Vampire: The Masquerade
Redemption

Multiplayer Chronicle

Leaves of Three

by
Ray Gresko

Table of Contents

Overview	3
Synopsis	3
Location	3
Setup	3
Story Synopsis	4
Backstory	6
Characters	7
Introduction	17
Setup Information	17
Overview	18
Act I : Betrayal	19
Scene 1 - A Summons	19
Scene 2 - Arrivals	21
Scene 3 - The Conclave	23
Scene 4 - The Hit	24
Scene 5 - Scapegoats	25
Scene 6 - Escape	28
Act II: Discovery	30
Scene 7 - Blood Contract	30
Scene 8 - Three Sisters	31
Scene 9 - Confession	32
Scene 10 - Devil’s Bargain	34
Scene 11 - Mad Stronghold	34
Scene 12 - Secret Passage	35
Act III: Justice?	37
Scene 13 - Evidence	37

Overview
	Synopsis
Caught within the subtle schemes of high-powered Kindred in a struggle for power, the coterie turns the twisted ploys against those that would ensnare them.
	Location
The chronicle takes place in New York City, within the small foothold of Camarilla territory in central Manhattan. The timeframe is 1996 (if following WW canon storyline), although the year is not mentioned unless needed (just has to be before the Camarilla take-back of NYC). Currently the Sabbat control the remainder of New York, and nightly test the tenuous boundaries of Camarilla territory.
The chronicle utilizes the following levels from the SP chronicle (some with different names):
·	NYC Hub Uptown and Downtown
·	Barclay South Areas - All except Orsi’s suite (new locations detailed in scene flow section).
·	New Moon
·	Gun Haven
·	Downtown ‘Slum Room’
·	Dev/Null Apt (used as temporary haven for the coterie)
·	Factory (including ‘sunroom’).
·	Warehouse
·	Sewers

	Setup
	Coterie Composition
The story should be played with around 3-5 neonate players. The coterie characters are assumed not to be intimately familiar with one another, although this is permissible. It is better if the coterie doesn’t contain any Tremere members, although it is workable with them.
	Storyteller
A Storyteller is highly recommended (as always), but the chronicle can be played unmoderated. Within each scene description, specific notes/hints related to ST play have been included.
	Combative Play
Combative play is possible with ST moderation, allowing players to take on the roles of Michaela, Dominic or the Triplets.
	Play Time
Play time may vary (especially if the game is moderated), but this chronicle should be playable in a few sessions.
	
Story Synopsis
The storyline fits into some blank areas in the World of Darkness chronology, tying into key events and characters for realism and adherence to the canon. For White Wolf references on this area/timeframe see A World of Darkness - Second Edition, Children of the Night, and the Clan Novels series.
NOTE: The remainder of this document contains spoiler information Stop reading if you wish to play without knowledge of the story.
A Summons
The coterie is summoned to meet with Dominic Vaughn, the Seneschal to Michaela, the Prince of New York. There is to be a Conclave of sorts in the city, and the coterie is chosen to help guard the visiting dignitaries of other clans as they arrive and meet. The essence of the meeting isn’t revealed entirely, but the coterie will learn that there is tumult due to the competition and dispute of the current Prince’s power by several other Clans. 
Arrivals
The next night, the Primogen arrive for a brief stay at the Barclay South, each placed in specially guarded suites. The coterie characters meet the major players and pick up a few bits of gossip about the upcoming event. The group of Primogen includes Arianna Roquefort (Toreador), Heavy G (Brujah), Mirabilis (Tremere), and Mr. Schreck (Nosferatu). In addition, Mirabilis has brought his Regent Secundus, Johnston Foley, and Heavy G has brought Traci, his new Brujah childe. Schreck’s wunderkind childe, Smashmouth, has been missing for a month.
The Conclave
When the Justicar Lucinde fails to arrive for the Conclave, the meeting degrades quickly and results in the parties leaving the table. That day, while they rest, Mirabilis (one of the main competitors of the current Prince), is murdered. His suite is awash in blood, and his remains have washed up in Sheepshead Bay. In addition, the twisted remains of Traci are found in the hallway near the Tremere’s suite.
Scapegoats
During an emergency gathering the following evening, accusations fly amongst the Primogen, but finally a smartcard allowing entrance to the Regent’s quarters is found on one of the coterie members. They are charged with murderous betrayal, and locked up in the rooftop ‘sunroom’ of a nearby factory to meet their deaths.
Escape
Just before sunrise, they are freed by the Prince’s blood-doll, Luke, who fears for his Prince’s safety. He is suspicious of Dominic, and has followed him downtown on several occasions to an abandoned building, the location of some secret rendezvous. The Prince will not hear of his suspicions. Now, with the events that have unfolded, he fears that treachery will abound, to be exposed when the Justicar arrives. He wants the coterie to find out what the Seneschal is up to, and make sure the Prince will receive no blame for the murder. He also warns them that a Blood Hunt will surely be called against them when they are found missing. He plans to meet them at the backroom of the Hotel the next evening to see what they’ve found. Lucinde is due to arrive by then, so time is of the essence.
The coterie fights it’s way through the factory, teeming with Camarilla vampires intent on destroying the ‘traitors’. The remainder of the chronicle is spent as the players are forced to unravel the plot and reveal the truth in order to clear their names.
Blood Contract
The coterie seeks out the location described by Luke, and catches Dominic in meeting with three strange female Kindred. They overhear him describe his treachery, and learn that his is in league with the three Sabbat vampires in a ploy to overtake the Camarilla territory by deposing the Prince, allowing them to strike when the leadership is in disarray. Dominic shows them the ring of Mirabilis as proof of the murder, and tells of his plans to plant this in the Prince’s possession when the Justicar arrives. He also reminds them of the pact they have made (a contract on skin-parchment, signed in blood) that guarantees him power and prestige in the Sabbat as an antitribu. When asked how he will keep his hands clean in the matter, he explains that the Prince’s ghoul, Bill Campbell, is in league with him, promised the Embrace which the Prince refuses to give him. It was Campbell that allowed the Sabbat to enter the territory and the suite, and who planted the smartcard on the coterie (under the Prince’s direction). He plans to expose this when Lucinde arrives, and claim no knowledge of the event. After a vague comment about a future meeting, Dominic departs.
Three Sisters
After Dominic leaves, the Triplets call the coterie forth. They have been aware of their presence the entire time, and seem mildly amused at the situation the group finds themselves in (in addition to realizing that they might be useful). While the Blood Hunt death-squads roam the streets, the coterie has little choice but to ask for the help from the strange sisters in order to clear their names.  At this time, though, they have little information of benefit to the Triplets, who acknowledge that they would be interested in anything they can find that confirms Dominic’s plans to betray them, or the location of the blood pact. They allow the coterie to use the abandoned apartment upstairs as a haven.
Confession
As soon as they hit the streets, the coterie comes under attack by a large death-squad, directed by Bill Campbell. They defeat the attackers, then corner the ghoul. He first tells them to just kill him, but after hearing of Dominic’s plans to frame him (and his promise of the embrace, which causes him to believe them), tells of Dominic’s plans to take over the reign as Prince, which is possible due to the absence of the Tremere Regent and support from the other Primogen, notably the Toreador Arianna Roquefort. He planned to kill the Triplets in a meeting after the deposing of the Prince, when he should be helping them plan an incursion. He’s amassing a small army of sorts within an old warehouse in the docks area, telling the sisters it was for getting rid of Camarilla (they are funding and giving weapons), but actually is to destroy the sisters and nail the Sabbat incursion (thus firming up his new rule amongst the Primogen). After he gives them the access code to the warehouse, Bill is instructed to return and continue with the plans as normal, and to instruct Dominic that the coterie has been destroyed. 
Devil’s Bargain
The coterie returns to the Triplets with this newfound info, and they commend them, but mention now that they must retrieve the blood pact in order to forfeit their deal. They are unable to enter the Barclay through the lobby (heavily guarded, interior doors locked. If they return to the hotel backroom, they find Luke, dead. Michaela has actually killed him, to avoid risking the exposure of his knowledge about Dominic’s conspiracy during Lucinde’s visit (the Prince wants to look totally unaware).
Betrayer’s Stronghold
They now head into the warehouse, to find the ‘pact’ Dominic has made as proof. They battle their way through Dominic’s makeshift army of mostly Malkavian vampires, and find the pact within his office desk (only if Bill is left alive to tell them). They also free Smashmouth, the Nosferatu Primogen’s childe, who explains that he was taken as ransom since Mr. Schreck was refusing to go along with Dominic’s takeover plans. Dominic also had another thing over on Schreck, the knowledge of his secret tunnel to the interior of the Barclay’s back rooms, allowing entrance past all the security Michaela has in place. This knowledge holds Schreck’s tongue. Smashmouth is upset that his sire has left him here in the demented hands of Dominic, and doesn’t care to hang around NYC any longer.
At this point, the coterie can optionally return the pact to the Triplets. The sisters will chide them if this happens, since the coterie has no way of getting this info to the Prince, and their plan will go forward. Afterward they’ll deal with Dominic, and are now aware of his betrayal.
Secret Passage
Now armed with the info on the secret entrance, the coterie fights their way through the Nosferatu holdings and sneaks into the Barclay. They find Bill, who warns that Lucinde has arrived, and the Conclave proper is about to begin. He has Mirabilis’ ring, and is about to plant it on the Prince. The coterie is met with a choice here, deciding to allow the sting against the Prince or not. If they’ve learned of the coming Sabbat attack, they have some bartering power, since this would remove any evidence of the treachery against the coterie and may choose to not plant the ring. If they plant the ring, they will nail the Prince, but if they don’t have the ‘pact’, (either by not finding it or by giving it to the Triplets) they won’t be able to target the Seneschal.
Evidence
As the Conclave begins, they enter the meeting room, to the astonishment of all (since they were presumed dead). Johnston, calls for their immediate death (seconded quickly by the Seneschal and Prince), but Lucinde calls them to stop. She calls for the Seneschal to continue, they will hear out the coterie afterward. 
The Seneschal was in mid-speech, ready to announce the involvement of the Prince (and expose the ring). Dominic launches into his attack of Michaela, and announces that he has proof of her involvement in the murder. The Prince stands to attack the Seneschal. 
Based on whether the players have planted the ring, and have the blood pact, either:
-Michaela is deposed, the Seneschal becomes Prince
-	The Seneschal is exposed, and Michaela remains Prince
-	Both Michaela and the Seneschal are exposed, Mr. Schreck becomes Prince.

Backstory
The tumult in the small territory is beginning to cause severe problems in the Camarilla hierarchy. The Tremere (maintaining a chantry in Barnard College) are the main defenders of the region, and have experienced a devastating turnover rate as a result. The Regent that heads the chantry, Mirabilis, is contesting Michaela’s rule, on grounds that he is not only more qualified and deserving of the title, but because of Michaela’s lack of dynamic action to thwart the Sabbat. The other Primogen of the region have similar disputes, but mostly with the reasoning that ‘something’ should be done. They are also driven by the fact that Michaela has been given free reign by the Inner Circle to create childer at will (to protect the area), and don’t much like the idea of having their region filled with 8th gen Ventrue…
Lucinde, the Ventrue Justicar, has called the Conclave in NYC to settle the dispute. She is irritated at the time she needs to take away from her hunt for the anathema of the Red List (and her never-ending search for once-domitor Setite, Kemintiri). But she has suspicions that the situation in NYC involves more than just a squabble over power. The Camarilla cannot afford to lose their precious section of NYC, and she has also heard rumors of betrayal involving the Sabbat. Her request for the Conclave has greatly disturbed the Prince, since she is well aware of Lucinde’s debts to the Tremere for acknowledging her Blood Bond to Kemintiri, and she believes that this will sway her decision in Mirabilis’s favor (even though she is Ventrue).
The Prince has actually set up this whole affair with the coterie, and the plans to set them up for the murder, after guided hints from Dominic. The Seneschal willingly agrees with the plot, since, if the murder occurs and the characters are successfully set up, he will maintain power in the city (he wouldn’t remain as Seneschal if a new Kindred became Prince). He is also then one step closer to the throne. If the murder is botched, or the plan revealed, the Seneschal can claim ignorance and possibly take the place of the Prince if he is terminated. He can always expose the Prince through the confession of his security ghoul, Bill Campbell, who was involved in the plot.
In addition, the Prince doesn’t trust the Seneschal, and would rather be rid of him. She has learned through one of her blood-dolls (Luke) that the Seneschal has been meeting secretly with someone downtown, and likewise will be happy with either outcome.
The Seneschal has another scheme in operation, however. He is in league with the Sabbat that surround the tiny Camarilla foothold in NYC. Promised a fiefdom and high ranking as an antitribu, he seeks to eventually destroy the Prince and the Camarilla presence within the city. He plays the game well, and does not entirely trust his new Sabbat friends. He’ll hang on until it becomes obvious which plan will pay out the best before making a decision. The Sabbat has secretly funded his operation to amass a small squad of Kindred within a deserted warehouse in the docks area, which he hopes to use first in destroying the Triplets and the first staged Sabbat incursion.
Likewise, his Sabbat ‘handlers’ do not fully trust Dominic. The triplets, Kazi, Teta and Zil are representing the Sabbat’s interests in this matter, through their master, Count Orsi. Orsi seeks to prove his devotion to the Sabbat cause through this manipulation (he is Ventrue antitribu). The corruption-play taking place also pleases his secret master, Vukodlak. Orsi and Vukodlak do not play a part in this story, however, the main Sabbat characters are the Triplets.
	
Characters
Michaela
(License character - vague)
The Prince has wrestled to maintain power within this tumultuous region for some time. Despite the near-impossible task of fending off the Sabbat on all sides of her domain, Michaela retains (she believes) the support of the majority of the Primogen. Given free reign to create childer, she strengthens her grip on the region by creating large amounts of Kindred to support her cause (and many to throw up as undead cannon fodder to the Sabbat). Despite numerous requests for large-scale assistance, the Inner Circle has refused to send any useful aid to the area. As long as she maintains the region, she is caught in a catch-22, as the Camarilla deems that they already have the most lucrative section of the city, comprising mainly of the financial district, JFK airport, and a safe corridor through Queens (allowing safe passage off of the island via ferry). Any more effort would be lost on the ravaged city, which loses several Kindred on a nightly basis.
Of late, Mirabilis has been the only thorn in her side, gaining increased support from the beleagured Cainites who seek a scapegoat for their pain. She recognizes the warlock’s threat, and even let her own Seneschal, Dominic Vaughn, think that he had ‘convinced’ her to do away with him. She holds no trust for any of the characters, especially Dominic, although she does not expect the treachery of her security ghoul, Bill Campbell. Several reports tell of Dominic secreting off for meetings in some of the darker corners of the city.
Clan: Ventrue
Generation: 7th
Embrace: 1300
Apparent Age: Mid-40s
Image: A beautiful woman with strong, commanding features. Long blonde hair normally worn tied into a painfully tight bun, although worn down in ringlets when ‘entertaining’ her blood-dolls.
Physical: Strength 70, Dexterity 80, Stamina 70
Social: Charisma 70, Manipulation 70, Appearance 80
Mental: Perception 70, Intelligence 80, Wits 60
Disciplines: Mesmerize 2, Awe2, Fortitude 3, Dread Gaze 2
Humanity: 50
Model: DA Zil
Voice set: Ecaterina
Notes:
Feeding weakness: Overly-muscular young men of low intelligence.
Roleplaying Hints:
You command your domain with weight of the Camarilla behind you, and the prestige of the Ventrue to uphold. No one understands the complexity and difficulty of the tasks laid before you, and their complaints only reinforce that notion. As Prince, you realize that support is important, but that there are situations in which it is not wise to have others behind you.
Although your nights are filled with directing the security of the region and appeasing the whining Primogen, you treat yourself to one diversion - your blood dolls. Your feeding weakness is overly- muscular young men of low intelligence, and you maintain a small harem of these for your pleasure, and actually enjoy displaying your cruelty towards them when in the presence of guests. The current favorite is Luke, whom you ‘borrowed’ from the recent LippenVale’s tour.

Dominic Vaughn
(Non-license character) 
The Seneschal to Prince Michaela. Dominic was appointed by the Primogen, much to Michaela’s chagrin. He scratched and clawed his way up the ladder within the Five Boroughs region, and was deemed the perfect fit for the Prince. After all, with a Seneschal like Dominic to worry about, the Prince would need to court support from the Primogen even more than normal.
Dominic has maintained a strong alliance with Arianna, who was his biggest supporter for the Seneschal position. He’s promised her more funding and Sabbat protection for the museums and galleries of the region if he becomes Prince.
Clan: Malkavian
Generation: 9th
Embrace: 1623
Apparent Age: 50
Image: A tall man with receding hairline and close-cut grayish hair. Dominic speaks with a slight British accent and is always impeccably dressed in fine suits. This causes him to be mistaken for a Ventrue quite often.
Physical: Strength 55, Dexterity 45, Stamina 35
Social: Charisma 1, Manipulation 1, Appearance 1
Mental: Perception 35, Intelligence 45, Wits 35
Disciplines: Passion 2, The Haunting 2, Cloak of Shadows 3
Humanity: 40
Model: MD Orsi
Voice set: Orsi
Notes:
Derangement: Obsessive-compulsive neat freak.
Unfortunately, due to his state when embraced, Dominic awakens each evening partially unshaven and unkempt fingernails, etc. Every evening he undergoes an elaborate ritual, trimming his hair and shaving, clipping fingernails, etc.
Roleplaying Hints:
The accent is faked, and part of your derangement (the British just sound cleaner). Although you’ve made it impressively far into the upper echelons of the Camarilla for one of your Clan, you seek to control your derangement at every opportunity. It’s actually played to your benefit in your struggle, as tidying up loose ends has always been a priority…

Lucinde
(License character)
Justicar  and Alastor (hunter of the Red List). More references in White Wolf’s Children of the Night.
Clan: Ventrue
Generation: 6th
Embrace: 1656
Apparent Age: Late Teens
Image: (from CotN) Lucinde looks like an innocent young woman, at least until one peers into her eyes. Within them, one might see an uncomfortable and monstrous intensity that promises death for any who gaze too long. She dresses appropriately for the 20th century, but prefers conservative styles such as business suits and casual eveningwear. She always wears gloves to conceal the ‘mark of the beast’, a trophy sigil given to Alastors.
Physical: Strength 40, Dexterity 60, Stamina 60
Social: Charisma 80, Manipulation 80, Appearance 60
Mental: Perception 100, Intelligence 80, Wits 80
Disciplines: Heightened Senses 4, Aura Perception 2, Command 3, Mesmerize 3, The Forgetful Mind 2, Fortitude 3, Cloak of Shadows 2, Potence 2, Awe 3, Dread Gaze 3, Entrancement 3, Majesty 1, Blood Rage 2, Blood of Potency 1, Theft of Vitae 1
Humanity: 50
Model: MD Anezka
Voice set:  Anezka
Notes:
Roleplaying Hints:
Lucinde’s role in this chronicle is one of Justicar, resolving the issues in NYC with the power of the Inner Circle. You refuse to be drawn into the squabble, and seek to set the hierarchy into place and return the situation to some sense of function. Having just dispensed with the child-Samedi Genina in San Francisco, you are weary from battle and the petty disputes between the clans.

The Triplets
(Non-license character)
Kazi, Teta and Zil reprising their roles (from Redemption) as the succubi-like sisters. Teta and Zil are mute (their tongues were cut out during their human servitude), and now speak through Kazi.
Clan: Ventrue
Generation: 9th
Embrace: 1001
Apparent Age: 29, although Kazi appears a few years the elder
Image: These three are called ‘The Triplets’ for a reason. Although each has a different form of striking beauty, they seem to move and think as one entity.
Physical: Strength 1, Dexterity 1, Stamina 1
Social: Charisma 1, Manipulation 1, Appearance 1
Mental: Perception 1, Intelligence 1, Wits 1
Disciplines:  Mesmerize 1, Fortitude 2, Awe 2
Humanity: 30
Model: Kazi, Teta and Zil
Voice set: Kazi
Notes:
Roleplaying Hints:
The triplets act as the wildcard in the game, leading the players in different directions, and never entirely trusted, although at times the players have no where else to turn. They should gain the trust of the coterie (who has no one else to turn to), but in the end show their lack of care/manipulation.

Mirabilis
(Non-license character)
Mirabilis is a Tremere Regent and the current leader of the chantry within Barnard College. He is currently contesting the role of Michaela as Prince, mostly due to her ‘lack of effort’ involved in improving the Sabbat situation. Do force her hand, he is calling in his ‘age’ and importance within the region, and has petitioned the Inner Circle for a decision.
Nightly, the Tremere defend the small area of Manhattan that the Camarilla clings to. And nightly many Tremere are lost. He does not understand why the Council puts such a high price on this area, but dutifully follows their commands. 
Clan: Tremere
Generation: 7th
Embrace: 1250
Apparent Age: 65
Image: The age shows in your eyes, but your hair and long beard remain black and lustrous. You wear the classic Tremere Regent robe, a throwback that serves to remind the neonates of his age and heritage.
Physical: Strength 40, Dexterity 55, Stamina 65
Social: Charisma 60, Manipulation 60, Appearance 65
Mental: Perception 85, Intelligence 100, Wits 95
Disciplines: Heightened Senses 2, Aura Perception 2, Spirit’s Touch 2, Psychic Projection1, Command 2, Mesmerize 2, The Forgetful Mind 1
Thaumaturgy/Rituals: Heart of Stone 3, Prison of Ice 3, Call Lightning 3, Torch 1, Fireball 1
Humanity: 50
Model: Etrius
Voice set: Etrius
Notes:
Roleplaying Hints:
Calm. Reserved. Dangerous. You feel that the Prince’s position is rightly yours, as the area would crumble beneath the weight of the Sabbat stranglehold if it weren’t for you.

Arianna Rouquefort
(Non-license character)
Toreador Primogen of New York. Arianna embodies the heart of the Toreador aesthetic. She firmly believes that without the Arts, the Five Boroughs would be a useless wasteland. She has secretly voiced her support for Dominic to take the reigns of power. The bickering from the Warlocks is only a distraction, even the Inner Council wouldn’t let such a travesty occur. 
Her alliance with Dominic is the key she sees to getting the support she feels she deserves in the culture-cultivation she dedicates herself to.
Clan: Toreador
Generation: 10th
Embrace: 1750
Apparent Age: Early-thirties.
Image: A stylish uptown woman, Arianna adorns herself with the latest fashions and exquisite jewelry.
Physical: Strength 40, Dexterity 50, Stamina 45
Social: Charisma 60, Manipulation 60, Appearance 80
Mental: Perception 60, Intelligence 55, Wits 55
Disciplines: Heightened Senses 3, Aura Perception 3, Spirit’s Touch 2, Celerity 2, Awe 3, Dread Gaze 3, Entrancement 2
Humanity: 50
Model: Alexandra
Voice set: Anezka
Notes:
Roleplaying Hints:
You have the ability to be sophisticated and alluring, snobby and pretentious, all at the same time. Speak with an air of confidence - after all, you are bringing sophistication and maintaining the aesthetic in this gloomy war-ravaged dump. You despise Michaela, whom you see as paying little heed to your requests to maintain the Arts in the area. 

Heavy G
(Non-license character)
The Brujah Primogen of New York is a hard-edged, streetwise leader, fashioning himself after the ubiquitous Archon, Theo Bell. Each night, “G” leads the patrols that maintain the shaky borders of Camarilla territory. Recently, his crew has suffered a nearly fatal loss when they were surprise-attacked by a ferocious Sabbat war coterie. Hector, his second in command, was destroyed - a major blow to the Brujah street forces. Heavy G is level-headed enough to realize that without cohesiveness between the Primogen, they stand no chance of maintaining their territory. The politics and backstabbing that occur just serve to piss him off further.
Clan: Brujah
Generation: 11th
Embrace: 1870
Apparent Age: 28
Image: A tough biker in heavy leathers and baseball cap, Heavy G usually appears quiet and brooding. That is, until his temper snaps, usually followed by a few unfortunate necks. His tough outward appearance masks the care he takes with all of his ‘street crew’, amongst whom he has earned great respect.
Physical: Strength 65, Dexterity 55, Stamina 60
Social: Charisma 55, Manipulation 45, Appearance 55
Mental: Perception 45, Intelligence 45, Wits 45
Disciplines: Potence 3, Celerity 3, Awe 3, Dread Gaze 3
Humanity: 70
Model: HeavyG
Voice set: MDGeneralMale
Notes:
Roleplaying Hints:
You are laying it on the line every night for the Camarilla, something that you have to work to convince youre team to do. With the recent loss of Hector, the Brujah are shaken, and there are whispers of leaving for the southern Camarilla-controlled cities of D.C. or Atlanta. You don’t care who is in charge of the city, as long as some decisions get made that would pull in some help.

Mr. Schreck
(Non-license character)
Nosferatu Primogen of New York. Grudgingly giving secret support to Dominic, since his prized childe, Smashmouth, is being held hostage by him. He cannot go to the Prince/Inner Circle with this information, since Dominic has discovered Schreck’s hidden access to the Prince’s offices, and threatens to alert him to this incursion.
Clan: Nosferatu
Generation: 8th
Embrace: 1325
Apparent Age: 70
Image: A short older man, with hobbled features. Wearing a fedora and rumpled suit.
Physical: Strength 50, Dexterity 55, Stamina 45
Social: Charisma 55, Manipulation 55, Appearance 0
Mental: Perception 45, Intelligence 60, Wits 45
Disciplines: Cloak of Shadows 4, Cloak the Gathering 3, Feral Whispers 3, Beckoning 2, Quell the Beast 3, Subume the Spirit 2, Potence 2
Humanity: 45
Model: Underprince
Voice set: Underprince
Notes:
Roleplaying Hints:
Long have you kept a watchful eye on this area, which you feel is rightfully your domain. What does it matter that those here on the surface squabble about, when your kingdom reigns large and free throughout Manhattan? Dominic’s discovery of your ‘listening’ access to the Hotel, and the kidnapping of your childe Smashmouth, has upset the control you once held over the area. You have hatched dozens of plots to remove the Seneschal from the picture, and have a special drainage room prepared just for him. You can only imagine the pleasure you’ll receive in watching the horror in his face as he’s submerged in the black ooze.

Johnston Foley
(License character - vague)
In his mortal days, Johnston was a good Presbyterian from Vermont, a pharmacist with an obsession with lists, formulae and recipes. This talent has made him an excellent Thaumaturge, although his intense focus can also be quite annoying. Johnston serves as Regent Secundus to Mirabilis.
Clan: Tremere (Regent Secundus)
Generation: 11th
Embrace: 1920
Apparent Age: 45
Image: A slightly portly man with round eyeglasses, intense eyes and a bulging vein in his forehead (which pulses larger as he angers).
Physical: Strength 35, Dexterity 40, Stamina 40
Social: Charisma 45, Manipulation 55, Appearance 45
Mental: Perception 60, Intelligence 65, Wits 60
Disciplines: Heightened Senses 2, Aura Perception 2, Spirit’s Touch 1, Command 2, Mesmerize 1
Thaumaturgy: Blood Rage, Blood of Potency
Humanity: 50
Model: Sumner
Voice set: Nyc1
Notes:
Roleplaying Hints:
You see yourself as second-in-command of the Barnard chantry, but fiercely support Mirabilis in the dispute for Princely control of the region (after all, his new duties may open up the possibility for your chance to run the chantry, and any advancement by the Regent advances your own position). Your fastidious nature has allowed a level of organization in your thought and learning that propels you forward in the rigid Tremere hierarchy.  
Upon the news of Mirabilis’ death, you grow incredibly angry, losing the tense control you’ve always had over your feelings.

Luke
(Non-license character)
Formerly on tour with the LippenVale all-male dance troupe, Luke was snatched away by Michaela after she invited him back to ‘her place’ after a show. Since then, he’s become thrall to the Prince, a living blood-doll for her to do with as she pleases. Luke is extremely devoted to Michaela, to the point of risking his life just to save her from the mildest embarrassment.
To this end, Luke has been watching Dominic, whom he has never trusted, and actually harbors strange sort of jealousy towards (not understanding that Kindred do not submit to the desires of the flesh). He has tracked the Seneschal to the darkest corners of the city, apparently in secret meeting with an unknown entity. Despite his pleas, the Prince doesn’t heed Luke’s warnings, and simply shuts him up with a wave of her hand or a stern glare when the subject is raised.
Age: 24
Image: Huge muscled, curly dark brown hair, Philly accent. 
Physical: Strength 50, Dexterity 40, Stamina 40
Social: Charisma 35, Manipulation 35, Appearance 40
Mental: Perception 30, Intelligence 30, Wits 30
Humanity: 70
Model: NYC Male Ped
Voice set: Samuel
Notes:
Roleplaying Hints:
You have only recently come under the thrall of Michaela, but it has taken a strong hold over you. Keep in mind that you have an IQ of about 60, so what you don’t have in brains, you make up with in brawn. At least that’s the way it was when you were mortal. Now, you’re content to be the Prince’s lapdog, always begging for the next chance to have her feed from you or to please her with your actions.

Bill Campbell
(Non-license character)
Michaela’s head of security for the Barclay Hotel-slash-Haven. He sees to the defenses of the hotel, and helps to organize the death squads that patrol the streets that border the domain.
Campbell spent his ‘normal’ mortal years in the Marine Corps, followed by a long stint as a cop in NYC. He was selected by Michaela as her security officer after she noticed his successful routing of many of the Setite-run drug rings in Morningside Park.
Apparent Age: 45
Image: An aging, slightly overweight man with slicked back hair. Thick New York Accent.
Physical: Strength 40, Dexterity 35, Stamina 40
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Disciplines: Potence 2, Fortitude 1
Humanity: 65
Model: London Suit Guy
Voice set: NYCPD
Notes:
Campbell’s years on the NYC police force, busting drug dealers who always seemed to skirt the system, has given him great skill in planting evidence. In another life, he would have made an exceptional pick-pocket or magician, as sleight-of-hand has always come naturally to him.
Roleplaying Hints:
You have the hard personality and look of someone seen the seedy underbelly of life in this city for too long. You also aren’t much of a conversationalist, and deliver only the core of your intent in short, gruff statements.
The core of what is going on with your character now is the resentment you feel towards Michaela. You’ve served her long, strengthened and fed by her blood, and have desired to become embraced for many years. She refuses still, no matter how much you dedicate yourself to your duties or even degrade to hopeless begging. Meanwhile, she creates Kindred at a mad pace, out of anyone ranging from politicians to junkies, mostly to use as weaponry against the Sabbat. Her interest in her gaggle of ‘pretty-boys’ disgusts you, and you realize that it’s probably one of these carbon-copy GQ cover images that she is going to select for her favored childe. You’ve grown ‘too useful’ to her to promote, as you wouldn’t be able to perform your duties during the day.
The recent alliance with the Seneschal was made out of his promise to give you what you want. It doesn’t matter that he’s Malkavian, you want to have the power of the Kindred, and also worry about getting too much older or overweight. You’ve given up on waiting for Michaela, and now will do anything for the Seneschal.

Traci
(Non-license character)
Heavy G’s new childe is providing some comfort as he greives for the loss of Hector. Traci’s brash attitude and toughness is much admired by her sire.
Clan: Brujah
Generation: 12th
Embrace: 1990
Apparent Age: 18
Image: Traci wears too much makeup, has too few clothes and has too much hair.
Physical: Strength 20, Dexterity 20, Stamina 20
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Disciplines: Celerity 1, Potence 1
Humanity: 70
Model: ClubTen Dancer
Voice set: Milkmaid
Notes:
Roleplaying Hints:
You idolize Heavy G and would do anything for him. You’ve always been tough, with the powers the Embrace has given you, you could bust up any of the creeps that used to bother you as a mortal. Living dangerously is how you get your thrills, and this is the ultimate ride. 

Smashmouth
(Non-license character)
Schreck’s favored childe, captured by Dominic for added security/ransom until he’s in power.
Clan: Nosferatu
Generation: 9th
Embrace: 1972
Apparent Age: 17
Image: A gangly youth with bushy straw-like hair. Smashmouth earned his name from his large protruding buck-teeth (made only worse by the Nosferatu embrace). He wears grimy jeans, a faded heavy metal t-shirt and a baseball cap.
Physical: Strength 20, Dexterity 20, Stamina 20
Social: Charisma 20, Manipulation 20, Appearance 0
Mental: Perception 20, Intelligence 20, Wits 20
Disciplines: Cloak of Shadows 2, Feral Whispers 2, Beckoning 1, Potence 2
Humanity: 60
Model: MDNosferatu
Voice set: MDNosferatu
Notes:
Roleplaying Hints:
You’re utterly pissed that Schreck would leave you to rot in Dominic’s ‘madhouse’. You resolve to leave town as soon as you’re free.

Introduction
Setup Information
Intro Text
You are Kindred residents of New York City. The Camarilla has a tenuous toehold in the city, a small island with Manhattan, entirely surrounding by Sabbat. The current Prince, the Ventrue Michaela, maintains this area within central Manhattan, staving off nightly Sabbat attacks which test its borders. You know well enough not to venture too close to the thinly guarded borders, as many have met their Final Death on these recent chaotic nights.
Many Kindred complain of the Prince’s lack of effectiveness in dealing with the nightly Sabbat barrage, and even whisper of the possibilities of a change in power. Such rumors occur in any city, but due to the circumstances it seems likely that they echo some truth of what goes on within the secret discussions of the Primogen.
You have received a summons to report on the following evening to the Prince’s offices within the Barclay South, the upscale high-rise in the Business district that Michaela uses to conduct her Kindred affairs. It’s a rather auspicious invitation, one that serves to further your conception of having established yourself as a Kindred of importance within the city. The invitation was delivered by a ghoul introducing himself gruffly as ‘Campbell’. In short words, you were instructed to appear at the Barclay’s lobby at 11pm the following evening.
Storyteller Setup
Rumors
Before the play session, each player should be given one of the following rumors, which may be shared with the rest of the coterie or held secret. Giving these in private before play, without the knowledge that everyone has received one, is more effective. Note that some of the rumors are false, either spread by those wishing to muddy the waters or the result of the endless intrigue within the city. Rumors that involve supposed clan desires or actions can be given out to individuals regardless of their clan.
·	The Tremere who maintain a haven at Barnard College, near the domain’s borders, believe that their chantry head, the Regent Mirabilis, should have the role of Prince.
·	The Nosferatu are the ‘real’ rulers of NYC, controlling most of the day-to-day operations of the cities municipal government operations and services. The Prince/Primogen only act as Camarilla figureheads.
·	The Prince, Michaela, has a blood fetish for dumb muscular young men.
·	The Sabbat are planning a major offensive to take over the Camarilla territory.
·	The Sabbat have killed or stolen the Nosferatu Primogen (if this is given to a Nos, indicate it as ‘one of the Primogen’s childer).
·	The Tremere have killed or stolen the Nosferatu Primogen… 
·	The Toreador have threatened to recede from the area, pulling all of their support for the Arts from the city.
Feel free to make up any other rumors as needed.
Also before play begins, select the player who will get the smartcard ‘planted’ on them. This player (the ‘target’ player) should get this rumor:
·	The Tremere plan to take over the area through the use of blood magic, enthralling all Kindred to them.
The Summons
If you choose, you can roleplay the summons meeting with Bill. Each member should be visited individually (unless they are together at the time). It’s interesting to have this take place as a surprise, while the player is hunting, etc.
Bill: The Prince has asked for your presence at the Barclay South tomorrow evening. Be in the lobby at 11.
Bill will leave after this, and refuses to go into more detail about the event (‘Just BE there’).
Overview
The following section details each scene, giving the following information:
·	Plot - outlines the story elements that occur during the scene
·	Setting - the locations in which the scene occurs.
·	Drama - Illuminates the ‘heart’ of the scene, describing dialog and setting, potential interactions between players and NPCs, and the likely resolution of these encounters. Info here a mix of relevant data for moderated and un-moderated play.
·	Outcome - The consequences of the scene, based on the assumptions of the course the players will take. Also suggestions for ad-libbing unexpected actions for STs.
·	Storyteller Notes - Notes specifically for Storytellers, provided to enhance moderated play.

Act I : Betrayal
Scene 1 - A Summons
Plot
As instructed, the coterie reports to the Barclay South’s lobby. Bill Campbell (the Prince’s security ghoul) meets them in the lobby and shows them into the restricted area of the hotel. They meet with the Prince’s Seneschal, Dominic Vaughn, and are given notice that they are needed to provide security for an upcoming Conclave. They are expected at in Barclay on the following evening. After the meeting, Bill shows them their temporary ‘haven suite’ accommodations (and gives them the smartcard). They are then returned to the lobby.
Setting
Barclay Lobby
Seneschal’s Office
Barclay Hallway
Back to Barclay Lobby
Characters
Bill Campbell, Dominic Vaughn, the Triplets (unseen).
Drama
The coterie characters arrive in the lobby of the Barclay. Looking around, they notice each other. When the players meet in the lobby, allow for a bit of roleplaying as they introduce themselves, greet old acquaintances, etc. The characters may also choose to be wary, and pretend to ignore the other Kindred, but watch them cautiously.
After some time, Campbell appears and gruffly leads through a small door to the back of the lobby. As he leads them, they notice a thick firearm strapped to a holster under his jacket. On the other side of the door, several guards await, holding ominous looking modified weaponry. The coterie glimpses the hidden world behind the charade of the hotel presented for its guests.
The coterie is brought to a small room, minimalist in décor, and almost impossibly clean, with a sharp-cornered mahogany desk in its center. A strange, Spartan piece of iron sculpture in the corner is the only thing of interest. As they wait for the Seneschal to enter the office, there can be some back and forth with Campbell, who doesn’t really answer any of their questions.
After a few more moments, Dominic, the Prince’s Seneschal walks in, hurriedly. He starts to speak immediately, without so much as addressing the players:
Dominic: The Prince requires your presence at a very important event. A Conclave is to be held here, and the services of the city’s Kindred are needed to ensure that the meeting proceeds without…interruption. The Ventrue Justicar Lucinde and the Primogen themselves will be in attendance. You’ll be working security for this event, watching after the Primogen. You’re job is to ensure that they have a safe and pleasant visit.
Coterie response choices (conversation loops until they agree):
We will do as our Prince wishes. (goto conversation_done)
Will we receive compensation for our duties?
Dominic: (raises an eyebrow) You will receive the satisfaction of serving your Prince! (calms down) And I should suppose that rubbing elbows with the movers and shakers of this domain should be of some benefit to you.
We’d like to speak with the Prince about this matter.
Dominic: The Prince has no time to deal with such matters - or haven’t you noticed the slavering hordes of Sabbat at our borders? Or is it that you lack trust in your Seneschal? (grins) Hmm, perhaps you’ll go far in the Camarilla, young ones. Be assured that the Prince is well aware of this need, and has seen to me to provide him with suitable subjects. I’d be honored by the request, if I were in your position.
What is the purpose of the Conclave? We’ve heard of disputes to the Prince’s position…
Dominic: Ah, I see the city’s rumor mill never ceases to function. You’ll most certainly hear more of the events during the Conclave. You may learn a thing or two, but know this now - there will always be those envying the power one attains. It serves a Prince well to keep his friends near and enemies even closer. I’m confident this meeting shall have a just resolution, ensuring the rightful Prince this domain.
(conversation_done)
At this point Dominic appears to notice a speck upon the desk, and begins furiously rubbing it with his index finger.
Dominic: I’ve spent enough time with you. You understand your duties? Good, there is no room for mistakes, if I were you I’d make sure I keep my eyes open, fangs sheathed, and lips puckered. (gesturing towards Bill) Mr. Campbell heads security for the Prince, and will show you your quarters for the event. Mirabilis arrives tomorrow evening, we will greet our guests in the lobby at 10pm, sharp.
The Seneschal Leaves the room, and the coterie is escorted out to the hallway. Campbell stops in front of one of the many heavy-looking doors. Pulling a smartcard from his jacket, he swipes it across a small black panel next to the door. 
Bill: Each suite is protected by electronic security and are separated by titanium bulkheads, absolutely impenetrable. Use this card to enter your suite during the day.
He hands the card to coterie (ST note, make sure it’s known that the ‘target’ player receives the card). Bill returns them to the lobby.
Bill: Make sure you have fed well before the event. There’s no telling how long the Conclave will last, don’t be surprised if you’re forced to sip outta bloodbags for a few...
He turns and leaves them without a further remark.
After the meeting, the characters can converse in the lobby a bit more. The scene ends when they retire for the day in their new quarters.
Outcome
The desired outcome is that the coterie accepts the job given them (they don’t have much of a choice), and that they get to know one another, forming at least a temporary bond in preparation for their duties. They now have a smartcard allowing access to their temporary haven within the hotel.
Storyteller Notes
When in the lobby, characters using Auspex will note three strange looking women that they for some reason didn’t notice in the corner of the lobby (reward this attention to detail with extra xp for those players). If approached, they do not respond. Instead, the central women will smile slightly at the coterie and the three will exit. If followed outside, the three will disappear without a trace. Have their templates ready for creation if needed.
The conversation with Dominic should be short, as he has many plans to attend to before the Conclave. He may offer other bits of information that are known about the area if asked, but will seek to shoo the players along.
After the meeting, allow the players to roleplay a bit more, perhaps swapping bits of information (their rumors given at the start, or ideas they have after the meeting). They may also join each other for a hunt. Allow them to develop a bit of trust if the characters do not know one another. After everyone is satisfied that the evening is wrapped up, end the scene and jump to the next evening.
Scene 2 - Arrivals
Plot
The visiting Kindred arrive at the Barclay South, the players catch whiffs of background/intrigue during the scene.
Setting
Barclay Lobby
Characters
Primogen (in arrival order): Heavy G, Arianna Roquefort, Mr. Schreck, Mirabilis
Bill Campbell
Dominic Vaughn
Drama
The players begin in the hotel lobby. Bill Campbell approaches from the back room and instructs them on the boarding arrangements for the visiting Primogen.
Bill: Each Primogen has been assigned a suite. I will greet them and see them to their suites. Keep an eye on the area, the Sabbat could be anywhere, at least this is where I’d be if I were one of ‘em. Stay out of trouble.
Dominic enters from the back room, and takes a vantage point behind the lobby desk (pretending to look over some arrangements, while keeping an eye on the main door).
The visiting Kindred arrive. Bill will lead them to their ‘special quarters’ as they enter.
First to arrive is Heavy G, the Brujah Primogen. He enters holding his motorcycle helmet under one arm, a rough-looking female Brujah on the other. The girl guffaws loudly at some earlier joke.
Heavy G: Alright, we ready to do this? (gestures to Bill) Cool, how’s it going B?
Traci: (looking around) Ooh, pretty classy joint…
At this point, the Toreador Primogen, Arianna Roquefort, enters with her entourage. All eyes turn towards her.
Arianna: (grandiose) Well, we have arrived!
Dominic: (walking up to greet her) Welcome, Arianna!
He leads her towards the back area, talking closely with her.
Dominic: I trust that you’ll enjoy your stay in our modest  haven…
Arianna: (looking about the lobby) Tsk tsk. A shame that Michaela doesn’t take my advice, with a Toreador’s touch, this drab little hotel could be fabulous! Still, she’s never been known to utilize potential, or even consider what our Clan has done for the Arts in this city. A shame.
Arianna laughs at a whispered comment from Dominic. As they pass the Brujah, Arianna turns up her nose slightly at the them. The two exit through the back door.
Traci: (a bit jealous of the loss of attention from Heavy G) What’s up her ass?  Damn Toreador snobs. Who do they think’s protectin’ their precious museums from getting torched by the Black Hand? It’s our blood out there on the streets! Brujah blood!
Bill: (continuing conversation) Things could be better. I heard what happened to Hector. Damn shame…
Heavy G: (grown stern) Yeah, it was. What this town needs is for Killa-B to come back and lay the smack down…hard. He’s the OG, know what I’m sayin’?
The group exits through the back room.
Mirabilis arrives next, entering through the doorway. The Regent stops for a moment to survey the area, while Johnston whispers into his ear. Johnston appears angry, but Mirabilis’ face shows no expression. The coterie notices the sparkle of a strange amulet and detailed ring the regent wears. The two approach the coterie.
Mirabilis: (nodding to empty space near the coterie) Greetings, Mr. Schreck.
Without warning, the characters suddenly notice the appearance of Mr. Schreck, hobbled over, in front of them. Before the characters can acknowledge him, Bill returns.
Bill: Mr. Schreck, Regent Mirabilis, glad you could join us.
Johnston: The defense of this region requires much of the Regent’s focus, but we are pleased to finally see response from the Camarilla to our claims. It is long overdue. (looking around) We desire to retire to our suite immediately.
Bill: Very well then. Mr. Schreck, should we expect the arrival of your aide?
Mr. Schreck: No…I have come alone.
Bill: Ok, let me show you…
Mr. Schreck: (cutting him off with a raising of his gnarled hand) I will show myself to my quarters, thank you. (he hobbles away)
Bill leads the Tremere to the back area.
The characters may have one more round of feeding/stocking up as needed. The scene ends when the coterie returns to their haven for rest.
Outcome
All the key characters having arrived, the stage is set for the Conclave the following evening.
Storyteller Notes
This section allows for some interaction between the arriving Primogen and the coterie characters, or at least some good eavesdropping. Characters utilizing Auspex to ferret out any information will find it hard to read the Primogen due to their level of power, but the Storyteller can give some subtle hints if the players put in a lot of effort.
The Primogen will not directly address the coterie characters, due to their status, and most will respond in a degrading fashion.
Allow the coterie to feed or stock up on items before the scene ends (this is their last chance to rest until they meet the Triplets). They won’t be able to hear any sound if they listen at the hotel doors, and they may arouse the Primogen within, causing a bad scene.
Scene 3 - The Conclave
Plot
The Conclave begins, but Lucinde has failed to arrive. Without the Justicar to give order, the meeting breaks down into chaos, and ends with several Primogen storming out.
Setting
Board Room
Characters
Primogen (Heavy D, Arianna Rouquefort, Mr. Schreck), Michaela, Dominic, Bill, Luke
Drama
The scene cuts in to the start of the meeting proper. The Primogen are arranged around the meeting table, with Michaela at its head. Dominic sits at the opposite side of the table. Bill and the coterie stand on the outskirts. Luke sits at Michaela’s feet, bare-chested, with a dog collar around his neck that is attached to Michaela’s throne-like chair.
If the coterie examines Luke they notice his pale color, and the many bite scars on various parts of his body.
Michaela: First, I would like to thank all of those here for attending this Conclave, and hope that it will serve to resolve the problems that assail our region in these tenuous times.
Heavy G: Enough with the pleasantries, Michaela, where’s Lucinde? She’s the one who called this little get-together in the first place…
Michaela: I regret to inform you all that Lucinde has been detained with other… pressing matters in San Francisco, and it is questionable whether she will be appearing. I have been instructed to go forth with the Conclave, in hopes that we can resolve these matters amongst ourselves. Lucinde will arrive as soon as she is able.
Johnston: This is outrageous! Mirabilis is the rightful Prince to this region, the only one willing to strike against the Sabbat instead of waiting pathetically for each new attack! He is also eldest of the Primogen. If we cannot state our cause before the Justicar, there can be no resolution!  
Arianna (smiling curtly): It would seem we’re all dressed up with no where to go.
Johnston: Perhaps the Inner Circle doesn’t see the importance of this matter? Do they not realize that without Tremere support, their feeble hold on the Five Boroughs would crumble in a night?!
Heavy G: There’s plenty of Brujah blood on the streets, warlock! We don’t hide in some ivory tower, my boys are out every night, laying it on the line!
Johnston: The Black Hand has weaponry far more dangerous than the guns used by their street rabble! But then, I don’t think I need to remind you of that - your artillery didn’t forestall your recent loss in Queens, did it?
Heavy G rises quickly from his chair, hands trembling with rage.
Mirabilis (holding up a hand to halt his childe): I see no reason to continue this Conclave without Lucinde’s presence. We have already failed in our attempt to resolve this matter ourselves, as logic is met with the unyielding wall presented by this Prince. We await the arrival of the Justicar, should she be forthcoming.
Mirabilis stands to leave, followed by Johnston.
As the two pass the coterie, Mirabilis is heard instructing Johnston:
Mirabilis: Return to the chantry at once. Give word to the counsel that I request a formal complaint to the Inner Circle on this matter.
They leave the room.
Arianna: How can do they expect us to take their claim seriously, when they are unable to even engage in polite conversation?
Michaela: (eyeing Arianna) We’ll adjourn until tomorrow evening. I would remind our guests of the restriction on feeding within the bounds of the hotel, especially the mortal employees. I would direct you to the southern territory, or, if you prefer, suitable vessels can be delivered to your suites.
Arianna: How quaint! Michaela, my dear, I must commend you on the service of this establishment, you’ve obviously spent much of your time on seeing to every detail…
Michaela stands, yanking hard on Luke’s leash (causing him to choke loudly). 
Michaela: Indeed, I see to it that everything here knows it’s place and function.
The scene ends showing the stare-down between the two, ending with Arianna looking away.
The coterie is transported to the hallway outside of their room. The scene will end when they turn in for the day.
Outcome
The players should now understand fully the purpose of the meeting, and the unbalanced state of the power structure within the city. 
Storyteller Notes
Let them be frightened a bit at the instability, sometimes knowing the truth of what goes on behind the curtain of power can be unsettling. Allow some time for discussion of the events before they rest.
Scene 4 - The Hit
Plot
We are privy to an omniscient view of the murder. (optional scene)
Setting
Heavy G suite, Barclay Hallway.
Characters
Heavy D, Traci
Drama
The camera shows the interior of Heavy G’s suite. Heavy G and Traci have been breaking their boredom by trashing most of the furniture in the place. They roll across the bed, Traci ending up on top of the Brujah Primogen (some blood is smeared across her lips).
Traci: I’m still hungry, baby.
Heavy G: That’s why I picked you little-T, you always wantin’ more.
Traci: (smiles) I’m heading out, bring us back somethin’ nice.
She kisses him violently, then leaps off to the door. From outside the room, the camera views the security door opening.
Heavy G (from inside the room): Hurry back, T-girl, light’s comin’ up soon.
Traci: Don’t worry about me, I can take care of myself. (exits room)
She starts heading down the hallway, but stops at sounds from one of the rooms.
Traci: Who’s that? Anyone else up for a late night snack?
We hear the door open, then see a POV from someone coming from the room. Traci’s eyes go wide with fear. Before she has the chance to make a sound, the screen flashes and we hear a wet slash followed by a dull thump. 
Fade out.
Outcome
Mirabilis has been murdered. In the process, Traci has been decapitated, her body left in the hallway by the assassin(s).
Storyteller Notes
Leave this scene out if it spoils the flow. Or have it be a nightmare if there are Malkavian or psychically-endowed characters in the coterie.
Scene 5 - Scapegoats
Plot
The signs of Mirabilis’s murder are found, in addition to the murder of Traci. A meeting is called, within the meeting room, and suspicions and accusations are cast about. The situation is tense, almost erupting into an all-out clan war. The other Clans point the finger at the Prince, while the Seneschal blames the Primogen or Sabbat. Johnston storms in mid-way, demanding an explanation.
Bill is instructed to frisk each member. Johnston demands that the coterie be searched also, and Bill ‘finds’ the smartcard for Mirabilis’ quarters on one of the coterie members. The dispersions fly, but the Seneschal/Prince successfully convince the Primogen that they had nothing to do with this, and that it was probably a Sabbat-planned event.  Although the others call for an immediate death, the Prince requests a special form of penalty. The coterie is shackled and brought to a cell on the rooftop of the Factory to await the sun.
Setting
Board Room, Factory Sunroom
Characters
Primogen (Heavy D, Arianna Rouquefort, Mr. Schreck), Michaela, Dominic, Bill, Luke
Drama
Cut from previous scene to the next evening, in the Board Room. Everyone from the last meeting except for Mirabilis and Johnston are there. Heavy G sits stone-faced, but his anger can be seen burning fiercely in his eyes.
Michaela: As you all are aware by now, there was a breach of security during the day, and Mirabilis is missing. The state of his suite seems to indicate sign of struggle, perhaps even that he has met final death.
Arianna: Signs of struggle? It’s awash in his blood, it’s doubtful he’s alive! (at the description of the room, Dominic grows noticeably irritated)
Mr. Schreck: I have further news. Remains of his clothing and…jewelry were found washed up on Sheepshead bay this evening. They have been forwarded to the Barnard College chantry for examination.
Arianna: It would seem that your rival has been dispatched, Michaela, how convenient…
Dominic: (speaking before the Prince can answer) How dare you insinuate such a thing? The Prince would be mad to risk such an action with the Justicar’s arrival pending.
Heavy G: You’d know about crazy-ass decisions wouldn’t you? All I know is that I wanna ash whoever it was that greased Traci, there’s gonna be hell to pay when I find out!
Dominic: Yes…it’s also worth mentioning that the Brujah Primogen’s childe was found decapitated within the hallway. We haven’t determined if the incidents are somehow related.
Heavy G: Related?! They’re only related by the fact that whoever did it was a coward, taking a lick in his sleep, or choosing to waste a newbie instead of facing a real lick.
At this point, Johnston enters the room. He is livid:
Johnston: I warn you all, the Inner Circle has been made aware of this treachery, and justice will be dealt swiftly to those involved in this deed!
Dominic: What reason do you have to suspect those in this room? The Sabbat are most likely to blame here. Although to be honest, one does wonder how the assassin gained entry, since only yourself and the Regent were given access cards to the suite.
Johnston: I hold no trust for any in this room. Your pointed daggers were visible well before this meeting, only requiring a time to strike. Nightly we successfully hold back the onslaught of the Black Hand, but the Regent’s faith in the judgment of the Conclave was to be his doom. As for the access card, it is missing. It must have been stolen by someone here!
Dominic: We have nothing to hide (looks around the room, hands raised, nodding for assention). Mr. Campbell, if you would be so kind…
Bill nods and begins searching the Primogen, then the Prince and Seneschal. He finds nothing of interest.
Johnston: What of those whelps? None are beyond suspicion, Michaela.
Bill searches the coterie and finds the Tremere’s smartcard on the ‘target’ player (in place of the original card).
Johnston: I knew it! Treachery! Michaela, you will pay for this…
Michaela: Hold! These were trusted Kindred within the city, but I see now that we may have fallen victim to a Sabbat plot. I ensure you that I had no knowledge of this.
The mention of Sabbat is convincing to the Primogen, since, even with the ‘court intrigue’ taking place, the Sabbat have been the subject of most of their fears. Also, Arianna helps to push the idea across:
Arianna: I had a strange feeling about these few before, especially <target player>. I may have seen them near the border, speaking with others in shadow. It is the only solution, our bickering has allowed the Sabbat to place a knife at our throats! Why Mr. Schreck, isn’t it true that your wunderkind childe has gone missing, most likely taken by the Black Hand?
Schreck doesn’t answer.
Johnston: I demand that you deliver these traitors to the Barnard Chantry. The council would have ways of pulling truth from their bones!
Michaela: Enough! Within my domain, I make the final decision as to punishment, especially towards those that have betrayed me. (faces the coterie) You have violated the Sixth Tradition, and are found guilty of corroboration with the Sabbat! (turns to Bill) Mr. Campbell, take them to the ‘sunroom’, and see that they confess their crimes to the breaking day. Perhaps their howls will alert their Sabbat masters to the dangers of invading my home!  I shall forward their ashes to the chantry, for you to do with as you please, Regent Secundus.
The setting switches to the Sunroom, a glass-ceiling metal room high atop the Factory. The thick metal door to the sunroom is heard clicking and locking. The character lie about on the floor, beaten badly and handcuffed. They are low on blood, Heavy G took it upon himself to get in a little personal payback on the way over…
Outcome
The players are in deep now, pegged for the murder and doomed to fry at daybreak. They really shouldn’t know whom to suspect from the cast of characters, since each could have his/her reason:
Michaela - get rid of competition
Dominic - get rid of competition or to weaken Prince’s rule
Arianna - weaken Prince’s rule
Johnston - rise up in rank
Schreck - maybe Mirabilis captured his childe?
Storyteller Notes
If the coterie contains a Tremere player, add some lines from Johnston about their betrayal, and his request to punish them within the Tremere hierarchy (also refused by Michaela).
If for some reason, the character holding the smartcard tries to examine it during the meeting, they will notice that it is different. See what the players try to do to hide this fact if they notice it, but have the assembly notice the ploy and jump to their conclusion even easier.
The characters can’t escape the sunroom, although you can let them try. Let them stew a bit, worrying about what will happen to them.
It’s also fun for the coterie characters to have suspicions about the individual who had the keycard (tied into the rumor at the start, plus Arianna’s comment). This is where the suspicions can all come out, as they face death together. 
Scene 6 - Escape
Plot
Luke comes to the sunroom just before daybreak and frees the coterie. He tells them that he knows of the Seneschal’s treachery, and believes the Prince is entirely uninvolved in the plot. He lets them know that he has followed the Seneschal to a secret meeting area in the docks near dawn (the last visit was the night before Mirabilis’ murder), but doesn’t know whom he is meeting there. He has tried unsuccessfully to tell the Prince of the Seneschal’s treachery. His speech borders on jealousy, as his bond is extremely strong. He warns the characters that if their escape is discovered, a Blood Hunt will be called. He’ll meet them the following evening behind the hotel, since Lucinde is due to arrive by then, they’ll need to be quick.
The characters go free and fight their way out of the Factory.
Setting
Factory Sunroom.
Factory Levels.
Characters
Luke
Drama
The coterie hears a click at the door. A figure steps in, and they notice that it is Luke.
Luke: Hey, you still alive?
Luke hurriedly frees them from their bonds.
Coterie: Why are you freeing us?
Luke: I’m not supposed to do this, but I have to help my master. I’m worried for her. Dominic is planning somethin’, but I don’t know what. I’ve followed him downtown, he’s meetin’ with someone in the abandoned buildings, ya know? By the docks.
Coterie: Why are you worried about Michaela?
Luke: ‘Caus the Justicar is comin’. I think Dominic wants to get her in trouble. I think he killed those two yesterday. I don’t think you killed ‘em. You have to help me, if anything happens to Michaela, I’ll.. I’ll…I don’t know what. Ya know?
Coterie: Ok, we’ll try to help.
Luke: You will? Great! But, you should be careful. If they find out you ain’t dead, they’ll call a hunt, I seen them do it before. The whole city will be lookin’ for ya. The Justicar is supposed to arrive tomorrow night. You have to get something on Dominic before she gets here. I’ll meet you behind the hotel tomorrow. Bye.
Luke leaves the room.
The coterie can leave and enter the factory areas. Lots of combat ensues, as they force their way down to the street.
Outcome
The players escape the factory, but it is dangerously near daylight. They have no option but to seek out the downtown rendezvous that Luke mentions.
Storyteller Notes
There are bags of ash collected from previous prisoners stored in a closet outside the sunroom. If the players look for something to use to fake their deaths with, they can find these and dump them out (along with their handcuffs) onto the floor.  If they can do this, and can discreetly exit the factory, remove the Blood Hunt from the rest of the chronicle, and have the meeting with Bill be a routine security patrol.
Give points for not killing too many fellow Kindred from here on out. The players are targeted as the killers of the Primogen and will be attacked on sight.
On the streets, plan for random encounters with both Blood Hunt squads and some Sabbat war parties. Small Sabbat packs of war-ghouls, usually with a Lasombra or Tzimisce leader are a good way to mix up the action a bit, and keep players from skipping town.

Act II: Discovery
Scene 7 - Blood Contract
Plot
Given the information of Dominic’s rendezvous with a secret entity, the coterie has really no where to go except to the docks area. They do their best to skirt discovery by the searching Blood Hunt packs as they head downtown. They steal inside the location described by Luke and catch Dominic in discussion with the Triplets. The information they overhear explains how Dominic set them up, and his further treachery and deal-making with the Sabbat.
Setting
New York Hubs (uptown and downtown)
Slum Room
Characters
Dominic, Triplets
Drama
The coterie heads downtown, after a brief recovery period to replenish their blood and heal wounds. They stealthily search around the slums and find the building Luke mentioned. Hearing voices inside, they enter stealthily and find the Seneschal talking with three strange female Kindred. They take cover behind piles of falling debris from the floor above, which has collapsed from water damage.
Dominic: Did you not say that the job would be taken care of in a cleanly fashion?! I’ll have our ghouls scrubbing that room for weeks!
Kazi: Regretfully, the warlock put up more of a fight than expected. He had to be terminated within the hotel when his struggle brought the interest of a Brujah whelp. The work was completed, nonetheless.
Dominic: I am certain, that after my business is completed, that you will hold true to your offer?
Kazi: Do you still have our pact? It was written using the tradition of the Tzimisce - a contract on skin-parchment, signed in blood, is irretractable. You have guaranteed yourself a high ranking within the Sabbat for turning over this region to us. We would hope that you have prepared an adequate defense, should your loyalty be questioned by the Justicar?
Dominic: Indeed, I have. Since Michaela’s spurned ghoul has come under my power, I have all the security I need. It was he who, under her instruction, allowed your agents into the haven for their work. Such treachery, all for the promise of the Embrace, which Michaela refuses him. Everything is working as planned.
Kazi: Is it? We’ve received word that the whelps have escaped.
Dominic: (flustered a bit) Well, yes, they seem to have received some help. We have our squads patrolling the city for them as we speak. All Kindred in the Five Boroughs now know that they are murderers, so it is my belief they’ll be found. It’s of no matter, since they will not be able to disrupt the Conclave. Security has been doubled at the Barclay after the incursion.
Kazi: And what of your Prince? Does she suspect your treachery?
Dominic: (taken aback at the word ‘treachery’, but composes himself) Quite the contrary, now that the Primogen believe this to be a Sabbat attack, it has rekindled their fear of such events taking place in their own havens. Their scrutiny has been directed elsewhere, and Michaela assumes that without the Regent to spur them on, they will crawl back to their holes and behave. Besides, she is too busy languishing with her blood-dolls to see the truth of what will become of her.
Kazi: The Justicar, has she arrived?
Dominic: She is expected tomorrow evening. The delay has only mildly affected my plans, but has been more the better, as I have had more time to prepare my…troops. The finding of this little trinket should cause quite a stir at the Conclave (he holds up Mirabilis’ ring). It will give me great amusement to hear how Michaela tries to justify having the Regent’s ring on her person. Hahaha!
Kazi: We look forward to your success at tomorrow’s Conclave. The plans for the initial occupation have not changed?
Dominic: No, everything will go as planned. Until we meet again, hopefully within cleaner accommodations… (bows and exits, ducking low to avoid a bit of cobweb).
Outcome
The players have learned most of Dominic’s scheme, and Bill Campbell’s involvement, and now know that at least Dominic has set them up. They also know of the Sabbat threat to the city.
The key to exposing Dominic lies within finding the pact he has made with the Triplets.
Storyteller Notes
If the players study the Triplets, they note that it is only Kazi that speaks. However, the other two do sometimes mouth ‘words’, producing no sound, but giving a revealing glimpse into their mouths, exposing the nub of an amputated tongue. They appear to be communicating through the central woman, Kazi.
Players will also note Dominic’s disgust with the debris in the room. 
Scene 8 - Three Sisters
Plot
The coterie’s first meeting with the Triplets, in which they find themselves forced to accept the shelter of the sisters from the Blood Hunt attacks, and to help them by finding clues that link Dominic to Mirabilis’ murder in order to clear their names.
Setting
Slum Room
Characters
Triplets
Drama
The players wait for the Triplets to leave, but instead the three sisters stand where they are, silently. After some time, Kazi addresses them:
Kazi: Come forth, young ones. You needn’t be afraid of us.
The coterie feels compelled to approach the Triplets.
Kazi: What resourceful whelps you’ve proven to be. The Seneschal most definitely misjudged you during his selection. But then, we cannot always assume that those we ally with are what they seem, can we?
Coterie Responses:
Dominic is deceiving you. He seeks to be Prince, not to relinquish this domain to the Sabbat.
Kazi: Do not assume that we are so blind that we cannot see the Seneschal’s true intentions. However we would need proof of this deceit to take action, the pact we made is bound by blood.
<more responses here?>
(end_conversation)
Coterie: We are hunted in the streets, and have no haven.
Kazi: Please accept our offer of ‘safe haven’, as it were. Above this building is an apartment that can be used as shelter during the day. You can access it via the ladder in the nearby alleyway. If you find proof of Dominic’s betrayal, it will be useful to us as well as to you, for it would clear your involvement in the murder. It seems that, for a time, we are to be allied on a common goal. If you find proof of Dominic’s betrayal, we will help to clear your name with the Camarilla. After all, what choice do you have? (smiles)
If asked about any other points of the conversation, the Triplets will not answer.
Outcome
The coterie realizes that the Triplets offer the only salvation for them in the city. They also realize that they must find a way to redeem their names, or they won’t survive the following nights. Doing so also helps the Triplets, who are amused at the situation.
Since the coterie has no haven (they can’t return to their old havens, or the Barclay), the abandoned apartment above becomes their new haven.
Storyteller Notes
To further gain the trust of the coterie, the Triplets can offer the coterie some cash, weapons or even a new Discipline. This could be done, should the players begin bartering about the retrieval of the proof or the blood-pact.
Scene 9 - Confession
Plot
Caught by a Blood Hunt squad lead by Bill Campbell, the coterie engages in a fierce battle. Upon winning, they corner Campbell and question him (or just kill him).
Setting
New York Uptown
Characters
Dominic, Kindred deathsquad
Drama
This scene occurs the first time the coterie ventures to the uptown section after talking with the Triplets (presumably to meet with Luke). The coterie is caught in a standoff with a deathsquad, out for blood. Bill Campbell leads them, directing the combat from behind.
When the squad has been dispatched, Bill surrenders.
Bill: I give up! Just kill me quick, I’ve had enough of this.
Coterie: We won’t kill you, but you’ve been duped. Dominic plans to implicate you along with the Prince.
Bill: Yeah, whatever. I don’t believe anyone anymore. Especially not one of you licks.
Coterie: It’s true. We heard him say this himself. He also spoke of his promise to embrace you to those weird triplets.
Bill: (believing them now, eyes widening, then dropping his head again) Ah, it doesn’t matter anyway. Dominic’s got everything in his favor - with the Regent dead, and the Prince about to get set up for his murder, he’ll become Prince. Arianna and Schreck will support him on this. The Justicar won’t have a choice in the matter. And those triplets, they don’t know what they have coming to them. They’ve funded Dominic with weapons and money, so he could prepare a small force to help the Sabbat take over the area from within. But he’s gonna screw ‘em, and kill them their next meeting. The Sabbat packs that enter the city will be ambushed. The Primogen will think he’s a frickin’ hero.
Coterie: You betrayed your Prince for the Embrace?
Bill: I’ve served Michaela for years on end, tirelessly. I broke my damn back for her, and begged her to make me one of you. But she waves me away. I guess she’s looking for a suitable childe from her group of ‘pretty-boys’. Dominic offered me what I wanted - I couldn’t refuse. Don’t think she’s so high-and-mighty. She was in on setting you up, although it was Dom’s idea. She just didn’t know he planned on turning the tables on her. That’s where I come in, I’ll plant the Regent’s ring on her during the meeting with Lucinde, and she’ll be caught red-handed, so to speak.
Coterie: Where is Dominic amassing his force?
Bill: In the old warehouse by the docks. Here’s the security code, but going in there is like suicide. He’s been training his childer there for months, and their all a bunch of crazies, lifted from the asylum.
Coterie: Head back to the hotel. Tell Dominic that we’re dead, and proceed with your plans. We’ll check out the warehouse and see if we can make it back with something to use against Dominic.
Outcome
The coterie learns of Dominic’s secret ‘base’ at the warehouse, and can investigate. 
Storyteller Notes
If the characters embrace Bill, he’ll be found out when he returns to the Barclay and killed by Dominic (who will plant the ring himself). It’s really of no use to embrace him. He won’t survive if sent to take out Dominic, the Prince, etc.
You may want to change the chronicle here, allowing the coterie to kill Bill before he gives his information. If they do this, they won’t have the access codes for the warehouse, or the knowledge of the Prince’s involvement in their setup. You’ll need to devise a way of entering the warehouse. The ending scene will still take place without Bill’s presence, with Dominic planting the ring instead.
Scene 10 - Devil’s Bargain
Plot
The coterie returns to the Triplets with their information, although they soon see that it provides them no help. Now that they know his plans, they’ll deal with him after the deposing of Michaela. The coterie can do nothing to stop the machine in motion.
Setting
Slum Room
Characters
Triplets
Drama
The characters return to tell the Triplets of Dominic’s plans to betray them, gleaned from Bill.
Kazi: The Sabbat do not appreciate such betrayal, be sure that retribution will be sure and swift. But the word of the ghoul offers us no proof. If we could recover the pact we made with the Seneschal, we would be able to consider our contract cancelled. 
Outcome
So, the Triplets offer nothing for the coterie’s work, and it is up to them to stop the night’s events.
Storyteller Notes
Allow the coterie to make a decision on bringing Bill to the Triplets. This scene will change the finale scene, and the consequences should the play continue to include the coming onslaught (see outer endings). For instance, what if Bill is embraced into the Sabbat?
Scene 11 - Mad Stronghold
Plot
The coterie invades Dominic’s secret stronghold, determined to find proof of his pact with the Sabbat. They fight through the army of well-armed Kindred he is amassing, and come upon Smashmouth, the missing childe of Mr. Schreck, who tells them of the secret entrance to the Prince’s offices through the sewers. They also find the skin-parchment pact, signed in Dominic’s blood.
Setting
Warehouse Levels.
Characters
Malkavian (and mixed) Kindred, Smashmouth.
Drama
The coterie reaches the warehouse and enters using the code Bill has given them. They battle the Kindred in training, who use massive firepower to try and stop them. Along the way, they come upon a young-looking Nosferatu, trapped in a cell. They free the prisoner.
Smashmouth: Many thanks. I’m Smashmouth, childe to Mr. Schreck. The Seneschal took me as ransom, forcing my sire to agree to support him, should he become Prince. The bastard has been torturing me here for days, I can never forgive Schreck for not trying to free me.
Coterie: Why didn’t he come to save you?
Smashmouth: Well….Dominic has something else on my sire. The Nosferatu maintain control of the sewers within the city. We also have many secret entrances to ‘secure’ areas, including the Prince’s offices. Dominic discovered this fact, and threatened to disclose this to the Prince.
Below, they reach a subterranean office. Searching a desk there, they can find the skin-pact that Dominic made with the Triplets!
Upon exiting the level, the characters may return the pact to the Triplets, or attempt to expose the Seneschal themselves. If they return the pact to the Triplets:
Kazi: Have you found the pact we made with the Seneschal?
Coterie Responses: 
No, he seems to have hidden it.
Goto end_conversation.
Yes, here it is.
Kazi: Excellent work, fledglings. Of course, it serves no purpose to stop what has been set in motion, the evening’s events will go as planned, up to a point. Before the incursion, Dominic will find his puny force destroyed, and with the domain’s rule in disarray, we shall be able to stroll into the area.
Coterie: And what of your promise to help clear our names?
Kazi: Don’t worry, young ones, your names will be renewed, during your rebirth as Sabbat!
(end_conversation)
Outcome
The coterie may have found the pact, and has discovered a way to enter the hotel, bypassing the main defenses. If they gave the pact to the Triplets, they will have no proof to implicate the Seneschal (doh!).
Storyteller Notes

Scene 12 - Secret Passage
Plot
The coterie battles their way through the Nosferatu in the sewers, and reaches the secret entrance to the Barclay’s hidden offices.
Setting
Sewers Levels.
Characters
Nosferatu Kindred, other monsters.
Drama
The coterie battles their way through the sewers, finally reaching the hidden entrance the Prince’s offices. Once the reach the exit, they can take the  ladder up into the Barclay Hallway.
They immediately meet Bill, who is about to go and plant the Ring.
Bill: You’ve made it! Lucinde has arrived and the Conclave is about to begin. I’m going to plant the ring in Michaela’s gown.
Coterie Responses:
Good. Make sure she won’t be able to detect the ring.
Bill will go ahead and plant the ring for the upcoming scene.
No, don’t plant the ring. We haven’t found any information on Dominic. We’ll need to leave town, you should too. You’re in danger if you stay.
Bill: Yeah, you’re probably right. Let’s get outta here. What a freakin’ mess…
The game ends here, with the coterie not receiving the final bonus of xp.
(end conversation)
Outcome
The stage is set for the finale (if the coterie has agreed to stay). The coterie members have the clues they’ve found/desired prepared to present to the Conclave.
Storyteller Notes
Allow the coterie members to attempt to state their case if they decide not to plant the ring. A successful outcome will require some creative dialog on the coterie’s part.

Act III: Justice?
Scene 13 - Evidence
Plot
The finale of the chronicle, in which the coterie presents their clues and decides upon whom to finger in the murder.
Setting
Board Room.
Characters
Lucinde, Michaela, Dominic, Bill, Primogen (Arianna, Schreck, Heavy G)
Drama
The coterie bursts into the meeting room, surprising everyone.
Dominic: ..however, new information has come to our..what?!! You’re supposed to be…
Johnston: The assassins! Kill them!
Michaela and Dominic: (in unison) Yes! Kill them!
Lucinde: Stop at once! Hold, or face the punishment of the Inner Circle!
She looks at the curious group. 
Lucinde: You obviously have something to present to this meeting? I will hear you out, first though, I would like the Seneschal to continue. He appeared to be about to mention something important?
Dominic: (shaky, looking at coterie) Ah.. yes. (Turns to Lucinde) As I was saying..new information has come to our attention. I regret to bring this forward, but I now have cause to believe that our own Prince was involved in the Regent’s murder…
Michaela: What!? You treacherous snake!
Arianna: I knew it! Lies are never hidden to the Toreador!
Lucinde: Silence! Dominic, do you have proof for these accusations?
Michaela: He has no proof! Lunatic wretch!
Bad Ending: If the ring was planted, and they don’t have the pact:
As Michaela rises and claws towards the Seneschal, the ring flies free from her gown and bounces onto the table in front of the Primogen.
Johnston (picking up the ring, astonished): It is Mirabilis’ ring! Each Regent’s sigil is unique!
Lucinde: Michaela, this proof has implicated you in the murder of the Regent. You are hereby removed of your position. By Camarilla law, your Seneschal is the Prince.
Michaela: No! The blood is on Dominic’s hands as well!
Since the coterie hasn’t recovered the pact, they have no proof against the Seneschal.
Dominic: Excellent! I do believe I have the support of the Primogen?
Arianna: Of course! You’ll make an excellent Prince!
Schreck says nothing, his tongue held by the blackmail Dominic holds over him. Heavy G is too stunned by Michaela’s treachery to speak.
Dominic: (taking the players aside) Well, my new friends. I see that I have grossly underestimated your abilities. I know of your meetings with the… sisters, and hope you understand that I will never give this domain over to the Sabbat. It was never my intention. We’ll deal them a fatal blow tonight. In the meantime, I may have need of creatures of your talents in my new organization. Of course, first, you’ll need to clean up a bit. Schreck’s tunnel may be useful, but there are distinct disadvantages to its use. Come, let’s greet our old Sabbat friends, shall we?
Medium Ending: If the ring wasn’t planted, and they have the pact:
Coterie: The proof is here. The Seneschal intended to plant this ring on the Prince’s person and falsely accuse her of the death.
The coterie throws the ring to the table.
Johnston (picking up the ring, astonished): It is Mirabilis’ ring! Each Regent’s sigil is unique!
Lucinde: What proof do you have of this?
Coterie: This proves Dominic’s treachery. A pact with the Sabbat, signed in blood. He planned to depose the Prince and then hand the domain over to the Sabbat.
Johnston: (works Tremere Taste For Blood ritual) This blood is from the Seneschal! 
Enraged, the Seneschal is thrown to the floor by Heavy G. He’s knocked unconscious by a heavy blow.
Dominic: No! No! The floor is so dirty! Oof!
Heavy G: That’s for little-T…
Lucinde: Well, as long as there are no objections to Michaela retaining her title, this Conclave is concluded.
Michaela glares menacingly at Arianna, who looks away.
Michaela: (pulls players aside) You have done well, for ones so young. What else have you discovered in the last few nights, I wonder?
Coterie: We know of a planned Sabbat incursion, and a meeting with the Seneschal’s handlers this evening.
Michaela: Interesting. You have earned the right to remain within my territory, although I will be watching you. (Turns to the assembly) Make it known that the Blood Hunt for these Kindred is withdrawn. Primogen, amass our forces, tonight we rejoin to deal the Sabbat a fatal blow!
Good Ending: If the ring was planted, and they do have the pact:
As Michaela rises and claws towards the Seneschal, the ring flies free from her gown and bounces onto the table in front of the Primogen.
Johnston (picking up the ring, astonished): It is Mirabilis’ ring! Each Regent’s sigil is unique!
Lucinde: Michaela, this proof has implicated you in the murder of the Regent. You are hereby removed of your position. By Camarilla law, your Seneschal is the Prince.
Michaela: No! The blood is on Dominic’s hands as well!
Coterie Responses:
… (say nothing)
Goto Bad Ending
We have proof of this. A pact with the Sabbat, signed in blood. Dominic’s treachery is even greater, as he planned to place the domain into their hands.
Johnston: (works Tremere Taste For Blood ritual) This blood is from the Seneschal! 
Enraged, the Seneschal is thrown to the floor by Heavy G. He’s knocked unconscious by a heavy blow.
Dominic: No! No! The floor is so dirty! Oof!
Heavy G: That’s for little-T…
Lucinde: It appears we have need of a new Prince. I would ask that Mr. Schreck step from the shadows to rule the Five Boroughs…if there are no objections? (glares at Arianna). Fine. Mr. Schreck, I would assume your first duties would be to counter the plans that these young Kindred have exposed.
Mr. Schreck: Yes, Lucinde. (pulls coterie aside) Congratulations on your astounding victory. Relish this, as most times those in power are not so easy to defeat. And why should I allow Kindred with such a taste for toppling Princes survive within my domain?
Coterie: We have met your childe, Smashmouth, and know of your knowledge of Dominic’s plans to depose the Prince. The Nosferatu was full of information, how do you think we entered the offices?
Mr. Schreck: Ah. Well, it seems that we have a Sabbat incursion to thwart. And I will need Kindred I can trust to lead the assault. (turns to the Primogen) I declare these Kindred free of the Blood Hunt, make this command known throughout the domain! Primogen of New York, rally your forces, tonight we deal the Sabbat a fatal blow!
Outcome
Depending upon the outcome of the story, either Michaela, Dominic or Schreck will be Prince. In any of these, the characters should feel uneasy, since they’ve glimpsed how the role demands the usage of subtle tactics and ploys. And while they have come out of this event unscathed, they’ve made several enemies along the way, and hold information about each Prince that is not forgotten.
Don’t forget that the discovered traitor at the end of the story is brought off to the ‘sunroom’.
If you need more wrap-up conversation ideas, use these:
·	Mr. Schreck:  In any of the endings, the players could discuss the release of Smashmouth. He should chastise the players for using his passage (and killing his Kindred), but can do nothing since a formal complaint would expose the tunnel’s existence. One fun addition to the ‘good ending’, is to have Schreck take Bill under his wing - ‘Have you thought of the Embrace, my son? The gift of the Nosferatu is surprisingly advantageous, if you can get over the little side effects…’
·	Arianna: Discussions with Arianna could be fun, as she tries to whittle out whatever information the coterie has on her support of Dominic.
·	Heavy D: The coterie should have gained some respect from the Brujah Primogen (his probably slightly apologetic about roughing them up earlier). Have them go along with Heavy D for the Sabbat battle that should follow this story.
·	Bill: Depending on the outcome, Bill’s future could be in jeopardy. Consider the results of his betrayal to both Michaela and Dominic during the story.
·	Lucinde: Lucinde departs hurriedly, eager to bring Genina before the Inner Circle. 
Storyteller Notes
Allow for a path that results in the players’ deaths (as when they don’t have the pact). They skirt a fine line, and actually don’t fully reduce their own implications in the crime by exposing the Prince and Seneschal. It’s simply the belief that they wouldn’t dare show their faces at the Conclave if they weren’t innocent that saves them.
License tie-ins, overarching story
-	Note that the void left by Mirabilis is not filled by Johnston Foley, instead Aisling Sturbridge is selected, causing no small resentment to Johnston.
-	One is left to wonder at the outcome had Lucinde arrived on time? Would the players have been able to find the information they needed to clear themselves and expose the Prince/Seneschal, thereby thwarting the Sabbat takeover? Are greater forces at work here?