____"Safe as Houses" is an introductory story for Vampire: The Masquerade. It is designed to give new players and Storytellers a taste of the Kindred's dark world and illustrate a few of the game systems in action.
____Some material is presented in boxes below - this text can be read directly to the players, as it describes what their characters sense in a given situation. In some sections of the story, the Storyteller must improvise her own setting detail or character dialog. Don't be afraid - wing it! This kind of improvisational drama is what Vampire is all about.
____"Safe as Houses" is a brief story, one that takes place in one or two nights of game time. It can be played through in two hours or less, depending on how much detail and character interaction the Storyteller introduces. In the story, the prince finds that a mortal she wishes to Embrace has gone missing. She turns to the characters for their assistance, promising rewards and favorable consideration among the elder Kindred of the city. Once it becomes evident exactly who the kidnapper is, the characters must track down that individual and rescue the prince's prospective childe. This story is a bit more linear and closely constructed than most Vampire stories Storytellers and their players usually tell, but that's okay - this is only the first step. Soon you will be creating your own stories with as much or as little structure as you wish.
____A note to Storytellers: Arbitrating a story may seem like a daunting task, especially for the first time. It is! But the rewards of telling a good story outweigh that risk, so don't worry about it - just sit back and enjoy. If a detail becomes important that isn't mentioned here, make it up. If a character needs to say something that isn't presented in the dialog box, improvise. A storyteller should think of herself as a movie director or producer, coordinating all the elements of the story around her players' characters, who are the main characters in the "film" being played out.

Part One: Call to Duty
____The agents and servants of the Kindred prince have contacted you all. It would seem that she has a favor to ask of you. This is a grand opportunity; most Kindred see the prince only from afar, if at all, and many of the vampires in the city have said that the prince rewards loyalty greatly. Indeed, you are surprised that you have even been considered, given that there are likely at least a few Kindred more suited to help the prince than you are - after all, you are simple neonates, new to the unlife of vampires.
____In any event, the prince has sent an impressive black limousine to gather you, for she does nothing without style. As the last of you enters the car, the driver informs you that your coterie should be in the prince's presence within ten minutes

 [Note: Storytellers may wish to take the opportunity to have the players introduce their characters to each other at this point. Players may also wish to converse "in character" about the events that await them. This should be encouraged - let the players run with it!]
____The limousine pulls up before a mansion best described as palatial: Wrought iron gates open into a lavish, rolling estate, at the center of which stands the prince's opulent home and haven. One would think that the home of such an important person would be better guarded, but you each get a sense that there are unseen security measures at work here.
____The chauffeur pulls the car into the driveway and opens the door, motioning you toward the daunting double doors of the prince's home. As the last of you exits the vehicle, he pulls away, taillights vanishing into the night.
____At this point, the characters should enter the mansion, where they are greeted by the prince's manservant, Standish. No Traits are provided for Standish; if the players are foolish enough to act hostile toward him, he will communicate this to the prince, who will deal with them accordingly. The Storyteller is encouraged to portray Standish in a manner that provides the best interaction with the players' characters. Perhaps Standish is haughty and condescending, or maybe he is furtive and sniveling - whatever makes for the most interesting interaction. Play out the exchange between Standish and the characters, and have him call upon the prince briefly thereafter.
____While Standish is gone, describe the lavish appointments of the prince's mansion. Detail the sensory information the players pursue. Is there a priceless painting on the wall? How do the velvet cushions of the couches feel? Does classical music waft into the room ever so softly? Is there a cloying hint of death and decay in the air?
____Before too long, Standish returns, ushering the characters into the prince's sanctum.
____Before you, behind an enormous desk of aged mahogany, sits a dark-haired woman with a piercing gaze. She is strikingly beautiful, but her beauty has an edge, like the deadly beauty of a shark or coiled viper. She wears a smart designer business suit, and she rises as you enter the room.
____"Greetings, my dear friends," she purrs, lulling you into a sense of trust and complacency. "Please have a seat. We have much to discuss. Standish, some refreshments for our guests?"

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