____Of course, the prince is
using her powers of Presence to sway the characters to her cause.
Play out the conversation, which should take the form of the
prince informing the players' Kindred that her prospective childe
has been kidnapped, and she would like them to track down the
fiend who has absconded with him. The prince's childe-to-be is
named Martin, and she promises rewards of prestige, honor and
possibly even interests in her own business pursuits to tempt
the characters. She will never stoop so low as to offer cash
- she sees that as tantamount to hiring mercenary thugs. Instead,
she would rather reach "arrangements" with her "friends."
____While
the discussion occurs, Standish returns to the room, bearing
a silver tray with a bottle and numerous fluted glasses on it,
one for each member of the coterie. He hands a note to the prince,
stating, "Madam, this just arrived," and pours a glass
of rich, red something for every character. This is, of course,
blood, and the Storytellers should describe the rich vintage
for everyone who partakes. Unfortunately, it is not warm, and
much of what would enhance the flavor is absent, as it may only
be sipped from a glass and not taken from a living vessel. Should
any character not drink the offered refreshment, the prince eyes
the character warily, curious as to their refusal of her hospitality.
____"Well, my allies, it would seem that you have
not arrived a moment too soon," states the prince. "I
have just received a communiqué from one of my spies among
the anarchs."
____You
almost gasp in shock as the prince reveals this - she has spies
among the anarchs? Then it could be that she has placed a spy
among your ranks as well.º
____"The
Kindred responsible for Martin's disappearance is one known as
Spider, from a clan unknown to me. My agent has said that Spider
plans to attend the Black Room tonight, which is a disheveled
little bar on the outskirts of the Rack, the area where mortals
go to drink and carouse and where we Kindred feed with relative
ease. Please go to the Black Room and inform Mr. Spider that
I would like my property returned to me. And, of course, mind
the Traditions as you do so." |
Part Two: Missing Persons
____At
this point, the players should probably take their characters
to the Black Room, though clever groups may wish to dig up more
dirt on this Spider individual. If the Storyteller wishes, she
may flesh out the story with minor plot twists and secondary
characters, as the players contact their own allies, mentors,
etc. looking for more information about the anarch Spider.
____The
prince may also provide assistance to the characters, in the
form of transportation, arrangements to enter the club without
paying cover, and the like. She prefers the matter to |
be handled civilly,
and will not give the coterie guns, large sums of cash, cadres
of vampire minions, etc.
____Unless
the players or Storyteller have something else in mind (which
should not be discouraged - the more the players explore, the
richer the story is), the characters likely head to the Black
Room. When they get there, a strange man, who claims that he
has been waiting for them, approaches them. If any of the players'
Kindred has the Auspex power Aura Perception, they can see that
this man is a vampire.
____"Ah, you are finally here!" exclaims the
odd man, who wears rough clothing reminiscent of biker gangs.
"The Spider will see you now."
The bar itself is a dark, scurrilous place, reeking of mortal
blood, sweat and alcohol. The music pounds incessantly, and the
bodies of the dancers on the floor gyrate wildly. Dangerous-looking
individuals lurk in shadows and seem to watch your every movement.
____"Come.
The Spider is waiting." |
____This
is the turning point of "Safe as Houses," and the Storyteller
must make a decision. If the players' coterie seems inclined
toward combat (high Physical scores, numerous combat Disciplines),
she may wish to let the characters fight the Spider for Martin's
whereabouts. If the players seem to be socially oriented (high
Social scores, etc), she may wish to play out the negotiation
of Martin's status. If the characters have a mental bent (high
Mental scores, etc), the Storyteller may wish to have Spider
challenge the group to a contest of wits or a test of obscure
Kindred riddles. Whatever the coterie seems most likely to enjoy,
give them.
____In
the end, however, it turns out that the Spider has made a mistake
- he had no idea that the prince had her eye on Martin. If the
encounter has resulted in violence, it is probable that the characters
and the Spider both feel quite foolish - they have risked their
unlives over a simple misunderstanding. Spider reluctantly relinquishes
Martin to the characters, grumbling about the "damn prince
and her high-and-mighty act."
____Martin
gladly accompanies the characters back to the prince's mansion,
where she berates him and sends him to his chambers. (Some Storytellers
may wish to play out a conversation between Martin and the characters
on the way back to the prince's home.) The prince makes good
on her reward offers to the characters and they may return to
their havens for the night.
____But
even after this closure, they should have questions. Have they
done the right thing? Was the prince "right" and the
Spider "wrong"? What did the anarch mean about the
prince's "high-and-mighty act"? As you can see, there
are many mysteries left unsolved - but those are best left to
another night. |