of chapters and
application of Rage can tear down a problem and lead
scenes. Instead, the four principal scenes are all accessible
directly to progress.
in any order that the players want.
partone
part :
one:
hintofofmali
a ahint ce
malice
part two:
Polyphemus Security turnn
the tur
Catcchh
Cat the wizened
Solutio ns
all complete
the
the sce
the scenntt raconteur
part hree:
parthree:
reaching
reac hing for
for the sky
thesky
part
part four:
four:
the suffereing
the suffereing
42
CHAPTER THREE: SHADOWS ON THE PRISON WALL
I
n ‘The Break Room,’ the Garou established that
Shadows on the Prison Wall makes sense as
they aren’t afraid to take the fight to the Wyrm. Now
a follow-up to The Break Room, but it doesn’t
they have to deal with the fallout from their last victory.
have to be run that way. Have the Val-MOR
The Val-MOR fulfillment center is at least temporarily
fulfillment center close for some innocent
unable to operate while an investigation looks into the
reason (class-action lawsuit, cheaper labor
destruction, including the deaths or disappearances of
elsewhere, a strike), decimating employment,
several workers. Hundreds of people are out of work
and start with Mother Louise or another Garou
for the duration. Main Street was likely the site of a
on the Relationship Map explaining that if
rampage that leaves people with patchy, Delirium-riddled
someone doesn’t act soon, something revolting
memories and trauma.
and evil will come to feed on all that misery and
The spiritual pollution caused by all of Milton’s
hopelessness like a fly landing on shit.
troubles reflects in the Umbra, attracting harmful and
destructive spirits. The Garou may or may not care
about humans, but they must recognize that the humans
in Milton are part of a broader spirit ecosystem, and
balancing that ecosystem means helping the humans, The Doorstep
whether the Garou want to or not. Wherever the pack chooses to enter the Umbra, they
Kick off the story with a meeting between the arrive in the shadow double of Milton. Mother Louise
pack and Mother Louise (p. 36) to discuss the town’s or another Mentor can direct them to perform the Rite
continuing problems. It’s the pack’s territory now, and of Shadow Passage at the Caern of the Glittering Glade,
their problems are its problems. Mother Louise opens with its Gauntlet 2. Though in real world it is not close
by asking the Garou about the lay of the land. Give to Milton, in the Umbra the miles can be covered in a few
each player a chance to describe one house or shop, or minutes. In the Umbra, the sky is overcast and greenish,
other location in the town, and thereby to expand upon the town varies between leaning offices and shops and
the area — the players can add their own flavor and tiny, crumbling, sagging homes and apartments, and
interesting characters, within reason (it doesn’t make the ground is covered in cracked sidewalk with yellowed
sense for Milton to suddenly have a previously-unseen and dying grass growing between its concrete slabs. In
skyscraper, military base, or secret ninja lair). places where Val-MOR lurked, like the fulfillment center
Mother Louise goes on to explain that the desolation, and the Val-EVENMor store, the situation is even more
the sense that the town is undergoing a slow, lingering extreme: buildings resemble crumbling castles with
death, is something the pack can only understand and leering faces, clouds of polluted smoke follow around the
solve in the Umbra. If none of the Garou know the Rite dejected people moving along the streets and sidewalks,
of Shadow Passage, Mother Louise offers to teach it to a and vehicles, signs, and even streetlights seem leering and
member of the pack, or (if they lack the experience points hateful.
to learn a Rite) to invoke it on their behalf. Being able to
travel in and out of the Umbra of their own volition is a In the Umbra, the sky is
huge benefit in this story, so if a player wants to learn this
rite immediately and pay it off with experience points at overcast and greenish, the
the end of the story, let them. town varies between tall,
leaning offices and shops
and tiny, crumbling, sagging
homes and apartments,
and the ground is covered
in cracked sidewalk with
yellowed and dying grass
growing between its concrete
slabs.
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S C E N T O F D E C AY
Static Signal
As the Garou become accustomed to
their surroundings, one spirit does
approach them. Resembling a human
in shabby clothes, threadbare fingerless
knitted gloves, shoes with holes in
them, and carrying a smooth walking
stick, this spirit has one immediately
distinctive feature: its head is an old
CRT television set, screen fuzzing
with gray static. The spirit stops a good
twenty feet away from the pack, taps its
walking stick, then waves to the Garou.
The screen flickers to indicate a changing
channel and then shows a yellow smiley
face. This is the Wizened Raconteur (see
the ‘Allies and Antagonists’ section for
the spirit’s complete powers).
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S C E N T O F D E C AY
Part One: A Hint of Malice prey to cause further harm to the town. Plus, the longer
it’s there the more likely it is to find a human ready
The closed Val-MOR fulfillment center has become a to welcome it into their body so it can hurt the town
site for loiterers — bored local teens, unhoused people directly.
looking for shelter, urban explorers, and assorted other
trespassers. Val-MOR’s abuses, from the wasp-husks Seeds of Malevolence
to the mundane exploitation, leave behind a patina of The Wizened Raconteur advises the pack “Read the
malice that augments the existing feelings of anger and news, keep informed about the world.” The first clue
frustration in all who pass by. The power of the malice to this problem is a local news story (published on the
in the facility attracted a strong Bitter Rage spirit named Gazetteer’s webpage and making the rounds among
Spitemonger, whose presence fans the annoyance, anger, the coffee chatter set at the town’s coffee franchises). A
and sometimes violence of people nearby. Since nobody traveler with a flat tire, Carson Wojtek 2, pulled off the
works there at the moment, it only has short-term visitors freeway to Milton near the Val-MOR fulfillment center.
to prey on. A local unhoused man, Eddie “Easy” Lugo, approached
Unfortunately, Spitemonger’s influence pushes people Carson while he was changing the tire. After an initial
who are already distressed or predisposed to mischief exchange of words, Carson found himself seized with
into violence that they might not otherwise commit. Fed sudden fear and hostility, and attacked and killed Eddie
by the hostility of those whom it influences, the Bane with a tire iron. Homicide is one of the few things
remains hidden at the site and causes its unsuspecting important enough to make the state police to show
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
their faces in Milton, and Carson was arrested shortly Carson’s considered a flight risk, so he is being held
thereafter. He is currently awaiting trial for murder. without bail. Barring intervention by the Garou, he
The pack has several possible ways to proceed with is eventually convicted of second-degree murder and
their investigation. spends the next twenty years in the state prison, so the
pack can’t simply wait for his release or bail him out.
THE ATTACKER
The attacker is Carson Wojtek, who was simply THE VICTIM
traveling through Milton en route to a nearby state The pack might (correctly) surmise that a trip to the
park for a camping trip. Carson is currently in the state Milton coroner’s office is simpler than getting in to see
penitentiary while awaiting trial for murder, so the the murderer. This jaunt puts the Garou in the heart of
Garou need connections to find him — a police or legal the decrepit town. Half of the old storefronts in the town
Contact can dig up this information with ease, or one center are empty, with “For Lease” signs in the windows.
of the characters can find it out with an Intelligence + The town hall and courthouse are blocky and faded, with
Investigation roll (Difficulty 2). painted-over tags of graffiti in the alleys between them.
Arranging an interview with Carson requires The victim of the killing, Eddie “Easy” Lugo, was
convincing his public defender they have a personal an itinerant unhoused person at the time of his demise.
connection with the prisoner or arranging a visit with Bribing or deceiving the coroner, a middle-aged white
the jail under the pretense of being family or journalists man named Joseph Thatcher who’s also the town doctor
(both Difficulty 3 Manipulation + Subterfuge, with (Manipulation + Streetwise or Resources, Difficulty
possible legal complications on a failure). 2), allows access to the autopsy records and a brief look
Carson has little useful information. He’s suspicious at Easy’s remains, but there’s little to learn: Easy was
of the characters but should a member of the pack bludgeoned to death with a tire iron, and the beating
manage to convince Carson to open up (Charisma + continued for several additional blows after he lost
Intimidation or Persuasion, Difficulty 4), the distraught consciousness. He was found with only his worn clothes,
man tells them that he doesn’t know what came over a plastic lighter, a half-empty pack of cigarettes, and
him. Fearing for his life in the presence of a potentially twelve dollars and sixty-three cents. There is no indication
dangerous person, he brandished his tire iron, then found that Easy had a weapon or that he posed any threat.
himself repeatedly swinging at the victim. Otherwise, Once the pack knows Easy’s identity, they can
Carson leans on the self-defense angle, stating that he learn more about his past by checking with the police
feared for his life because he didn’t know this person, his for information about his record (Manipulation +
car was not drivable, and he felt in imminent danger. He Subterfuge, Difficulty 2, as this is an open murder case)
says that he doesn’t recall striking repeatedly, only that or going through the town’s old crime blotter and looking
he suddenly remembers stopping and standing over the for his name (Intelligence + Investigation, Difficulty
motionless body. 1). Easy has a lengthy record of minor infractions,
Unless the pack managed to talk their way in without principally trespassing, petty theft, loitering, and one
going through Carson’s lawyer, the public defender case of resisting arrest in which an overzealous officer
also attends any interview, and cuts off any further dislocated his shoulder. Basically, he had the difficult life
questioning. If the pack manages to question Carson of an unhoused person, living rough in a society that
without the lawyer, he uneasily admits that he doesn’t criminalized his existence. The only lead here is in the
know what came over him: He has never felt that sense of other folks from his community: The other unhoused
pure, unadulterated rage, malice, and hate. It turned his people of Milton, who have a small tent city not far from
vision red and overwhelmed him, and it wasn’t until the the fulfillment center.
deed was done that he suddenly came back to himself in a
jarring state of disorientation. Like many towns in the World
Carson was, of course, influenced by Spitemonger,
of Darkness, Milton largely
but he has no way to know that. His statement should
make the Garou suspect outside influence and lead them deals with the problem
back to the scene of the crime. of unhoused people by
pretending that they don’t
exist.
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S C E N T O F D E C AY
Milton largely deals with the problem of unhoused character. The security presence has been cut down to
people by pretending that they don’t exist. Bridges Loss only four guards, two at the gate and two ostensibly
Prevention usually displace them from locations where on patrol but mostly smoking in the parking lot — the
the rest of the public might have to acknowledge them. empty fulfillment center creeps them out.
Polyphemus Security routinely raids their encampments The center is quiet. Electricity has been turned
and destroys their meager possessions. While the town off and all doors are locked to guard the product still
church offers limited help to the unhoused, the town within. If the Garou go inside, the atmosphere is
itself makes living rough a difficult proposition. As a one of foreboding. Footsteps echo menacingly, and
result, unhoused people frequently find themselves shadows seem long and pointed. A Resolve + Occult
living along overpasses or forested areas near the freeway, test, Difficulty 2, indicates some kind of supernatural
coming into Milton occasionally to scavenge for survival presence is raising the Garou’s hackles, but it either can’t
needs. or won’t manifest in the material world. The only way to
Easy lived in a tent in a collective of unhoused people confront it is in the Umbra. The Gauntlet in and around
near the freeway. Any investigation into Easy’s past the fulfillment center is 2.
turns up this collection of the unhoused, an assortment In the Umbra, the fulfillment center has become a
of people who either by misfortune or by choice live in hollow space, the walls seemingly bowed convex, the
tents with a tenuous existence. The other dwellers of the windows even narrower and taller, the shelving rising
encampment are observing a period of mourning for up to a ceiling shrouded in impenetrable shadow. Boxes
Easy and have not yet divided up his nonperishable stuff. of toys and clothes have garish, washed-out pictures on
Easy’s possessions are still in his tent: a worn sleeping the sides identifying their contents and providing lurid
bag, a few stained changes of clothes, a battery-powered advertising. Conveyor belts runs constantly and the
radio, some personal grooming effects and odds and loading workstations have heavy chains with manacles
ends. Nothing in his possessions suggests violence or attached to them. The upstairs offices seem oddly
interaction with the supernatural world. distorted, with the surfaces clean and sparkling but their
Easy’s former peers are reticent to discuss his demise, walls, doors, and framing twisted as if in a funhouse
but they can be convinced with a Charisma + Persuasion, mirror. Tiny metal cocoons cling to the surfaces of
or Manipulation + Intimidation or Subterfuge, computers, where dormant tech-spider spirits wait for the
optionally + Resources for a bribe (Difficulty 2). They return of electricity.
all agree Easy wasn’t a threat to anyone and add that Many of the fulfillment center’s ground-floor rooms
they’ve been staying away from the fulfillment center are forbidding wire-cage offices. The wire fencing of
since its closure, as it seems to be a center point for “bad the office is rusty and looks almost bloody. Low tables
vibes.” People seem to have more arguments in the area, with swiveling chairs sit empty in front of dead monitors
and local teens come there to trespass or to rough up the that feel like the eyes of a sleeping monster. Pegboards
unhoused. Like following up on Carson, all the clues hold uncomfortable back-braces and lifting belts that
lead back to the fulfillment center. look more like torture implements than safety devices.
Yellow paper slips cover the floor like dead leaves, each
Unfulfillment with unintelligible red marker writing on it. Posters
If the pack played The Break Room, they’ve already been on the walls depict faceless, armored security forces
to the Val-MOR fulfillment center and likely tangled in threatening poses with captions like “IF YOU SEE
with its corporate efficiency specialist, Mr. Mersey. The SOMETHING, YOU ARE COMPLICIT” and “THE
fulfillment center is closed, either due to the Garou’s COMPANY IS GREATER THAN ANY ONE
actions or for an unrelated reason (see ‘Catch the Scent’). EMPLOYEE.” Such props are Umbral manifestations of
The fulfillment center’s entry gates are closed, yellow the company’s attitudes, the subtext every worker feels
police tape hangs in ribbons from the gate — already torn plainly made visible in a place where their emotional
partially away — and a sign temporarily posted on the resonance bubbles to the surface.
outer wall reads “We’ll be back in business soon. Thank Spitemonger makes its lair here, venturing forth
you for shopping at Val-MOR!” with a distressingly to enjoy the malice from disputes and acts of petty
saccharine cartoon picture of a young Val-MOR vengeance between people near the center. Just as the
employee holding up a thumb and grinning. Someone Bane drew strength from the distress of Val-MOR
has spraypainted black Xs over the eyes of the cartoon employees sabotaging each other’s work and snitching on
48
CHAPTER THREE: SHADOWS ON THE PRISON WALL
S C E N T O F D E C AY
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
NS
SE
about avoiding the Garou and whispering to any guard UR
ITY SOLUT
IO
C
that passes through, causing them to frown and look at
the Garou with disdain.
The Back Room: If the Garou get into the back,
they find lockers, jackets, belts, nightsticks, zip ties, and
other security paraphernalia, but no obvious signs of
supernatural influence. In the Umbra, the back room
holds a Dissonant Gestalt 4 spirit and several Scryer 1 Polyphemus Security guard services right now. To defeat
spirits (double the number of characters in the pack; see this problem, the pack needs to find a way to remove the
Werewolf: The Apocalypse pp. 251–252). These spirits security company from the equation completely — to
influence employees, and the scryers follow guards or defund Polyphemus. Unless the Garou opt to solve
look for places where conflict can happen. Garou in the the problem with violence, this is liable to take some
Umbra can engage these spirits, of course, but they’re time, and they may engage with some of Milton’s other
symptoms, not the underlying problem. problems as their solution unfolds.
Mass Murder: The pack may decide to simply
Watching the Watchers murder every single person working for the corporation.
Once the pack starts investigating Polyphemus Security It works: Polyphemus folds its branch office and leaves
closely, the company watches them back. Scryer 1 the city. They also know they have significant opposition.
spirits follow the Garou, learning where they stay, who This information spreads throughout Pentex, and other
they interact with, and what they do when they’re not subsidiaries with supernatural reach send agents to
shadowing the company and its employees. The spirits find out more about the Garou and cause problems for
whisper their discoveries to Polyphemus guards and the them in the future. Such mass murder brings with it the
Garou find themselves frequently crossing paths with danger of hauglosk. It may also yield Glory.
Polyphemus employees on a mission to make their lives Sabotaging Polyphemus: Tech-minded Garou
difficult. might try erasing computer files, deleting employee
In the Umbra, the scryer spirits are obvious and easily records, or using social engineering to sabotage
destroyed. More spirits form over time, though, with a workplace connections and schedules. Treat this as an
new one coalescing in the Polyphemus Security offices extended operation played out over three encounters,
every day to replace those that are lost. during which the pack must alter or destroy computer
records (Intelligence + Technology, Difficulty 4),
Toppling the Tower engineer disputes between employees (Manipulation +
Fighting Polyphemus guards, administrators, and Subterfuge, Difficulty 3), and misdirect the spirit spies
Banes is a temporary solution. The real problem is that manipulating the company by leading them in false
the existence of Polyphemus Security and its corporate directions (Dexterity + Occult, Difficulty 3). Succeeding
culture encourages and reinforces systemic oppression. on all of these tasks has a big impact: Guards quit their
If the Garou kill Polyphemus employees, the corporation jobs (sometimes with shouting matches and angry
turns it into a sales strategy: Warning local businesses threats of lawsuits), schedules fall apart, and contracted
that violent crime is spiking and they need to contract services aren’t delivered, and the cordial relationship
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S C E N T O F D E C AY
with the state police frays as Polyphemus causes them no matter where they were, they always had to comport
more work rather than less. Within a week of success, the themselves as if being observed, and act in a way that
Polyphemus Security branch office closes. Guards lose would not cause suspicion. This, the pack is told, forms
their part-time jobs, causing hardship in the meantime, the underpinnings of Honor: Acting consistently as if
but the office no longer attracts spirits and no longer you are always being watched by your ancestors, so that
reinforces oppressive systems of surveillance. New your actions should always be just, forthright, and well-
spirits no longer form there and even the Bane-touched intentioned.
slowly shed the spirits’ influence. This solution may yield If the Garou haven’t finished all four scenes, they
Wisdom. must consult with the Wizened Raconteur once more
Rallying the Community: The Garou can bring the and then pick their next lead. If this is the fourth scene
community together to oppose Polyphemus Security. they have completed, proceed to ‘The Turn’.
Many locals already resent the corporation and its
guards. Getting the community to come together to The underpinnings of Honor:
reject Polyphemus requires three operations. The pack
Acting consistently as if
must find alternative employment for people currently
working for Polyphemus, so they leave willingly you are always being watched
(Intelligence + Finance, optionally with Resources, by your ancestors, so that
Difficulty 4). They must convince local businesses your actions should always
to cancel their Polyphemus contracts (Charisma + be just, forthright, and
Persuasion, Difficulty 3), by showing the company is
extorting them for protection money and that if everyone well-intentioned.
cancels their contracts at once the company has no way
to shake them all down anymore. The community must
form a movement to publicly repudiate Polyphemus
Part Three: Reaching for the Sky
in a way that generates media attention and support In the material world, Milton is like any small town
(Charisma + Leadership, difficulty 4). If all of these in the grips of recession: Businesses sputter along,
tasks are completed, the community comes together but commercial areas bear many empty storefronts
to hold a series of protests outside of the Polyphemus and “FOR LEASE” signs. Homes show wear and tear
offices. Guards quit very publicly and vocally, and with minimal maintenance. Even the chain stores and
several local businesses start pasting stickers labeled restaurants by the fulfillment center have peeling paint
“NO POLYPHEMUS” on their windows and doors. and faded signs, as the town and its inhabitants struggle
Within a week, Polyphemus Security closes its branch to make ends meet.
office, but the community provides soft landings and In the Umbra, the situation is much starker. Its
alternative employment for former guards — some downtown clock tower looms overhead as if bending
become individual security for local business, others find toward the onlookers below, teetering and ready to fall.
work in service, manual labor, or data entry. Nobody The sky is always dim and the sun angry red. Clouds
gets rich, but nobody gets hurt, either. Best of all, the vary between gray and green, reflecting the pollution of
Garou can obfuscate their involvement, looking like the urban space. Trash-spirits animate empty Styrofoam
they’re just concerned citizens in the middle of an boxes, causing them to skitter away like spiders, and
unhappy community response, so they aren’t singled out plastic bags, making them float off like jellyfish in the sky.
Gafflings of various sorts swarm about the
for later retribution by Polyphemus Security or other
organizations. This solution may yield Honor. buildings — Weaver-allied spirits connected to
Fully resolving the Polyphemus problem takes time, construction technology or electronic infrastructure,
Wyrm-spirits connected to businesses that generate
which affords the pack a chance to either take some
downtime or pursue one of the other troubles in the pollution (whether physical or spiritual), some rare
nature spirits such as bird- and rat-spirits adapted to the
town. After the dust clears, the pack chats with either the
Wizened Raconteur or Mother Louise. Either mentor- urban environment. Atop the clock tower, connected
figure impresses upon them that they worked to serve the by steely threads of silk, is a great cocoon glowing with
greater community through their actions but realized lambent silver energy.
that they were constantly watched in the process. Thus,
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
panic if they’re prevented from carrying messages or way to help the Garou ascend, such as dragging the
completing tasks. The Garou can haggle with the spirits Garou up on a web of metal threads, or carrying them
for information about the prisoner. They succeed in with a group of birds, or scrambling up the outside of the
this interaction if they interrupt several Weaver-spirits at tower in a swarm of fuzzy animals that obscure the tower
once — one for each Garou present — and combine their and make the end seem closer when they disperse.
pieces of data to form a coherent chunk of information,
using Intelligence + Technology, Intelligence + Occult, Opening the Cocoon
Manipulation + Etiquette (Difficulty 3), or other Once the pack reaches the peak of the clock tower, they
combinations appropriate for a character’s approach to should have some idea of the cocooned spirit’s nature.
the problem for each spirit — doing so does, however, The cocoon itself surrounds the top of the tower above
combine several small Weaver-spirits into a single Power the clock, and naturally as the Garou finally reach the
5 jaggling, whose reaction depends upon how the Garou roof, the clock hands close in on midnight.
treated its component parts. When the pack arrives, the cocoon shudders, then
Dealing with nature spirits: The spirits of birds, bulges erratically. The spirit inside is trying to come out,
racoons, rats, and other urban scavengers sometimes and the pack must help it. The spirit promises the Garou
flit about the clock tower or race up and down its support and patronage if they help it free itself.
sides. These spirits are skittish, unwilling to get within Though the Garou likely try to use claw and fang
arm’s reach. Nature spirits refer to the captive spirit as to rend the cocoon, they find that the fibers are tough
a “sibling-spirit,” “one like us,” “a great creature that and sticky, making it difficult to tear — it rebounds and
waits for its rebirth.” Nature spirits willingly talk to fuses back together with each strike. Instead, the Garou
Garou who offer to perform a kindness for their material must empower the spirit within. From the interior, its
relatives: feeding the pigeons in the park for a bird-spirit, muted voice calls for aid, asking the Garou to grant it
finding an adoptive home for a cat-spirit, unlocking the power — chiminage.
lid of a trash bin for a racoon-spirit. These little tasks are How the Garou grant chiminage depends upon
not onerous but should place the Garou in an awkward the spirit’s form. The spirit demands that they deal
position at some point after returning to the material with the Watcher of Toil, a Psychomachia spirit (Power
world. 6; Werewolf: The Apocalypse, p. 249): If the spirit is a
Climbing the outside of the tower: The Garou may warrior-spirit, it calls for direct confrontation; a spirit of
realize that the stairs seem endless and decide to claw occultism or wisdom asks that the pack discover the roots
their way up the tower exterior. This takes a Strength + of the Psychomachia (which comes from a long history
Athletics test, Difficulty 3, but it proves no easier: The of labor exploitation in Milton); a spirit of healing or
tower itself seems to stretch on and on. On a failed test, support demands that the pack rescue several nature-
the Garou must slip back in the windows to the stairway spirits from the Psychomachia before it can devour them.
to remain safe; on a Brutal result, the Garou shatters the The pack remains in the Umbra for one last job, tracking
stone siding of the spiritual tower and falls, suffering the Psychomachia to its lair in the historical downtown
four Health levels of superficial damage. As they climb, district where the spirit lairs among the businesses that
they see graffiti on the walls, snippets of names or gained decades of profit from mistreating workers, then
descriptions, many of which seem to relate to the captive confronting it while fulfilling the spirit’s request. In
spirit in some way. Ask the players to describe the pieces doing so, the pack makes its commitments to the spirit to
of graffiti and the terms therein, then flavor them with earn its patronage.
your own interjections to indicate that these are words Ways to find out where the Psychomachia comes
talking about the spirit above. from are asking other spirits — Knickerbocker (p. 22)
Making a deal: The pack might ask any local spirits knows a part of the story and will tell with a Wits +
to help them reach the spirit above. They ask the Garou Politics or Manipulation + Etiquette test (Difficulty 3).
why they want to reach it, what they think it is, and what Clever Garou may think to ask the Wizened Raconteur.
they intend to do with it. These prompts offer the Garou They may not realize it, but it is precisely the kind of tale
chances to voice their thoughts about the spirit and their that the story-spirit thrives on. Same skills apply as with
hopes for it. The spirits accept one level of superficial Knickerbocker, but with Difficulty 2. Going to take a
Willpower damage from each Garou in the pack in look at the Psychomachia in its lair will yield information
exchange for their help; the spirits then form a fanciful with an Intelligence + Occult test (Difficulty 3), but
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CHAPTER THREE: SHADOWS ON THE PRISON WALL
or even fomori. Rather, the risk lies in the consequences their mentor — the Wizened Raconteur or Mother
of failure: Garou who can’t affect meaningful change Louise — seeks them out to discuss their actions. Their
risk adding to their harano and hauglosk tracks, mentor explains that the Garou walk among humanity,
depending upon the nature of the conflict. If the Garou even if they aren’t necessarily of humanity, and that the
reason that ends justify the means and kill a corrupt human world is an important arena in which to solve
local politician, that may push them towards hauglosk. problems; that the material and spiritual worlds are
If that politician is immediately replaced by someone strongly intertwined; and that the Garou’s existence is a
even more venal, this engenders a sense of hopelessness continual struggle for balance. They’ve learned to fight
that can contribute to harano. where they must, heal the world’s wounds where they
can, and see Gaia’s presence in the changes to the Umbra
Making Things Better, One Day at A Time when they act to repair a damaged world. In doing so,
The Garou can’t make Milton a Bane-free paradise where they’ve learned what it means to be Garou.
humans and Garou live in harmony with nature. Rather, If the Garou haven’t finished all four scenes, they
the goal is for them to learn that human-Garou interaction must consult with the Wizened Raconteur once more
is a delicate balance. Garou can’t simply purge humanity before picking their next lead. If this is the fourth scene
and start over. That means that making the world better they have completed, proceed to ‘The Turn’.
relies on nourishing small moments of brightness,
encouraging the best qualities of the world while fighting The Turn
against the worst. The Umbra reflects their actions in this Once the Garou complete all four scenes, they’re in for a
regard: Humans who feel safe, curious, invigorated, attract nasty surprise.
benevolent spirits, and interact with each other in a more The next time the pack enters the Umbra, the
positive fashion. Community bonds form literal ties of Wizened Raconteur comes looking for them. The spirit
threads, ribbons, and even lines of light in the Umbra as congratulates them on their successes and recaps some of
people forge a web of powerful connections. their high — and low — points. The television-face of the
The pack can’t solve all of Milton’s problems. The spirit shows footage of the Garou’s travails.
important realization here is that new problems will arise Then, the spirit reveals its true agenda. The Wizened
tomorrow but that doesn’t mean solving problems now Raconteur, as a story-spirit, feeds on the legends that
is worthless. The process of making the world better is a Garou create. Everything that they have done reflects in
continual one, and one that passes on generationally. The the spirit world, and because their legends are tied to the
Garou, to serve Gaia, tackle these problems according to spirit, they have given it power. Enough power, perhaps,
their gifts and take each day as it comes. Assuming the to end their story — for all stories must end.
problems of the world are insurmountable is the road The Garou, the Raconteur says, have “walked the
to harano. Assuming every problem demands a violent Spiral” with it symbolically, and now it is time for
solution is the road to hauglosk. Just as they balance them to descend to its level. Having learned many
human and wolf, flesh and spirit, the Garou must lessons, as heroes do, they face their final test, and the
delicately balance hope and resolve. antagonist — the Raconteur — demands that they must
confront it. The Raconteur is convinced it has the
Just as they balance human power to destroy the pack and take their stories for itself,
lending it incredible power.
and wolf, flesh and spirit,
Consult ‘Allies and Antagonists’ for the Raconteur’s
the Garou must delicately profile. Though the Garou can launch themselves
balance hope and resolve. into physical combat against it, the way to defeat the
Raconteur is by recognizing it as a story-spirit. From
their lessons in the Umbra, the Garou should understand
A Brighter Day now that the spirit adopts a certain role based on
Once the pack manages to intercede and steer at least its nature, but that nature is malleable. If they fight
two of the trouble spots to a better outcome, whether it — especially if they lose to it — it takes on the role of
by serving as secret weapons for a community project undefeatable enemy. If they ply it with different stories,
or as claws of vengeance to protect the oppressed, they can change its role.
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S C E N T O F D E C AY
As the Garou fight, the Wizened Raconteur narrates The spirit newly freed from its cocoon surely has
its own actions, describing how it is going to tear them to additional tasks for the Garou, such as sending them to
pieces, absorb their legends, and write a tragedy that fuels investigate or fight against another emerging problem
its next conquest. Every time it strikes, it announces its caused by a visiting corporate consultant, a military
action. It can’t help but narrate. exercise, or a collector looking to purchase stolen
If the Garou just aren’t getting the message, you can artifacts.
always send Mother Louise into the fray to explain it to The pack may well want to delve into the Val-
them — but if they went through all of this and didn’t EVENMor superstore itself in the Umbra, to see what
learn, they probably deserve a little bit of hurt! horrors await there, a task complicated by the fact that it
To defeat the Raconteur, the Garou must counter its is centrally located in the town.
narration with narrative of their own: stories about their The Garou’s actions in motivating the local
own actions and the past; about historical legends of community to organize may, of course, have extended
the Garou, their own family sagas, even made-up stories consequences, and people that protested and showed up
of heroism and struggle against doom. The Raconteur for rallies may ask the Garou for continued help with
cannot help but absorb these stories, and these reshape their problems.
it. Stories about battle and glory make it vulnerable
to attack, trickster stories make it easier to deceive the
spirit. Stories about Honor, in the form of redemption,
Allies and Antagonists
change, or learning cause the spirit to hesitate, reflecting Spitemonger
upon its own role. Stories where the Garou lose make the
Spitemonger, which inhabits the Val-MOR fulfillment
Raconteur more powerful, as they conform to its chosen
center is a powerful version of a Bitter Rage spirit
narrative.
(Werewolf: The Apocalypse, p. 245).
Eventually, the Garou will destroy or reshape the
Raconteur — or it will kill them. Either way, they solve Power: 5
the core problem of Milton’s spirit world — a powerful Exceptional Dice Pools: Insight (Sore Spot) +4, Melee
spirit re-crafting and reciting the most haunting, most (Chains) +4, Persuasion (Provocation) +4
depressing, and most enraging stories, feeding back hate Notes / Other Traits:
and anger, and amplifying it. Provoke: See Werewolf: The Apocalypse, p. 245.
Once the Raconteur is defeated or changed, the spirit Accelerating Rage: Each time a Garou scores a Brutal
world finally reflects a shift in Milton’s fortunes. The outcome while in Spitemonger’s presence, it immediately
half-obscured red sun peeks out from the clouds and regenerates one Health Level. The Malice-Spirit
rain finally falls, washing away the grime and grit. For at regenerates superficial damage first, then aggravated
least one day, the people of Milton can’t explain why, but damage if none remains. This happens even when the
they’re having a good day, filled with happy or wistful attack is a critical hit against Spitemonger itself.
memories and fanciful or funny stories. Chains of Malice: Each time a Garou with three or
more Rage dice takes an action, Spitemonger makes an
Follow the Trail immediate melee attack against that Garou. This attack
Dealing with Milton’s large crises opens the door to also even strikes Garou that aren’t in the same room, as long
dealing with some of the smaller ones, if the Garou want as they’re in the same scene: chains come lashing out of
to follow up on their successes. shadows, air ducts, boxes, and dark corners to smash into
the Garou.
Seething Armor: When attacked by a foe with three
or more Rage dice, Spitemonger can never take more
than one Health level of damage from the attack, even an
indirect attack such as collapsing a wall on it or sniping it
from long range.
62
CHAPTER THREE: SHADOWS ON THE PRISON WALL
Bane-Touched Polyphemus Security Guard Create Allies: Once per scene, the Wizened Raconteur
Polyphemus Security guards who embrace the company’s can spend an action to narrate the formation of allies.
surveillance and bullying become “Bane-touched,” These spirit-creatures literally crawl out of its screen,
slightly infused with the energies of the Banes that taking the form of pop culture characters. Roll the
are attracted to them. With enough exposure a guard spirit’s Performance pool; every two successes generate
could become a fomor, but even those with limited one ally, which counts as a Power 4 story elemental in
exposure become changed. To the guard, this seems like its own right (Werewolf: The Apocalypse, p. 261). Each
a natural progression of their training: They become ally spirit has one Exceptional Dice Pool at +2, themed
hypervigilant, more aware of threats, stronger, faster, and according to its form: A movie superhero might have
tougher. Brawl, a cowboy could have Firearms, and a sci-fi
cyborg might have Technology. Since these are spirits,
General Difficulty: 4 / 3
their weapons don’t have to fit modern, real-world tech
Standard Dice Pools: Physical 6, Social 4, Mental 4 or physics. Typically, this is the first action that the
Secondary Attributes: Health 5, Willpower 6 Raconteur takes in a fight.
Exceptional Dice Pools: Investigation 6, Firearms 7, Change the Channel: By taking one point of
Melee 7 superficial Willpower damage, the spirit can alter the
Umbral scenery. The Raconteur narrates the shift in
Notes / Other Traits:
the battlefield, and suddenly the Garou find themselves
Scent of Rage: Anyone with Rage dice within ten
fighting on a muddy medieval hill, inside of a high-rise
feet causes the Polyphemus Security guard to detect
apartment, or on the surface of an alien planet. This
an undercurrent of something spicy and musky.
shift can increase the Difficulty of the players’ characters’
Polyphemus guards only know this means trouble.
actions by 1 or create environmental hazards such as lava,
The Wizened Raconteur quicksand, vacuum, or laser tripwires.
Yes, and…: The Raconteur cannot decline when
Looking like an old human with a bulky television for a
someone else feeds it story notes. It must incorporate
head, the Wizened Raconteur is a story-spirit. It absorbs
these into its story in some way. This makes it
and retells stories, showing them through pictures on
vulnerable to social attacks: Garou can use Charisma or
its television screen and narrating through its speakers.
Manipulation + Intimidation, Performance, Persuasion,
While it presents itself as a talkative and neutral spirit,
or Subterfuge to alter the Raconteur’s narrative. Treat
in the depressed and dysfunctional town of Milton it
these as attacks, against which the Raconteur defends
gains power through spreading stories of pain, suffering,
with its Power. Hits inflict superficial Willpower damage
outrage, and corruption — causing people to feel
to the Raconteur. If it runs out of Willpower instead
simultaneously angry and helpless. When it meets the
of Health levels, the Raconteur submits to change and
pack, it sees them as a chance to greatly increase its power
surrenders to the Garou, recognizing that their story is
by casting them as “heroes” in an Umbral narrative, and
too strong for it to end here and now. ■
then destroying them to spread a message of despair.
Power: 8
Exceptional Dice Pools: Academics +2, Insight
(Personal History) +4, Intimidation (Horror) +4,
Performance (Drama) +4, Technology +2
Notes / Other Traits:
63
CHAPTER FOUR: A POUND OF FLESH
Chapter four
A P OU N D
OF Flesh
“A horse never runs so fast as
when he has other horses to
catch up and outpace.”
—Ovid
M
any enemies oppose the player That is the goal, right?
characters’ pack. So far, they’ve faced the The thing that ties them to this endless drudgery, no
minions of the Wyrm and the enigmatic beings matter how wretched the world gets?
of the Umbra. Now they face their own reflections; a Delaying the inevitable. Always.
rival pack called the Rakshaks led by a Ghost Council But how best to serve? What happens when two
philodox named Ridhaan Sachev who has a long history packs decide on two different ways forward?
with the pack’s mentor Mother Louise. The Rakshaks That is the central question of this story. How do
have different and conflicting approaches and the the Garou handle conflict when they disagree on how
characters — through no fault of their own — have forced to fight their battles? Must blood always be spilled
them to break a promise to Ridhaan’s Patron Spirit. In when honor is at stake? How does a proud people stop
addition, there’s a lost Kin about to undergo her First the circle of violence that weakens them in their more
Change, and the Wyrm could still sweep back into power important battles? How can you forgive and forget when
in a heartbeat if the Garou can’t resolve their differences. rage is so central to your existence?
If the pack played through the previous stories in
Scent of Decay, their characters have come a long, long
way from where they started. The Wyrm’s grip on the Content Warnings
town of Milton is weaker because of the things they’ve Abuse of power, gore, themes of poverty
done.
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S C E N T O F D E C AY
The Foe
The opposing pack, the Rakshaks, are led by Ridhaan Mother, No!
Sachdev, whose Patron Spirit is Horned Serpent. Just The pack has probably invested resources in
like the players’ pack, the Rakshaks have their own war a relationship with Mother Louise. As well as
to fight. The decay of Milton was theirs to handle, and roleplaying and story beats they look back on
Horned Serpent’s support hinged on the Rakshaks fondly, players might have spent experience
managing it just as the spirit required. Milton was meant points on her as a Mentor or otherwise
to be a controlled learning ground. The Rakshaks were quantified her influence on the characters’ lives.
to watch from a distance and determine what would There’s a very real danger that Mother Louise
happen if Val-MOR got their way, study how they dies at the end of this story. If she does, refund
operate, and find weaknesses they could exploit to fight the players their experience points or allow
corporate evil elsewhere. A petri dish, if you will. them to pick a new Mentor in the next session,
Ridhaan believes in one singular truth: knowledge is as per Werewolf: The Apocalypse, p. 97. Discuss
the answer. Unless they understand the Wyrm, Garou are how spending the returned experience points
trapped in a reactive position. With knowledge of their reflects how the character handles the loss of
foe, they can fight back more effectively and proactively. their friend and mentor.
Plenty of other Garou consider the Ghost’s approach
unconventional at best, and taboo at worst. For Horned
Serpent’s support, the Rakshaks must feed their Patron
Spirit knowledge. They’re expected to squeeze every
bit of knowledge out of a situation so they may best
Story Structure
apply it to future conflicts. As such, the pack’s bond This story plays out over three chapters.
with Horned Serpent demands that they let the decay in In ‘Part One: Unearthed Secrets’, the Pack find
Milton progress until they’ve learned everything they can Mother Louise after she’s been attacked by a rival pack
from it, then defeat it themselves. called the Rakshaks. They discover the attack was a
Thanks to the players, the Rakshaks can’t make response to what they believed to be a slight to their
good on their promise to Horned Serpent. They blame honor. The Rakshak leader’s Patron Spirit Horned
Mother Louise: she knew the Rakshaks’ obligations and Serpent intervenes to prevent further bloodshed by
she chose to ignore them; the players’ pack was just her setting the packs a challenge to channel their conflict
chosen tool. So it’s Mother Louise they look to take their into a worthwhile cause. The pack which completes it
vengeance out upon. first will find their honor restored.
Ridhaan and Mother Louise have a lot of history. In ‘Part Two: Little Cub Lost’, the Pack races against
Change the details to suit your chronicle and your time — and the Rakshaks — to find Gabriella López, a
interpretation of Mother Louise but emphasize that young Kin whose First Change is imminent, and bring
these two people once cared deeply about each other. her into the Garou Nation. They learn about her life,
Ridhaan could only turn on Mother Louise with the struggles, and the dark path she may be embarking upon.
most compelling of reasons. Mother Louise’s decision to They also brush up against the consequences of their
ruin the Rakshaks’ bond with Horned Serpent is exactly actions in the previous stories.
that. The Garou Nation is a complex society of proud, In ‘Part Three: Gallery Night’, the packs converge
rage-fueled warriors. This is a story of what happens on an art exhibition of Gabriella’s work at 7-Uptown.
when the rage turns inward. Be fucking feral. She’s been influenced by a spirit named Mirrormouth
to try and open the membrane between our world and
the Umbra. The spirit makes its move on Gallery Night
Ridhaan believes in one and the resulting conflict between it and the two packs
singular truth: knowledge is present triggers Gabriella’s First Change as an additional
the answer. complication.
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CHAPTER FOUR: A POUND OF FLESH
tak ing
taking
sto ck
stock
a’s
ll
brie
ga b
jo
dinner
dinner nnight
ight aawyrm
wyrmof of ery
gallery
gall
Catcchh
Cat following
ccourt
horned gabriella’s
one’
ntt interrupted
interrupted ourt ones’s own
own night
night
the sce
the scen clues serpent’s task home
7 -
up
t own
exit through
through
the gift shop
shop
Catch the Scent If the characters really don’t want to meet up with
Mother Louise, Rakshak member Malorie King figures
K
icking off this story requires getting out what Ridhaan is planning and, knowing the players’
the pack to visit Mother Louise. There are plenty characters’ pack has a link to Mother Louise, seeks out
of ways to do so, depending on their relationship one of the pack members to tell them where he’s gone
with her. and what he might do. She might also let it slip that the
If the pack is close to Mother Louise, she simply Rakshaks are in big trouble with Horned Serpent and
invites them to dinner. By the time they get to her home, that might drive him to do something desperate. The
Ridhaan has already paid her a visit. Their argument got pack get to the scene after Ridhaan and the rest of the
heated, and he attacked her viciously. He left her for dead Rakshaks have left.
and the players’ characters come upon Mother Louise’s
bloody, dying body amid the warzone of her kitchen.
If the pack’s relationship with Mother Louise is less Tune In Next Week
cordial, it’s not so much an invitation as a summons.
Finding Mother Louise is an excellent cliffhanger
Alternatively, Mother Louise might send a messenger
to an episode. Consider positioning her meeting
spirit — a bird or rat spirit, most likely — to the pack,
request as an epilogue to another story
calling them to her after she’s already been injured
(Shadows on the Prison Walls is ideal). The
and needs their help. The spirit isn’t sophisticated
players expect a happy ending hanging out with
enough to explain what’s going on, just repeating that
Mother Louise and instead stumble onto a scene
Mother Louise needs the pack to come to her location
of blood, violence, and vengeance. It’s a hell of a
immediately.
way to make sure everyone comes back for the
next game.
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S C E N T O F D E C AY
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CHAPTER FOUR: A POUND OF FLESH
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S C E N T O F D E C AY
Anyone who wants to help can use healing gifts or If they spend time investigating this wall, the pack
make an Intelligence + Medicine test (Difficulty 4). come across several interesting documents. One of
A win on this test brings Mother Louise around for these is a curt letter written in a clear hand, inviting
a moment of lucidity. She grabs the arm of the Garou the recipient to Smokey for a talk on the night of the
helping her. “You have to understand,” she says through half moon, signed “Ridhaan”. It is undated. In fact, it
ragged breathing, “Riddy is just trying to protect what he is from the moon past and Mother Louise did go, but
thinks is his. He’s just trying to do… the right… thing…” the conversation led to nothing but more frustration.
Louise fades back into unconsciousness. It is not a coincidence that the moon is again half full
Mother Louise’s home offers an opportunity for the tonight.A Letter from Ridhaan
pack to better understand her even while they investigate An Intelligence + Survival or Wits + Investigation
her attack. Mother Louise lives a simple, private life; her test (Difficulty 2) reveals Smokey is a rock formation in
home is their first insight into the bonds she forged with the nearby State Park that looks like an old-fashioned
their sept, her life before finding the sept, and a window wide-brimmed park ranger hat. It’s a common hangout
into her relationships. Photographs, trinkets, and other for local teens, popular social media profile picture, and
ephemera are scattered around the house. The pack find a a destination for hikers. Characters who’ve spent a lot of
wide assortment of yarn in her bedroom, rolled carefully time around Milton know how to get there; anyone else
into balls. Amidst the wreckage of the living room is can find the location online in about five seconds. Other
a half-complete knitted sweater, now completely past Garou at the Sept of the Far Watcher know that Smokey
saving. Hanging picture frames throughout the house is also a meeting place for a pack called the Rakshaks.
show faded moments from Mother Louise’s childhood,
teenage years, and early adulthood; a cautious-looking THE LEGEND BEGINS
young woman pictured against the backdrop of a run- Mother Louise’s bulletin board offers an opportunity for
down, industrial city. Storytellers to illustrate the impact the pack has had on
A win on an Intelligence + Investigation test Milton. Add in a story or two from the Milton Gazetteer
(Difficulty 3) turns up a smashed picture frame that slid detailing things that happened from the eyes of the
off the wall and behind the couch in the living room. normal humans who live here. There could be a flyer for
The photo inside shows a deli in Detroit. A young Louise the Main Street Bear Festival if things got bloody in the
stands with an older black woman, wearing a server’s first chapter. A new dentist could have moved into Doc’s.
uniform. In another image, a South Asian man with As a bit of foreshadowing, there is a flyer for Gabriella’s
graying hair and in a simple white button-down is resting art show; one last gift from Mother Louise.
his head on a younger-looking Mother Louise’s shoulder The pack might be concerned with leaving Mother
and smiling at the camera. A Wits + Investigation test Louise in her current state. If they call in the emergency
(Difficulty 2) lets a viewer notice a slight crease in the services, they should still have time to look at the bulletin
image from being folded over and then flattened out. If board before they arrive. Mother Louise is taken to a
they take the image out and flip it, they see a faded, barely nearby city hospital where her condition will be critical,
legible note written in wobbly handwriting: but stable, for the rest of the story. Mother Louise isn’t
happy about the pack’s decision: she’s gravely injured but
“I hope you copied the recipes.” her survival and then her relatively rapid healing raise
questions from the medical personnel treating her. Any
In Mother Louise’s study, a bulletin board is covered questions about what happened from mortal authorities
with newspaper articles, written letters, handwritten can stay in the background unless the Storyteller wishes
notes, and drawings (not all by the same artist) about to introduce a complication to their efforts in locating
Val-MOR, the Wizened Raconteur and the Umbra Gabriella at an inopportune time.
around Milton. Some notes connect directly to each pack Investigating Mother Louise’s home may leave the
member, such as photos, documents, and sticky notes Garou with more questions than answers. As they scan
with bits of trivia about them. The Garou who sent them through Mother Louise’s documents, they find she has
on a mission to deal with Milton’s problems so recently been tracking the situation in Milton for far, far longer
seems to have been tracking them all along. than she originally admitted to them all. This isn’t
necessarily sinister, but it may come as a shock that she’s
withheld information. If they search the yard, the pack
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CHAPTER FOUR: A POUND OF FLESH
comes across some peculiar details: specks of blood, signs 0 Address: The pack may approach to talk. If the
of struggle, and tire tracks that lead from behind Louise’s pack found the photo of the deli, they recognize
garage back onto the highway heading out of town Ridhaan, though now his hair is fully gray and his
towards the State Park. face is seasoned with wrinkles and scars. Saif applauds
their decorum and beckons them into the circle of
Night Court headlights while Ridhaan continues performing
The State Park near Milton offers access to a wide, open the Rite. He tells them that Ridhaan about to speak
expanse of nature. The parking areas and rest stops are with his Patron Spirit, Horned Serpent. He must
littered with unpleasant reminders of human existence. explain himself to Horned Serpent, and he says the
The bathrooms are in serious need of cleaning. Bottles characters might as well hear the explanation too.
and cans drift across the picnic areas pushed by angry An Intelligence + Insight test (Difficulty 2) tells an
winds. Away from these areas, however, the park’s as free observer Ridhaan’s nervous about this encounter
from human interference as anywhere in the region. with Horned Serpent. A margin of two or more tells
It’s nightfall when the pack arrives near Smokey. In them he’s dreading it.
a nearby dirt and gravel parking area, the Rakshaks’ As Ridhaan completes the Rite, Saif explains
three cars are parked facing the others to create a circle of the situation before Horned Serpent arrives. What
headlights. Ridhaan, Malorie, and Saif are performing Mother Louise and the pack have done in Milton
the Rite of Spirit Summoning to call their patron, violated his pack’s bond to Horned Serpent. Louise
Horned Serpent, so they can explain what Ridhaan did. knowingly sent the players to deal with the wasp-
The characters can approach the Rakshaks in any husks in the Val-MOR fulfillment center knowing
number of ways but they come down to assaulting, Milton was the Rakshaks’ territory. The Rakshaks
ambushing, or addressing them The scene can, and made a pledge to Horned Serpent that they would
probably will, move through more than one of these observe and learn from Val-MOR’s actions to better
approaches. understand this particular form of Wyrm influence
0 Assault: If the player character pack attacks, Malorie and how to fight it. Milton was not Louise’s domain
and Saif fight back, shifting to crinos form if the to meddle in, and when she did so, she damaged the
players’ characters do, while Ridhaan continues the bond shared by the Rakshaks, especially Ridhaan,
Rite in homid form. After one round of combat, and Horned Serpent.
Horned Serpent manifests in the circle of headlights
(see ‘In the Presence of Greatness’). IN THE PRESENCE OF GREATNESS
0 Ambush: The pack may approach by stealth. The Horned Serpent is a subtle spirit. It stays outside of the
Rakshaks are focused on their rite which makes circle, away from the car headlights (which seem brighter
sneaking up on them a simple Dexterity + Stealth test once Horned Serpent arrives, and the area outside them
(Difficulty 2). Sneaking in closer gives the Garou two darker). The spirit circles the Garou as the discussion
bonus dice to their first attack should they decide to begins, accompanied by the sounds of a huge body
ambush the Rakshaks. Anyone observing the ritual slithering on the dirt and gravel of the parking lot. There
who makes an Intelligence + Occult test (Difficulty is a smell of old growth, and the sound of water rippling
2) determines that the trio are performing a Rite to as it moves. No matter how the Garou try, they will
call a spirit. The spoken elements of the Rite make not be able to glimpse more than its silhouette limned
frequent reference to “Horned Serpent, who waits for in moonlight. Ridhaan summoned the spirit to make
us beyond.” Ridhaan’s Patron Spirit will be joining amends with it, but it addresses the assembled Garou
them. Three or more successes tells them that this before he can speak.
is more a formality than a command; the Rakshaks Horned Serpent speaks, in a sibilant whisper barely
cannot possibly control something as powerful discernible from the crush of dirt and gravel. As quiet as
as Horned Serpent. An Intelligence + Insight test it is, there is the power and authority of one who knows
(Difficulty 2) tells an observer Ridhaan’s nervous as they do not need to raise their voice to be heard. “I will
hell; he’s not looking forward to this encounter with have an explanation for the affronts against my domain.
his Patron. Both this night and the previous. I shall hear three speak
from each side. Rakshaks, you shall speak first.”
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S C E N T O F D E C AY
The light where the headlights intersect brightens without their consent, believing rapid action was more
until it’s as intense as a floodlight. important than gathering information. Ridhaan chose
Horned Serpent doesn’t answer questions unless a to observe the Wyrm to learn more about it as he thought
character makes a Charisma + Etiquette test (Difficulty Horned Serpent would want to know more about the
3), in which case it asks questions of its known. It asks hive fragment Val-MOR were using (see The Break
why there is tension between the local Garou, why the Room), how it worked, and therefore how to fight it.
Rakshaks have broken their promise to it, and why a Saif says Mother Louise disrespected the Rakshaks’
former ally of the pack (Mother Louise) languishes close competence and their ability as a pack to handle the
to death, a victim of the Rakshaks’ fangs and claws. It threat before them in an appropriate manner. That’s
knows the answers to these questions (and is angered by a grave transgression and had to be answered in full.
outright lies), but it wants everyone to be able to logically Ridhaan was right to take vengeance on Mother Louise.
explain their actions. “Following orders” is not a good Notably, Ridhaan looks extremely uncomfortable with
enough reason. If the Storyteller feels up to it, Horned that argument, and an Intelligence + Insight test tells the
Serpent might interject to ask further questions, or poke characters the guilt of what he did is eating at him.
holes in the Garou’s logic. Malorie is extremely reluctant to speak. Ridhaan
Each speaker takes a turn, alternating between packs must spend a few second encouraging her in a rough,
(one Rakshak, one of the players’ characters, etc.). Those urgent, whisper before she steps into the spotlight,
not speaking may quietly discuss arguments and strategy covering her eyes. She says thousands of Garou who
amongst themselves (although Horned Serpent will hear came before them threw themselves into the jaws of the
everything they say). Each speaker on both sides must Wyrm, like they could choke it to death on their corpses.
make their points by testing Intelligence + Persuasion or Sacrificing Milton to learn more about their enemy
Wisdom (Difficulty 3). Keep track of the results. sucks, but if it makes them better fighters, with better
Any Garou who scores a critical win truly impresses strategy, in future, isn’t it worth it?
Horned Serpent. If they do not have Wisdom Renown, The players’ characters might be aware of the ins and
they may purchase one dot after this story at a −2 outs of Garou politics, or they might not. If the players
discount. If they do have Wisdom Renown, the cost to are stuck, they can make an Intelligence + Occult or
purchase the next dot with experience points is reduced Politics test (Difficulty 2) to come up with one of the
to new rank ×4 after this story only. following arguments. Extra successes unlock additional
arguments.
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CHAPTER FOUR: A POUND OF FLESH
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S C E N T O F D E C AY
When was the last time you spoke with each other?
A while ago. Gabriella convinced Lyndzi Wigmore to host
a gallery show for her art. She’s talked about going to
art school even though her parents want her to apply to
Val-MOR’s Business Internship Development program.
She seemed tired but said she was looking forward to the
show. She sounded excited to get going, I suppose. That’s
the last time I saw her or heard from her.
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CHAPTER FOUR: A POUND OF FLESH
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S C E N T O F D E C AY
THE GARAGE
Gabriella’s transformed the garage into a studio. There’s
a workbench full of paint and supplies along the back
wall. Flyers for the gallery show at 7-Uptown are stacked
Inside Gabriella’s sketchbook, there is a similar
in one corner. A paint-stained drop tarp covers the floor.
transition of art. With each turning page, the art
A half-finished project stands in the center of the room.
becomes more and more unsettling: landscapes built
It’s a mirror, its glass smashed and rearranged in mosaic-
of viscera, scratchy sketches of the moon with speckles
style patterns. Half the frame is bordered in multiple
of blood on the page, a field of rotting grain, and the
rows of pointed teeth, sculpted from clay and painted
silhouette of a large worm, strangling what looks to be
an unsettling yellow. Nearby, broken pieces of another
sketches of her family. With a Wits + Investigation test
mirror lie on the ground.
(Difficulty 2), the Garou spots a sticky note in one of the
A win on an Intelligence + Investigation test
textbooks that reads “don’t forget, new password!”.
(Difficulty 3) reveals UV paint marks around the
The laptop itself is password-protected
doorway and windows. A blacklight bulb or Gifts such
(MIRRORMOUTH). Hacking into it requires an
as Sharpened Senses shows the full scope of the UV
Intelligence + Technology test (Difficulty 4). If the Pack
artwork.
gains access to Gabriella’s laptop, they find the following
The revealed painting shows each doorway or
information along with the usual assortment of data and
window has a thin line of glow in the dark paint that
software for a student artist:
connects it to the garage door arch. Rows upon rows of
A search history riddled with questions about night
sharp, dagger-like teeth ring the edge of the garage door.
tremors, visions, and phantom pain. Research about Val-
To Garou using Gifts, there’s a faint scent of rotting
MOR’s union busting tactics and other controversies.
teeth and stinking, carrion-feeder breath.
Self-recorded vlogs that go back to four weeks ago and
stop abruptly exactly two weeks ago. In most of them,
SAIF’S OFFER
she is documenting the strange experiences she’s been
When the pack is almost done searching the garage
going through, unsure of what lies ahead. Dreams of
there’s a loud banging on the garage door. Opening it
becoming a monster, of waking up amongst the bodies
up or heading out to the front long reveals Saif Sayeed
of her family, and of something physically tearing its way
waiting for the pack. He gestures broadly with open
out of her skin — but she’s the thing tearing, not the skin
palms and deliberate movement. He’s not here to fight.
left behind. Most Garou don’t get this much warning
He’s here to make them an offer. If there’s no opportune
of their First Change, but it definitely sounds like
moment to interrupt, have Saif waiting for the characters
Gabriella’s is coming. She speaks about the tug from two
when they leave the house.
opposite, larger-than-life forces: both call to the monster
Saif talks about how important Horned Serpent is
inside her. One pulls her towards desolation, the other
to his pack leader. He apologizes for the harm Ridhaan
towards preservation.
caused but points out that Ridhaan would only harm
Mother Louise, one of the people he’s closest to in the
entire world, if he truly felt cornered, like he had no other
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The Finest Meats and Cheeses tension, tired of waiting for events to run their course.
7-Uptown opens at 6 PM the night of the show. Lyndzi’s He’s fully expecting Gabriella’s First Change to hit any
moved the displays of tarot decks and yarn to make room time now, and he’s ready to do whatever needs to be done
for Gabriella’s work. They’ve left anything that could to subdue her. He watches Gabriella like a hawk.
be considered art out for sale. They’ve set up a table Ridhaan works his charms on Lyndzi. He is charming
in the middle of the space, covered it with a variety of when he wants to be and if the pack met with Lyndzi
scarves and fabric, and ordered a bunch of appetizers before Gallery Night, they wave the pack over to meet
from Danielle’s Restaurant. Gabriella’s five pieces of art him. Play up this awkward conversation for as long as it’s
are scattered around the small shop, each covered with a fun. Then Lyndzi excuses themself to begin the show.
bedsheet. Gabriella is here, though she is looking unwell. Her
People straggle in gradually. They’re here to support short, blue hair is freshly washed but her eyes are ringed
Gabriella, support Lyndzi, kill some time, or enjoy the with bags from lack of sleep. She’s wearing a blazer over
free food. a vintage Baby Chorus punk band T-shirt. She’s holding
The Rakshaks arrive together. Malorie immediately onto a plastic cup full of water with hands featuring
starts scooping up appetizers. If anyone asks, she’s sure chipped blue nail polish. If any of the pack members talk
there’s going to be a battle and doesn’t want to fight on to her and mention anything about wolves or moons,
an empty stomach. She’s friendly and cordial with a she grabs their arm and squeezes hard enough to inflict a
fatalistic glee that this will all end in bloodshed. level of Superficial Health damage. “What do you know
Saif shadows Gabriella. If the pack hasn’t given him about what’s happening to me?” she whispers. Before the
an answer to the offer he made in ‘A Wyrm of One’s Garou can answer, Lyndzi begins the show.
Own’, he reminds them of it. He’s full of impatient
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for Gabriella but they also expect her to follow in their His childhood was spent watching his parents suffer and
footsteps. Instead, she’s trying to make her own way in toil, and his teenage years watching his father waste away,
the world. She wants to be an artist and got a job at the unable to afford treatment for a curable disease. Two
local Val-EVENMor store to save for art school. Her decades of pain and rage finally coalesced over a single,
parents will only pay for a business college program. fateful night. Gaia had chosen him. She felt his rage, and
Gabriella is on the verge of experiencing her First he felt hers.
Change. She’ll be a chosen champion of Gaia, Mother of Ridhaan is a leader and a problem-solver. He knew
the Earth. She’ll also be a theurge, one who leans towards this to be true from the day he was accepted into an elite
understanding and addressing spirits. Her impending college’s pre-med program, scholarship-supported, to the
transformation makes her restless and irritable and day he dropped out. He knew this before he experienced
has her experiencing strange dreams and visions of his First Change. He knows the only real way to solve a
bloodshed, viscera, and a yearning for revenge. Against problem is to understand it fully: act in haste, repent at
what, exactly, she hasn’t figured out yet. leisure, as the saying goes.
Of course, working in the belly of the Wyrm does not His first few years as a Garou were spent searching for
make things easier. She’s caught the notice of a spirit of meaning. He found Louise. Louise was a force of nature,
greed called Mirrormouth. It’s been sending compelling and she taught him her ways. If he could ever claim to
dreams to her to get her to perform a Rite that will allow have loved someone, it would be her. Together, they
it to cross over and devour Milton. Though the dreams would push back. Fight the Apocalypse. Do something
have affected her work, Gabriella finds herself uneasy. She meaningful.
wonders if there is more to them than meets the eye. Decades went by, and nothing worked. The fight
Two paths that lie before Gabriella: she could become was unending. The Apocalypse was imminent, and
a wayward Garou that serves the Wyrm, or a fighter for they had accomplished nothing. Ridhaan had to find
Gaia. The events around her First Change will define her out what they were missing. He sought out the Garou
path forever. of the Ghost Council. Like him, they understood that
knowledge came at a cost. It would extract a heavy
General Difficulty: 3 / 2
toll, and he was prepared to pay it. Alas, Louise didn’t
Standard Dice Pools: Physical 3, Mental 5, Social 4 understand the importance of studying the Wyrm, letting
Secondary Attributes: Health 6, Willpower 6 it fester, living in its belly. They parted ways. It was an
Exceptional Dice Pools: Craft 8, Academics 8, Finance 6 amicable split until Louise began meddling in Ridhaan’s
Auspice: Theurge observation of Milton. She wrecked his carefully laid
plan, and — worse — she nearly cut him off from Horned
Tribe: To be Determined
Serpent, the only bond Ridhaan values more than his
Renown: Glory 0, Honor 0, Wisdom 0 connection with Mother Louise.
Gifts: None
General Difficulty: 5 / 3
Ridhaan Sachdev Standard Dice Pools: Physical 5, Mental 6, Social 4
Ridhaan Sachdev, the son of an immigrant family, led a Secondary Attributes: Health 8, Willpower 5
life of scarcity. Both his parents left India for the United Exceptional Dice Pools: Brawl 7, Leadership 8, Etiquette
States in pursuit of a better life for their son. They worked 6, Insight 7
day jobs, night jobs, and all the jobs in between, leaving Auspice: Philodox
him with only vague fantasies of the American Dream.
Tribe: Ghost Council
Renown: Glory 3, Honor 2, Wisdom 1
Gifts: Augur (Werewolf: The Apocalypse, p. 170), Fangs
of Judgment (p. 157), Porcupine’s Reprisal (p. 156),
Serpent’s Coil (p. 170), Staredown (p. 147) ■
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Appendix
THE
W ea v er ’ s
Wo r l d
F
rom the heart of the city to the edges of world of humans and how they stand apart. They’re
civilization, every Garou was born entangled ready to use as-is, but you can tailor them to your stories
in some part of the Weaver’s web. These scenes by adjusting details as you see fit.
draw on strands of the web — human connections and At the Storyteller’s discretion, these scenes might
problems — to challenge the pack. If the Garou can allow the purchase of a single point of Glory, Honor, or
navigate them, they’ll reap rewards. Fail, and they’ll ruin Wisdom, depending on how the characters handle them.
lives.
This appendix is a collection of standalone scenes
flexible enough to fit into the stories in this book or ones
of your own making. These are best used between major
story beats to further define how the pack fits into the
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empathetic ear and dishonest tongue might defuse a human perspective of the land’s decline. The pack
the situation. discovers this doesn’t corroborate with the Garou’s
legends. Who’s telling the truth?
0 The victim recorded the character’s transformation,
but the video is shaky, and their rationalized 0 An occultist, possessed by a spirit, mocks the pack
memories do not match what they’ve recorded. and the Garou. If the pack exorcises them, they learn
They’re obsessed with the footage, but calmly the occultist was trying to uncover supernatural
explaining the disconnect could pacify them. activity before their possession. They could also
wring a means to fix the land out of the humbled
0 Intimidation or outright violence temporarily solves
spirit.
the problem. The SPC falls deeper into their anxiety
and trauma. They may return in a later story as a 0 They discover the Umbral desolation is spreading
hinderance, a monster hunter, or could be attached to into other territories, including theirs. If the spread
a character as a Stalker. continues unabated, it might harm the entire city.
They must unite the other packs and repair the
Attribute Focus: Physical or Social
damage the Garou caused, once and for all.
Attribute Focus: Physical or Social
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Rotting from the inside
Milton has become a company town, and that company is Pentex.
Between the rent-a-cops, the wasp fomori and the malicious spirits life
there gets harder every day. Can a single pack of Garou scrape off the
rot and turn Milton into territory they actually want to hold? Scent of
Decay presents three pre-written stories set in the same small town and
scenes which can be included in any Werewolf chronicle:
• The Break Room: A corporate fulfillment center seeks
productivity at a terrible human cost
• Shadows on the Prison Walls: A trickster spirit tries to
use the Garou for their own ends
• A Pound of Flesh: A rival pack and their patron spirit
challenge Milton’s Garou
• Guidance for character creation and session zero, useful for
running these stories or any others
• Plug-and-play scenes showing Garou relationships with
humans and their world, suitable to drop into any story