____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.

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