Vampire: The Masquerade
Redemption
Multiplayer Chronicle

To Curse the Darkness

by
Ray Gresko

Additional Dialog by
Daniel Greenberg

Overview	3
Synopsis	3
Location	3
Setup	3
Story Synopsis	4
Backstory	6
Characters	7
Introduction	13
Setup Information	13
Overview	14
Act I : Into the Shadows	15
Scene 1 - Beggar’s Bargain	15
Scene 2 - Temesvar by Night	16
Scene 3 - Meeting Melmoth	19
Act II: The Search Beneath	23
Scene 4 - Catacombs	23
Scene 5 - Meeting with Le Comte	24
Scene 6 - Return	26
Act III: Out of the Darkness	28
Scene 7 - Finale	28

Overview
Synopsis
The coterie becomes entangled in the schemes of a curious hermetic Nosferatu, and the search for an ancient Cainite artifact in a small, isolated medieval village.
This is intended to be the ‘starter’ chronicle for new ST’s and coterie members to become familiar with moderated roleplaying. Without a lot of extra roleplaying, it can be played in one session. It’s also useful as a ‘side quest’ within a larger chronicle.
Location
The chronicle takes place in Temesvar, a small medieval village in eastern Europe. The timeframe is not critical, although the story occurs before the creation of the Camarilla, sometime in the 1100s. Currently, the village is home to several Clans, notably Nosferatu (who inhabit the underground catacombs of the town) and an enigmatic Toreador who havens within the church.
The chronicle utilizes the following game levels from the SP chronicle (some with different names):
·	Prague’s Northern Quarter (Temesvar Streets)
·	Inn of the Four Stags (The Mossy Hearth)
·	The Oubliette
·	Josef’s Tunnels (Temesvar Catacombs)
·	Rabbi’s House interior (Sorvena’s Cottage)
Setup
Coterie Composition
The story can be played with any number of characters, of any level (within reason). The combat (when unmoderated) will be easier for higher-powered characters, however. The coterie is assumed to be a coterie already at the start of the mission, although they could have just met in the first scene within the Inn.
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 Melmoth, Sorvena, or Le Comte.
Play Time
Play time may vary (especially if the game is moderated), but this chronicle is playable in one session.

Story Synopsis
The storyline takes place in a pseudo-fictional village, and doesn’t tie heavily into any overarching WoD storylines, making it more malleable for insertion into larger chronicles or as a quick jaunt for troupes looking for a quick MP experience.
White Wolf references to aid play of this chronicle include VtM: The Dark Ages, Liege, Lord and Lackey and all other Dark Ages references.
NOTE: The remainder of this document contains spoiler information Stop reading if you wish to play without knowledge of the story.
Beggar’s Bargain
The coterie arrives in Temesvar, a small village nested in the forested mountains of Eastern Europe. The visit the only inn in the village, the Mossy Hearth, to hear of gossip and possibly select bloodsources. They hear rumours of a recent fire, and a strange sickness in the town that has claimed many. As they exit the inn, they are approached by a hobbled beggar, covered in dirty, disheveled rags, begging for money. The beggar appears seemingly out of nowhere, and startles them when he unsuccessfully tries to drag them into the alleyway. He notices that the characters are Kindred, and his voice and attitude changes immediately. He tells them that he has a matter of great import to discuss with the coterie, and to meet him within the old church tower. He then nervously peers about (or sniffs about, as his eyes appear gouged out and burned away), and disappears into the shadows.
Temesvar by Night
Exploring the town, the coterie meets several characters - who are not used to strangers in their small town. This includes a young woman named Rebecca, who worries after a missing stableboy named Ragwick. Near the ruins of a burning building they meet Mother Eglantine, the portly nun of the church, and Sheriff Blažej, the leader of the local men-at-arms. Eglantine bemoans the state of the town and blames the Sheriff for lack of progress in determining the cause of the blaze, and the theft of a reliquary from the church. She suspects the stableboy Ragwick, who she has caught meeting in secret with Rebecca. They also meet Udolpho, the wraith-like gravedigger in the cemetery. He, like the others, mentions the mysterious sickness and his recent delivery of a package from the gypsy witch Sorvena to the church tower (the same that Melmoth asked that they meet him within). Visiting Sorvena’s cottage gives no more clues, but the gypsy has many charms and potions for purchase.
Meeting Melmoth
The coterie meets with the beggar, who introduces himself as Melmoth - a hideous Nosferatu with features further marred by his black and sunken eye sockets. He relates a pitiable story - he was expelled from his clans subterranean haven due to his lack of vision, which has been compounded by the theft of a monocle he used to improve his sight. The lens was taken by a Toreador named René Le Comte, who resides within the church. He pleads with the coterie for their assistance in retrieving the ‘heirloom’. Since it’s loss he has used a ghouled stableboy to assist him (Ragwick), and now even he’s gone missing. Ragwick was sent to retrieve the monocle, but he never returned. He tells the coterie that the Toreador’s haven can be accessed via the underground catacombs, but they’ll have to fight their way through the Nosferatu that dwell there. He also tells of the Toreador’s deceit and murder of the Nosferatu’s leader, Thelonius, trapping and burning him within a cottage. As proof, he produces a request for meeting, inked in Le Comte’s hand and stamped with his waxen seal. If the monocle is returned, he would prove valuable in instructing them in the safest way to exit the area, which is beset by lupines. He also gives them a key to a crypt within the graveyard in which they can rest.
Catacombs
The coterie enters the catacombs via the secret entrance in the graveyard. They fight through many Nosferatu, enraged at the invasion (and somewhat disoriented by the loss of Thelonius). They traverse a confusing labyrinth of riddles and gain access to catacombs below the church.
Here they discover Ragwick, a young man with telltale disfigurements of the Nosferatu. Ragwick tells them of his service by force to Melmoth, and how he was sent to retrieve the monocle for ‘the old bat’. When asked about Rebecca, he comments that the disfigurements wreaked by Melmoth’s blood stopped him, fearing her love for him would be lost. Le Comte promised to heal his disfigurements, in return for aid in his ‘research’. He wants to leave all of this and take Rebecca from this town. Melmoth has mentioned her, and he fears he’ll embrace her. He also tells of a strange ‘package’ delivered which exploded in light in Melmoth’s face, causing his blindness (he was not as he is now).
At the end of the catacombs, the coterie surprises Le Comte, deep engrossed in the study of a painting. He is using the monocle to determine hidden secrets in the brush strokes and is angry at the intrusion. He tells of the robbery of the monocle, which is rightfully his, and his commissioning of Sorvena to curse Melmoth with the cursed box. If the coterie has the letter sent to arrange a meeting with Thelonius, they can barter for the monocle, threatening to give the information (which implicates him in Thelonius’ death) to the Nosferatu. Although he claims no responsibility in the murder, he will begrudgingly give it to them, fearing the retribution of the Nosferatu. If they don’t have the document, the coterie must kill him to retrieve it.  He warns them of Melmoth’s treachery, and that he was expelled for trespassing into Theolonius’ secret chamber within the catacombs.
Return from the Catacombs
Ragwick is not found on the coterie’s return through the catacombs. The Monocle reveals itself to possess magical properties if used, exposing Obfuscated Nosferatu and (if searched for) the hidden entrance to the Chamber of Skulls (Thelonius’ study). The coterie enters the chamber and finds within a large cache of items retrieved from the church remains, and valuables from the town above. This includes the missing reliquary from the church. They also find Theolonius’s journal, detailing Melmoth’s expulsion for trespassing into the chamber.
On their return to town, the coterie can choose to return the reliquary to Eglantine, making her reassess her feelings about Ragwick.
Ending
The coterie returns to the Oubliette, finding Melmoth greedily waiting for the Monocle.
If they give him the Monocle:
He uses Obfuscate and turns on them (he is very difficult to fight with his immense ability in the Discipline). After he is defeated, the Monocle crashes to pieces on the floor. Rebecca appears, disfigured from the infusion of his blood. She kills herself in front of the coterie, having lost Ragwick, and with the loss of her beauty, she believes he will never accept her if he returns. Ragwick enters and finds her dead, bemoaning the loss.
If they don’t give him the Monocle:
He uses Obfuscate and turns on them, but the Monocle gives the coterie an advantage in combating him. Once he falls, Rebecca appears from the shadows, he has not yet ghouled her. Ragwick enters and the two embrace.

Backstory
Temesvar is an small village off the beaten track, nestled in the heavily forested mountains of Eastern Europe. The area has recently become home to a large cairn of Lupines, effectively trapping all Cainites within. Traditionally, it has been home to Thelonius, an old Nosferatu who has maintained a nest within the catacombs beneath the town. René Le Comte is the most recent visitor, a Toreador from France who has made an alliance with Thelonius, trading ‘art instruction’ to the former sculptor in return for the uncovering of various artifacts within the closed off remains of the ‘old church’, upon which the newer church has been built. Thelonius has allowed him a small haven within the antechamber of the old church in which to do his work.
Le Comte came looking for a certain painting depicting a grotesque and bloody scene, the creation of a famous Toreador painter, Louis Dacré. His works are rumored among the clan to contain secrets and Le Comte believes he’s uncovered the key within the shapes and order of brush strokes within the seemingly innocuous (though disturbing) images. Since Dacré disappeared mysteriously, a half-finished painting torn to shreds within his haven, the rumor has blossomed and gained more credibility. The usage of his lens, the Monocle of Clarity, has given Le Comte the ability to decipher the paintings, which he believes hold the secrets of attaining Golconda. Each painting references the others, so acquirement of all of his works is necessary for revealing the true message (hence their name, the ‘Dacré Sequence’). Le Comte has traveled far across Europe to retrieve his works, and is delighted to have found ‘The Last Caress’ in the collapsed remnants of the old church.
When the Nosferatu delivered the painting to Le Comte, Melmoth was among them, and immediately noticed the Monocle, which Le Comte fingers lovingly. He stole into Le Comte’s chamber one evening and stole the lens, using it to uncover secrets within the town and those of his master, Thelonius. This included learning of the secret entrance to Thelonius’ ‘Chamber of Skulls’. He entered there to read from Thelonius’ journal, but was caught one evening by the clan leader and summarily expelled from the haven. Thelonius wondered incredulously at Melmoth’s ability to find the entrance, since none besides himself had such ability in Auspex, although Melmoth’s Obfuscation talents were remarkable.
Melmoth took up residence in the abandoned ‘Oubliette’ within the foundation of the old church remains. He also took Ragwick, a local stableboy, as a ghoul and servant to his needs. The boy is horrified at the disfigurement he receives from the Nosferatu blood, and bemoans his fate and inability to now face his love, Rebecca. Melmoth harshly quells the boy and bonds service to him by hinting that he could also ghoul the young girl as well. Meanwhile, Le Comte discovers the missing Monocle and begins his search for the thief. He hasn’t told Thelonius of its power, but when his searches prove fruitless, he arranges to meet with Thelonius in an empty cottage on evening. Unbeknownst to them both, Melmoth has learned of the meeting by spying on the sequence of events, and plans to gain his revenge against Thelonius during the meeting. When the two are within the cottage, he applies pitch to the doors and lights the cottage afire. Inside, Le Comte mentions that he has had an item stolen, and cautiously mentions his suspicions of Nosferatu involvement. Theolonius denies the theft, but then mentions Melmoth as a possible suspect. At that moment, the flames enter the interior and burn Theolonius to ash. Le Comte barely escapes with his life. The death sets the Nosferatu clan into disarray, and without Thelonius’ guidance, feeding and embracing has increased without restraint, putting a heavy toll on the mortal residents of Temesvar.
Now with a name to go on, Le Comte learns of Melmoth’s haven-place and commissions Sorvena, a powerful local gypsy witch, to create a cursed gift for the Nosferatu (she is unaware of his vampiric nature, he tells her the package will be retribution for an man who has been overly amorous towards his wife). Sorvena gives Udolpho, a gravedigger that does odd jobs for her, the instructions that Le Comte has imparted, to deliver the package to the dilapidated church tower door.
Ragwick discovers the package, giving it to his master. Melmoth sniffs it over, and sensing no danger, opens it. A blinding flash fills the Oubliette, and the curse blinds Melmoth almost entirely. Luckily, the Monocle’s power still allows him decent sight, giving him an Auspex-enhanced view of the world that exceeds normal sight. Before his charred face has the chance to heal, Le Comte bursts into the Oubliette and snatches the Monocle back. Now nearly incapacitated, Melmoth sends Ragwick to attempt to steal back the monocle.
Le Comte takes pity on the boy’s pitiable attempt to retrieve the monocle, and promising to ‘heal his Nosferatu wounds’ in return for serving him in his work. He sets the boy to aiding the Nosferatu that uncover other works of art beneath the church.
It is in this state that the players come to the village. Melmoth has hidden in pain, healing his charred face and bemoaning the loss of the ghoul. His burns heal, but his sight does not return, the gypsy’s curse was strong indeed. Eventually, the hunger exceeds the small population of rats within the Oubliette, and Melmoth ventures out to attempt to feed, disguising himself as a poor beggar. He sees the meeting with the coterie as an opportunity to regain the Monocle and destroy Le Comte, and seizes upon it. He uses the coterie’s pity and sense of justice to spur them into serving him, in addition to the false hints that he knows of a safe passage through the mountains, without interference by the lupines. He plans to regain the lens, kill Le Comte (if the coterie doesn’t do it), and ghoul (or embrace) Rebecca. He’ll effectively rule the town at this point, and his Nosferatu clan mates will need to bow to him or die.

Characters
Melmoth
(Non-license character)
The conniving Nosferatu, Melmoth has been exiled from his clan, and maintains a temporary haven in the dilapidated church tower. 
Clan: Nosferatu
Generation: 9th
Embrace: 923 (Thelonius)
Apparent Age: Mid-60s
Image: Short, squat, with body bent at bony angles. Typical Nosferatu distortions to the face, but horrifying empty and sunken eyes, with blackened clumps of skin surrounding them. A small bit of a pus-filled milky eye remains in one of the sockets.
Physical: Strength 55, Dexterity 65, Stamina 55
Social: Charisma  45, Manipulation 45, Appearance 0
Mental: Perception 55, Intelligence 65, Wits 45
Disciplines: Cloak of Shadows 4, Potence 2, Beckoning 2
Humanity: 40
Model: Josef
Voice set: DANosferatu
Notes:
Melmoth’s physical disfigurements include improper mending of bones and joints, and as such his body and skeletal structure is very malformed. It creates loud pops and cracks whenever you attempt to perform any exaggerated motion. Still, he’s overcome this problem and when concentrating can move silently when Obfuscated.
He also is nearly blind, which is a disadvantage, but also renders him immune to the effects of Dominate.
Roleplaying Hints:
You are entirely self-motivated, and seek nothing more than to control the Kindred of this small town, setting up your own fiefdom. You control through deceit and cunning, but will rely on brute force when necessary. Still, pity is so much easier to elicit than loyalty. The loss of sight, and especially the monocle, has crippled you immensely, but you haven’t given up hope of regaining it.
You are, as such, nearly completely blind, and rely on limited Auspex and the sense of touch and smell to move and gauge your surroundings. Because of this, you never really face those you are talking to exactly.

René Le Comte
(Non-license character)
A Toreador researcher, devoting his unlife to the discovery of secrets in the work of Toreador painter Louis Dacré. He is madly driven by this search, and currently is engrossed in his newest find - another painting in the set. He maintained a pleasant relationship with the Nosferatu leader, Thelonius, discussing base art with the poor retch in exchange for the delivery of artifacts from their catacombs. 
Clan: Toreador
Generation: 8th
Embrace: 726
Apparent Age: 40 
Image: Finely dressed, with long sandy hair tied back in a queue.
Physical: Strength 55, Dexterity 65, Stamina 55
Social: Charisma 55, Manipulation 55, Appearance 65
Mental: Perception 55, Intelligence 65, Wits 45
Disciplines:  Dread Gaze 3, Celerity 2, Heightened Senses 3
Humanity: 50
Model: Orsi (DA)
Voice set: Orsi
Notes:
Roleplaying Hints:
You think of nothing but the research of the ‘Dacré Sequence’, and believe that one day your efforts will produce the secret of Golconda.

Sorvena
(Non-license character)
A diminutive yet powerful gypsy witch, Sorvena maintains a cottage which serves as her ‘shop’. Many come to her, seeking love potions, curses against their enemies and rivals, and wards against sickness and demons. She happily fulfills all requests, watching the townspeople fight amongst themselves with an unfeeling eye.
Apparent Age: 80
Image: A small, hunched over old woman.
Physical: Strength 20, Dexterity 20, Stamina 35
Social: Charisma 45, Manipulation 45, Appearance 20
Mental: Perception 35, Intelligence 55, Wits 55
Humanity: 50
Model: Unorna
Voice set: Nun
Notes:
Roleplaying Hints:
You are mildly amused to serve the fears and personal grudges of Temesvar through the use of your hedge-magic, and revel in the broiling antagonism between yourself and Mother Eglantine. You realize that when troubles such as the sickness and deaths befall the town, it is to you that the people turn for help (although they do this in secret, with abashed faces). For almost the first time, however, you have concerns as to the cause of this recent outbreak of illness, and suspect darker reasons behind it.

Ragwick
(Non-license character)
A simple stable boy, deeply in love with the young maid, Rebecca. He was taken as ghoul by Melmoth, his blood disfiguring the boy. He bemoaned his state, but was kept under control by subtle hints from Melmoth on having ‘Rebecca join him in his duties’. After being caught by Le Comte in an attempt to steal back the Monocle, the Toreador took him under his wing and promises to ‘repair his beautiful face’ if he serves him in his research.
Apparent Age: 18
Image:  A young, muscular youth with tousled hair and a broad smile.
Physical: Strength 30, Dexterity 35, Stamina 30
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Humanity: 80
Model: Ragwick
Voice set: Dark Ages Male
Notes:
Roleplaying Hints:
You were mischievous in your youth, and without parents you have been relegated to the bottom rung of the social ladder within the town. Your feelings for Rebecca are now mostly in your thoughts, and you seek to steal away from Temesvar with her, to start life anew.

Rebecca
(Non-license character)
A young, beautiful maiden, deeply in love with Ragwick, a stable boy. She currently worries after Ragwick’s sudden disappearance, fearing him lost to the sickness or the demons of the night.
Apparent Age: 17
Image: A supple young lass, dressed in a common frock.
Physical: Strength 20, Dexterity 20, Stamina 20
Social: Charisma 30, Manipulation 40, Appearance 40
Mental: Perception 20, Intelligence 30, Wits 40
Humanity: 85
Model: Milkmaid
Voice set: Milkmaid
Notes:
Roleplaying Hints:
You are demure and of common folk, but your love for Ragwick burns strong. You’d gladly leave with him to the cities west, as you’ve discussed many times during your secret meetings in the stable.

Mother Eglantine
(Non-license character)
The portly nun that basically runs the church in Temesvar. Mother Eglantine watches helplessly as the townspeople waste away from the ‘sickness’, and cares for them within the church’s nave. She blames the downfall of the town on the villagers’ lack of faith.
Apparent Age:  Mid-60s
Image: A portly nun, with round rosy cheeks (usually flushed with anger).
Physical: Strength 20, Dexterity 20, Stamina 20
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Humanity: 95
Model: Fat Nun
Voice set:  Nun
Notes:
Faith 70
Roleplaying Hints:
You are overly pious, seeking to find the devil’s influence in everything. Beneath your acrid wit, you do have a kind heart and solid beliefs.

Udolpho
(Non-license character)
A simple gravedigger, Udolpho busies himself with working in Temesvar’s graveyard. His work of late has been extensive, due to the ‘sickness’ plaguing the townspeople. He is allowed to stay within the church as payment for his services. Unbeknownst to Mother Eglantine, he sometimes does odd jobs for Sorvena.
Apparent Age: 45
Image: A bony, wraith-like man, constantly dirtied from his digging.
Physical: Strength 20, Dexterity 20, Stamina 20
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Humanity: 70
Model: Civ02Beggar
Voice set:  StJohn
Notes:
Roleplaying Hints:
You are of fairly low intelligence, and are quite superstitious. You see that Eglantine and her faith has been unable to stop the occurrences in the town, and do work for Sorvena in hopes that her charms will protect you. You wear a small bag of herbs that she has given you beneath your shirt.

Sheriff Blažej
(Non-license character)
Self-appointed ‘sheriff’ of Temesvar, leader of the men-at-arms that protect the streets, for a stiff fee.
Apparent Age: 50
Image: A stout older man in half-plate armor, a sturdy sword strapped to his belt. Thick mustache and deep voice.
Physical: Strength 50, Dexterity 30, Stamina 40
Social: Charisma 20, Manipulation 20, Appearance 20
Mental: Perception 20, Intelligence 20, Wits 20
Humanity: 65
Model: KnightStJohn
Voice set: Knights of St John
Notes:
Roleplaying Hints:
At first, guarding Temesvar was a gravy job, and the townspeople were willing to pony up the fee your men required to keep brigands from the town. Since the fire and the sickness, the job has become unsettling, even to the boldest men in the company. 

Thelonius
(Non-license character)
Leader of the Nosferatu clan within Temesvar. He is never met, since he is killed in fire by Melmoth. As a human, Thelonius was a failed artist, a matter that still pained him greatly as a Vampire. Caine’s gift has not aided him in achieving more artistic capability, and he desperately searched for those that could aid him in bringing his mind’s visions to life in his art.
Clan: Nosferatu
Generation: 8th
Embrace: 780
Apparent Age: 70
Image:
(Note: never seen in the game) Thelonius appears as a thin, lanky man with stringy white hair. His most notable features is a perfectly smooth balding pate, which is in stark contrast to the contorted flaps of skin on the rest of his face and neck. He is oftentimes found with dried clay covering his gnarled hands and fingernails, and caked onto his thing grey robes. 
Physical: Strength 70, Dexterity 80, Stamina 70
Social: Charisma 70, Manipulation 70, Appearance 0
Mental: Perception 70, Intelligence 80, Wits 60
Disciplines:  Obfuscate 3, Potence 2, Beckoning 3, Drawing Out the Beast 2
Humanity: 55
Model: Not seen in game, but can use DANosferatu2
Voice set: DANosferatu
Notes:
Roleplaying Hints:
A former sculptor in his mortal life, Thelonius has allowed Le Comte to stay within the old church in return for discussions on artistic matters. Thelonius was a strong leader, and kept his ravening brood at bay in order to preserve the small feeding herd of townspeople.

Introduction
Setup Information
Intro Text
You have stopped briefly in the small medieval village of Temesvar for a brief respite on your way through the wilder lands that cover most of this area. Not too soon, either, as the bone-chilling howls you heard during the night’s trek revealed the presence of predatory lupines within these mountains. Lupines who hate Cainites. 
The village consists of little more than an Inn, church, and graveyard, along with the simple cottages of the residents. Still, it should serve as safe haven for a few nights before venturing forth into the dangerous forests. The entire village is protected by a stone wall and a small group of men-at-arms. 
The coterie has chosen to visit the small Inn within the gates of the village, the Mossy Hearth, to hear of the local gossip, and possible learn of any signs indicating resident Cainites. The townspeople are wary of strangers, so you chose a table in a shadowed corner to feign drinking the modest beer offered by the burly barkeep. The worried conversation in the Inn touched on several topics, including a recent fire and a wasting sickness that has spread across the village (at this, the coterie raises an eyebrow). When satisfied with the amount of information, the coterie leaves the tavern to find a haven within the town. The story begins as the players leave the inn.
Storyteller Setup
You may choose to roleplay this section of the game. If so, keep the responses from the townspeople to a minimum - since, due to their isolation, they harbor great distrust of strangers. 
Other rumours they may hear of include:
·	A theft of a reliquary from the church. "I say the good Lord has cursed Temesvar, because we lost our reliquary! Stolen right from out of the holy church! Ragwick, that good-for-nothing stableboy, I'll bet he's the one what took it! He went missing around the same time our precious reliquary was stolen. I say he left town to sell it, and now the angels have punished us with fire and plague. I hope Ragwick's been eaten alive by the hairy beasts a-howlin' in the woods." 
·      A stableboy named Ragwick has gone missing. "Poor Ragwick. A gentle lad, Ragwick the stableboy has gone missing. First our people die of a strange plague, and then they vanish like the faeries have spirited them away."
·      The men-at-arms (referred to as ‘Blažej’s men’) that guard the town (for a stiff fee, called ‘tax’ by the townspeople) have indicated that they plan to move on, leaving the town unprotected. "I hear tell that Sheriff Blažej and his men at arms are going to turn tail and run from Temesvar like whipped dogs. And just when we need them? Bad enough they tax us so heavily, but to leave just when we need them? Who will protect us from brigands and demons in the night?" But another townsperson says "Bah! Let them go! They were never any good at anything but taking our money! Did they stop the wicked sinner who burned down that house near the church? No! Have they stopped the wasting sickness? No! Have they found the lost lad, Ragwick? No! Are we safe in our own beds at night? No! Let Blažej leave. We'll be no safer, but at least we'll keep our few remaining coins!"   
·      The sickness. "Beware, outlander. Beware the wasting sickness. If you catch it, the color in your cheek will fade. You will become weaker and weaker as you waste away until you perish! Some die overnight- healthy as an ox in the evening, pale as a ghost the next morning." 
If the coterie questions about the fire:
·	"I heard tell that human remains were found in the fire- burned to cinders- even though a wooden table nearby was barely scorched. Whose body was it? No one knows? But the gravedigger saw the remains with his own eyes."  
·      Fire location: "That horrible fire was in a cottage near the cemetery, across from the Church." 
Note: Keep the timeframe of the chronicle in mind, be sure to use correct terminology for the Dark Ages (e.g. ‘Cainite’ instead of ‘Kindred’, etc) throughout.
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 : Into the Shadows
Scene 1 - Beggar’s Bargain
Plot
The coterie meets Melmoth (in his beggar disguise), who asks them to meet him in the Church tower basement.
Setting
Temesvar Streets
Characters
Melmoth
Drama
As the coterie leaves the inn, they nearly bump into a hobbled old beggar, covered in filthy rags. The man seemed to appear suddenly out of nowhere. He voice crackles from beneath his thick hood .
Melmoth: Please, kindly outlander. Spare a bit of coin for a wretched old man…
Suddenly, he grabs the foremost coterie member with tremendous strength and tries to yank him into the nearby alleyway. When the grappled character hisses, and as the other members leap around Melmoth, he cowers back, sniffing the air noisily. He voice softens slightly, and gains a deeper, aged tone.
Melmoth: Ah..oh..I see you are Cainites like myself, yes? I beg your pardon! Strangers in this town are uncommon, much less those of our kind. Please forgive another of the damned… I am Melmoth the Nosferatu.
As he attempts to repeatedly bow, jerkily, the sound of cracking bones is heard. The coterie notices his hands, which are curled and gnarled as a vulture’s claws.
Melmoth: Your arrival is fortuitous, as is our meeting. I have words of great import to you, should you wish to survive the night in Temesvar! 
(turns head nervously, as if he’s heard a sound, eliciting another loud tendon pop) 
Melmoth: But these are things best discussed in private. You may find me in the dark places below the tower of the church. Fear not! The church tower is not consecrated ground. My haven is quite safe to the likes of us, I promise you. But please enter in secret. I do not wish to expose my pitiable haven to intruders. Temesvar is unsafe in these perilous times. Come quickly, and tread carefully through the night streets! I would escort you, but in my wretched state I can help no one.
He fades from view and disappears before the players’ eyes. A few loud cracks of bone are heard, followed by silence.
Outcome
The players now know of Melmoth’s haven location, and have been invited to meet him there for reasons unknown. They also may be a little more cautious than they would have been based on only the rumours from the tavern.
Storyteller Notes
If you have inserted this chronicle as a side-quest to a longer chronicle, it may be useful to insert a hint that Melmoth may have some information regarding the overarching story. Just as extra bait to make sure they want to talk to him. You can explain this via Nosferatu contacts or some hint of the coterie reaching his clan’s haven (Melmoth spent much time pouring over secret information normally kept from the majority of Nosferatu).
If Melmoth is studied with Auspex: "You note that Melmoth doesn’t appear to be looking quite exactly at any of you as he speaks. You also notice that one of his eyes is completely sunken in and surrounded by charred and blackened flesh. In the other eye socket, a small bit of a milky eye glints beneath the shadow of his hood."
When Melmoth disappears, he uses Obfuscate level 6 and shouldn’t be able to be found.
Note that the beggar outfit is Melmoth’s current ruse to aid in his feeding, and also to hide his identity from any Kindred in the area. On this evening, he’s been forced by hunger to leave his haven to feed, although he is almost completely blind.
If the coterie tries to ‘buck’ the chronicle by leaving through the main gate, you can hold them off by allowing them to hear several howls in the forest (Werewolves). Also, the guards placed at the gate will refuse to open the doors at night..
Scene 2 - Temesvar by Night
Plot
The coterie explores the small village, meeting several of the key characters, and learning a bit more about the situation in the town.
Setting
Temesvar Streets
Characters
Rebecca, Mother Eglantine, Blažej, Udolpho
Drama
The coterie explores the rest of the town, and converses with several of its residents. These conversations can take place at any time before the finale scene, in any order.
Rebecca
They come upon a young, attractive woman tending to her horse. Her simple frock is dirtied from work with the animals. The horse whinnies loudly and bucks at the coterie’s approach.
Rebecca: Oh! Beg your pardon, you gave me a such a fright! We get so few strangers in Temesvar… Have you journeyed far?
Coterie: Yes, from beyond the forest, a land many days journey east.
Rebecca: (looking excited) Forgive me for asking, but in your travels, have you met a handsome young man with the face of an angel, gloriously thick brown hair, stout chest, the fairest, smoothest skin- Ahem. He answers to Ragwick. You may have passed him on the road through the mountains.
Coterie: No, we have met no one on our journey, and are glad for it. The howls of beasts followed us through the forest.
Rebecca: (breaking into a sob) Oh, I shall never see him again! Forgive me for my tears, but the last I saw of him he was swallowed by night, and I know not whether he has been taken by the sickness, or the wolves, or the demons of darkness, or…or…(sob)
After this she only responds:
Rebecca: Forgive me (sob), I must return to my chores… If I wait here at his stable each evening, perhaps the night will take pity on me and return him…
Mother Eglantine and Sheriff Blažej
In the courtyard in front of the church, the coterie finds Mother Eglantine and Sheriff Blažej . The two are looking at the still-smoldering remains of the burnt building. Mother Eglantine is a portly nun, dressed in a black dress and wimple. The players feel extremely uncomfortable around the strong faith of the nun. The Sheriff is dressed in partial platemail armor, with a large sword strapped to his belt. 
Eglantine: It’s the Devil’s work, I tell you! What are your men doing about finding the fiend that set this blaze, Sheriff Blažej?
Blažej: (heavy sigh) We are doing what we can, Mother Eglantine. We are searching all of Temesvar. But even some of my men have fallen to the sickness… Hold! Who comes here at this time of night? (he notices the players approach and raises an eyebrow)
Eglantine: (muttering under her breath as she sees the players) A rampant plague, our homes burning, and now strangers in town? Why do we continue to bear the burden of the tax you impose upon us I wonder?
Blažej: Humph! (after a short glare at Eglantine) Hail and well met, strangers. What is your business here in Temesvar?
Coterie: We are but travelers, on a journey eastward. Luck was with us in finding brief refuge in Temesvar.
Eglantine: Refuge indeed! I would plan to leave soon, were I in your place, ‘lest you find yourself under my care with the rest of those stricken with the sickness!
Blažej: Aye, that’s good advice, and a fate worth avoiding...(small sideglance grin to Mother Eglantine)
If the players have spoken with Rebecca, the conversation continues. Otherwise, the conversation ends, but the following will occur later if the player talks to Rebecca beforehand:
Coterie: We’ve heard that a townsman has gone missing. A man named Ragwick? 
Eglantine: Well, that’s one that won’t be missed, except by that scurrilous waif Rebecca. More boy than man, Ragwick was, but his intentions with her were immoral in any case! I caught them meeting privately in the stable, whispering scandalous words of passion. I boxed his ears and drove him out into the night. After all, I have arranged for her to marry a well-born gentlemen, and I would not have her despoiled by stable trash. Well, don't you know, the very next evening the boy was gone, along with our reliquary! It’s his thieving hands that have stolen it, to be sure! Of course, our fine “Sheriff” here has yet to bring the lad to justice!
Blažej: I am not certain of the boy’s guilt, but several others have their treasures missing. (quickly) None so valuable as the holy reliquary, mind you. 
After this conversation, the two will only respond with:
Eglantine: Oh, why must the Lord vex us with such calamities? The people of Temesvar must be wicked indeed to deserve such punishment.
Sheriff: Fires, thefts, plague, and now strangers in Temesvar. I fear for this town.
Udolpho
Within the graveyard, Udolpho busies himself digging a new grave. Implements of his work (shovels, piles of dirt, etc) lie about him. Udolpho has a lanky, bony frame, and his face, hands, and simple garments are covered with dirt.
Udolpho: Eh, what? Oh, don’t get many visitors here, most of the townsfolk are fearing the sickness these days…I’ll be diggin’ holes dusk ‘til dawn if it stays this course! I'm the one man in Temesvar regretful of increased trade! 
He wipes his grimy brow with his forearm, smearing dirt across his forehead.
Coterie: Was anyone killed in the fire?
Udolpho: Strange as it was, all that was found were a pile of ash in the shape of a man, lookin’ like someone fell and burned on the spot. 'Tis deviltry indeed, that a fire to weak to do more than scorch a dry wood table could cook a man's bone to ash. No one knows who ‘twas, though, and I’m better for it, one less hole to dig. The church is full of those that’s about to waste away as it is…
Coterie: The sick are in the church? Are they in the church tower? 
Udolpho: No, that’s been empty for years, too damp and leaky to use... No, Mother Eglantin’ cares for the sick in the church nave. But somethin’ strange… Sorvena the gypsy woman did have me deliver a bundle to the door of the church tower. I allowed as I didn't know anyone lived there. She says to mind me own affairs. Mighty strange, but then you don’t do a lot of questionin’ of gypsies. (shrugs)
He begins digging again and talks no further with the coterie.
Udolpho: Sorry, I have to get with the digging, or Mother Eglantin’ll have my hide!
Sorvena
If the coterie enters Sorvena’s cottage, they find her staring into the fire of her hearth. She is an old gypsy woman, although her hunched over back doesn’t hide the power that emanates from her gaze.
Sorvena: Greetings, strangers. What is it that you desire?
Coterie: What do you know of this sickness that plagues Temesvar?
Sorvena: Only that I cannot staunch it. None of my charms have worked ‘gainst it. Quite strange, the stricken seem to waste away, and die with naught but a drop of blood in their pale skin.
If the coterie has spoken with Udolpho, the conversation continues. Otherwise, this section will take place after they have spoken with him.
Coterie: The gravedigger, Udolpho, claimed to have delivered a bundle to the church tower for you…
Sorvena: Did he then? That fool Udolpho does not know how to keep the secrets of the grave. But then, he has no one to converse with but the dead. I will tell you this. Many in this town request my skills, and Udolpho sometimes assists me. But those who request the services of a gypsy witch seldom wish to be known, so there is no more I can tell you.
After the conversation, the coterie may purchase items from Sorvena.
Outcome
The coterie has learned a few more tidbits after these conversations:
·	More about the romance between Rebecca and Ragwick
·	Ragwick is suspected of the theft of the reliquary
·	More about the ‘sickness’
·	A strange delivery made to Melmoth’s haven, a package created by Sorvena
Storyteller Notes
Any other villagers that are asked about Ragwick will reply with similar information as Mother Eglantine (they’ve heard of the stable incident).
There should be severe humanity implications for killing villagers during feeding, as they are already suffering from a Cainite overpopulation.
Have fun with Mother Eglantine’s faith ‘field’. If she approaches any of the members, they are forced to withdraw. If you want to really go ‘off the rails’, allow a chance that they will hiss reflexively and alert the Sheriff to their true nature, forcing them to continue the rest of the adventure hunted by the town guard (who now think them responsible for the sickness brought to the town).
If the Sheriff is questioned further (while Eglantine isn’t in earshot), the players may get him to admit that he’s considering withdrawing from the town. "My men and I may pull up stakes and leave Temesvar before any more of us die. We can fight brigands, but how do we fight a plague? My men are uneasy. The town has paid us well, but not well enough to die of wasting sickness. 
Udolpho doesn’t know much else besides the body count that is slowly rising in the city.
If the players decide to attempt to Dominate or attack Sorvena, make sure they are met with a powerful defense. Sorvena is very skilled in hedge-magic, and will usually spirit away before they have the chance to harm her. Thereafter, they won’t be able to purchase items from her. If they successfully Dominate her into revealing who sent the bundle, she says:
Sorvena: I had never seen him before, and he didn't give me his name, but he was a gentleman. He was well-dressed, with long sandy hair tied back. He had a foreign accent and a refined air. He was clearly not one of these local bumpkins.
Scene 3 - Meeting Melmoth
Plot
The coterie ventures into the church tower basement, and meets the Melmoth. He tells them his version of the story regarding the Monocle, and convinces them to retrieve it for him.
Setting
The Oubliette
Characters
Melmoth
Drama
As the coterie enters the dank room below the tower:
"The circular room is dark and disheveled, the floor is mostly bare, but in places there are piles of rags, and a few bones and spatters of blood. A wooden table with a single white candles sits on a wooden table is the only light. Drips of water, seeping through the walls and ceiling can be heard plinking into small dirty puddles near the walls.
Melmoth turns to greet the you. His beggar’s hood is drawn back to his shoulders, and you see his true face. Blackened skin sinks into shadowy holes that once held eyes, although a milky bit in his left eye still remains. His face is twisted outward, the chin protruding in a jester-like fashion. Teeth shoot off in all directions. His thin, grey tongue shoots through the gaps incessantly. He seems worried, and sniffs the air as he slouches toward you. After a series of snorts against your clothing, his dry tongue darting out to touch your skin, he steps back, appearing satisfied.
Melmoth: Welcome to my dismal lair. I am Melmoth, of Clan Nosferatu. I pity that I cannot make you more comfortable, but such is the misery of my existence… No matter, I promised you aid, and you shall have it. You do not seek to remain here in Temesvar, I gather?
Coterie: No, we journey west, through the forest.
Melmoth: Ah, well then no doubt you have some idea of the dangers awaiting you in the wild. The savage moon-beasts stalk this area, many an stout band of Cainites have ventured into the wood, never to return. I know of the only safe passage from this town, and will gladly share this with you.
Coterie: Tell us of this passage.
Melmoth: Yes, well, I first have need of you, my new Cainite friends. As you may have noticed, I have not been blessed with the gift of sight, and to be sure I have been nearly blind since birth. This is the reason I languish in this hovel, instead of the within the safety of the catacombs below the city, with my Nosferatu brethren. My clan accepted all of the horrid gifts of Caine, but have expelled me from their number due to my lack of sight.
Coterie: How have you survived?
Melmoth: It was not always so. Once I was accepted by the Nosferatu of Temesvar. I held in my possession an heirloom, a monocle given me by my sire, which aided the paltry sight in my left eye…a simple lens to replace those I am missing. It was crafted specially for me, and I have found none to replace it within Temesvar. But alas! The lens was stolen by a wretched Cainite from the Clan of Roses, René Le Comte. Without my sight, I was useless to the Clan, and they cast me out. I’ve subsisted on the rats I can catch by sound and smell here. I would have perished, but for my new servant. 
Coterie: You took a villager as your ghoul? 
Melmoth: Yes, yes! And a fine lad he was, too. A stableboy named Ragwick. I heard him wandering the streets by night when good folk are abed. The urchin had been banished from his people for some minor transgression, and was an exile like me. Though he was a burden, I took him as my ghoul. The weakling shed many tears over the disfiguring gifts bestowed by my Nosferatu blood. But the gifts of the blood were more than compensation to him. He was my eyes, and I could once again walk the streets and feed on sweet, mortal blood! 
Coterie: Where is Ragwick?
Melmoth: Curse the day I sent the boy to the wicked Le Comte, to plead or bargain for my Monocle. But Ragwick never returned. I was a fool to think Le Comte would be merciful! Not after he murdered my Clan’s master, Theolonius, in that cottage fire near the church. I am only grateful that my hunger forced me to the streets this night, for I met you, my noble Cainites. (he snaps his neck loudly)
Coterie: What do you ask of us? 
Melmoth: You are strong enough to wrest my monocle from Le Comte! Return my monocle and I will tell you how to leave this place without interference from the moon-beasts. I also know that when daylight comes you will be at the mercy of suspicious villagers. I can offer you a safe place to hide from the hateful sun. I will give you the key to a crypt lies near the secret entrance to the catacombs, behind the large statue in the graveyard.
Coterie Responses:
Do you have proof of Le Comte’s murder of the Nosferatu? How can we trust you?
Melmoth: I have his message to Thelonius to meet him on the evening of the fire. It is inked in Le Comte’s own hand and fastened with his seal. Here is the damning proof of Toreador treachery! (hands them the message)
Agreed. How do we find Le Comte?
Melmoth: Le Comte's haven lies within an antechamber to this church. My master allowed Le Comte to lodge there, and the Toreador repaid him with death! Le Comte's lair is protected from direct entry by holy ground. To reach the antechamber, you must journey through the catacombs, where Nosferatu lurk. The catacombs pass safely under the consecrated ground and travel to the old, forgotten church interior where Le Comte dwells- all unbeknownst to Mother Eglantine. But beware the catacombs. Now that Thelonius is dead, my brother and sister Nosferatu are far from hospitable. They are an evil brood, distrustful of other Cainites and ferocious towards trespassers in their domain. Good luck in your quest. If I am not here when you return, I pray be patient. Feeding is difficult for me until I replace poor Ragwick. Though I’ve had my eye on a suitable substitute…
He ends the conversation by disappearing before them. Again, a few painful sounding snaps are the only indication of his departure.
Outcome
The coterie has accepted Melmoth’s bargain, and has entrance to the haven in the cemetery. They also know of the catacombs, Le Comte, and the fate of poor Ragwick.
Storyteller Notes
The Letter from Le Comte:
Master Thelonius-
I have a matter of great import to discuss. Meet me at the empty cottage near the church this evening at midnight. Tell no one of the meeting, as I suspect treachery amongst your brood.
Le Comte
Again, you can thwart resistance to Melmoth’s plan by disallowing exit from the city, and also by not allowing for them to find a safe haven for the day. Allow the coterie to feed and rest, picking their time to venture into the catacombs.
Let the players ask for the proof of Le Comte’s involvement. If they choose to perpetrate the carnage required to retrieve the monocle without proof, they’ll pay the price of facing Le Comte.
Note that Melmoth is lying about Ragwick. He could still see when he made the boy his ghoul. He originally did not need Ragwick to find food for him. He wanted ghouls to protect him from Le Comte. 
 
Act II: The Search Beneath
Scene 4 - Catacombs
Plot
The coterie battles their way through the catacombs and meets with Ragwick, who divulges more information about Melmoth. 
Setting
Temesvar Catacombs
Characters
Ragwick
Drama
The coterie ventures forth into the catacombs, and immediately rouses the nest of Nosferatu within. They gain a hint from a strange derelict Nosferatu that aids them in traversing a labyrinth before reaching the church interior. 
Setting:
As you reach the church antechamber, you hear scraping noises. As you enter, you see that the room is filled with sarcophagi, you see a young man hard at work trying to free an old etching from the wall. He’s a sturdy youth with thick brown hair. He turns and says:
Ragwick: What? Who are you? How did you get here?  
As the young man faces the coterie, you notice large contorted scars that run down one side of his face, his skin receding back from the gums and eye socket. If he were once handsome, no trace remains. He is pale, and has several inflamed bite marks on his neck and arms. 
Coterie: We were sent by Melmoth, to retrieve his monocle.
Ragwick: I won't go back! You can't make me! I'll die first! 
Coterie: Be still. We mean you no harm. Who are you, lad?
Ragwick: I am Ragwick. Once the stableboy, and now… now a wretched thing. Because of the wicked slave-master Melmoth! I grieve to hear the old bat has survived, damn his soul! After he lost his sight I hoped he would be unable to find blood, and would shrivel away! 
Coterie: Lost his sight? He could once see? 
Ragwick: When he captured me, Melmoth could see better than any man, and better than his fellow Nosferatu. He could always spot them when they hid from him. Until the bundle arrived. A week after he captured me and forced me to drink his soiled blood, a strange bundle appeared outside the church tower door. Melmoth snorted and sniffed at it for an hour before deciding to open it. There was a blinding flash of light, and Melmoth fell to the ground, clutching his eyes. He was almost completely blind. I was huddled in the corner of the room, eyes shut with pain as his foul blood shattered my face from within. And so I was spared from blindness, by the grace of God. 
Coterie: And the Monocle? 
Ragwick: A few nights later, Le Comte forced his way in and accused Melmoth of stealing the Monocle from him. He hurled me away, and beat Melmoth. He found the monocle, and said that blindness was a fitting punishment for the theft of the lens. Before he was blinded, Melmoth used the monocle to see hidden Nosferatu. But blind, he needed it just to survive. In desperation, Melmoth sent me to steal the Monocle. Le Comte captured me, of course, but he took pity on me. He made me his servant and promised to cure my affliction… (his hand goes to his scarred face) These hated scars slowly fade, and perhaps one day I may return to my fair Rebecca. But I daren't show my face until then... 
Ragwick goes silent, thinking if his lost love. He only responds with:
Ragwick: Beware Le Comte, he will not surrender the monocle without force. 
Outcome
The coterie has nearly reached Le Comte’s lair, and has learned from Ragwick of the package which caused Melmoth’s blindness.
Storyteller Notes
Throughout the combat sequences, you can have some Nosferatu speak of the loss of Thelonius, and show how it has set their nest in disarray. Without his guidance, feeding has gone unchecked, and several bodies litter the floors of the catacombs.
Ragwick is pulling loose etchings from the wall because Le Comte wants to examine their craftsmanship up close. The Toreador is interested in their artistry, and the fact that they may hold another key to the Dacré sequence puzzle.
Scene 5 - Meeting with Le Comte
Plot
The coterie finally meets with Le Comte and retrieves the Monocle.
Setting
Catacombs
Characters
Le Comte
Drama
The coterie comes upon Le Comte, who is entirely engrossed in looking over a painting. He holds the monocle close to his eye, his face close to the canvas.
Le Comte: Hmm..Oh, yes.. interesting…delightful!
Coterie: Le Comte, we come for the Monocle.
Le Comte: How dare you disturb my work? The Monocle is mine, and is not available for barter!
Coterie: Melmoth says that you stole it from him. Yet your boy Ragwick tells a different story.
Le Comte: You think Melmoth can to be trusted? The boy speaks the truth. The Monocle has been mine for a century before the filthy worm Melmoth stole it. I should have suspected wickedness when I saw him greedily eying the Monocle after he delivered a painting to me. The Monocle is crucial to my work, in deciphering the hidden meaning of the brush-strokes in ‘The Last Caress’. It is the masterwork by a Cainite artist of ancient lineage. I shall not waste my breath telling you of the artist, as you have likely never heard of him or his subject. All you need know is that I was well within my rights to retrieve my relic from Melmoth's scabrous claws.
Coterie: So you caused his blindness?
Le Comte: I did, with the help of the gypsy's enchantments. And I am proud to have  wrought so elegant a punishment. Let the one who sought to steal my eyes linger forever in darkness! The justice of it is… poetical. 'Tis the finest art painted on the very tapestry of Caine's brood. And so I shall not be returning the Monocle to your master. Leave now or expect no mercy from me! If you escape, the Nosferatu below will see to your deaths!
If the coterie has the letter from Le Comte to Thelonius:
Coterie: Perhaps it is your death they will seek, Le Comte. We have the letter you sent to their leader, requesting a secret meeting- the night he died! The Nosferatu may find this information of some use…
Le Comte: I am blameless! I barely escaped the fire myself, we were suddenly trapped within the cottage, and smoke began to fill the room. I suspect Melmoth of this treachery!
Coterie: Then why did you request a secret meeting with Thelonius? 
Le Comte: To warn him of treachery within his own household. To tell him of the dangers of the Monocle. To warn him of Melmoth!
Coterie: Nevertheless, we request that you give the Monocle to us. It’s caused enough conflict in Temesvar.
Le Comte: You will regret this, and your league with that sewer rat! He was forsaken by his own clan, for stealing and trespassing into Thelonius’ hidden chambers, he will see to it that you come to harm as well!
The conversation ends. Afterward, Le Comte only responds with:
Le Comte: Leave me, treacherous fools!
If the players didn’t have the letter, a fight ensues. When Le Comte is dead, he drops the Monocle.
Outcome
The players have retrieved the monocle, and have verified the events of the blinding of Melmoth. They also have heard a subtle hint regarding Thelonius’ ‘secret chambers’ (if they didn’t kill Le Comte).
Storyteller Notes
When moderated, the conversation with Le Comte could turn into a fight, even after the bargaining with the letter, and vice versa. Use your discretion, but Le Comte, although powerful, may not want to risk a fight against several Cainites in his enclosed haven. Give experience for successful negotiation, with our without the letter.
Description of the Monocle:
The monocle seems of ancient (and somewhat undetermined) craftsmanship. A thick, dark red lens sits as the ‘iris’ of the setting, which is shaped like an eye, and wrought of fine metal. A small handle is formed on one side, and a silver chain (obviously not as old as the main piece, added later) hangs from the handle.
This is actual the Monocle of Clarity, given the wearer Auspex level 6 when worn. It allows counters Obfuscate of the same or lower levels, and also makes visible the entrance to the secret ‘Chamber of Skulls’, Thelonius’ storage room and study.
If you wish to continue a storyline involving Le Comte’s ‘work’, you can have the coterie find a journal full of undecipherable writing and symbols. 
Scene 6 - Return
Plot
The coterie returns through the catacombs, possibly discovering the Chamber of Skulls.
Setting
Catacombs
Characters
None.
Drama
As the coterie moves back through the catacombs, they run into a few more Nosferatu. Not much more takes place here, unless they figure out the usage of the Monocle. If they successfully find the entrance, they can enter the Chamber.
Setting:
The Chamber is strewn about with horrific skull designs-- Thelonius’ ‘artwork’. There is also much treasure that the Nosferatu have stolen from the townspeople and unearthed from the catacombs and old remains of the church (including the missing reliquary). Within Thelonius’ desk you find a journal, the last section detailing Melmoth’s expulsion, among other things:
January the 23rd
Delivered ‘The Last Caress’ painting to Le Comte. What secrets he is attempting the glean from the painting I do not know, but he has paid handsomely in gold and shared some pearls of his artistic wisdom with me. He has a keen eye, and could help me with my skull sculptures. 
March the 12th
Damn the worm! Discovered Melmoth’s treachery and his invasion of my Chamber. It is unknown how he managed entry, as none of the others can access it save myself. Took mercy and did not stake him out in the sun. Expelled him from the haven. A great loss, as no one of us had mastered the art of Obfuscation like Melmoth.. His downfall was his use of the hidden arts to sneak and steal from his own Clan.
Outcome
The players may have learned more about Melmoth’s expulsion, and the power of the Monocle. They also may have found the reliquary.
Storyteller Notes
Reliquary Description:
A finely wrought reliquary in the shape of a forearm. It is studded with gems and precious metals, obviously of great worth. Inside are the dusty remains of a saint’s arm bone and hand.
Allow the players to learn the use of the Monocle by showing Obfuscated Nosferatu approach. ‘Beware, another approaches!’, ‘Where? I see no one!’, etc. It would be good to have one such situation occur near the Chamber entrance, so they get a hint of it’s location (they may see the hidden sigil marking the door in the background).

Act III: Out of the Darkness
Scene 7 - Finale
Plot
The finale of the chronicle, the coterie decides what to do with the Monocle, Melmoth, and the story wraps up the fate of Rebecca and Ragwick.
Setting
The Oubliette
Characters
Melmoth, Rebecca, Ragwick, Mother Eglantine
Drama
As the players return into town, they pass Mother Eglantine - once again outside the church. They have the option of returning the reliquary, or may keep it to get some cash after they leave Temesvar.
Coterie Responses
We have found the reliquary, it seems the Ragwick was not responsible for it’s theft.
Eglantine: Blessed mercy! Perhaps I was mistaken about that boy. 
…
Do nothing, coterie keeps the reliquary.
(end conversation)
The coterie returns to the Oubliette, and finds Melmoth waiting there.
Until the person who currently holds the Monocle speaks to Melmoth, he says:
Melmoth: I will fulfill my bargain when my Monocle has been returned. My sight may be gone, but I can see that you do not have it!
When the person holding the Monocle speaks to Melmoth, he says:
Melmoth: Ah, you’ve returned! Do you have my Monocle?! Give it to me! (rubs his clawed hands greedily)
Coterie Responses:
Yes, we deliver it as promised. We give it thee and expect our bargain to be fulfilled.
Melmoth: Ah, excellent! Here is your reward, I shall aid you in exiting this town, and this unlife altogether!
He disappears and combats the coterie. He used Obfuscate 6, and will be very difficult to defeat. If the coterie wins:
Melmoth becomes visible, his bony body clattering to the ground. The Monocle falls and shatters to pieces on the ground. From the shadows in the corner of the room, Rebecca approaches. She is horribly disfigured, obviously from Melmoth’s blood. She is trembling, holding a dagger within her hands.
Rebecca: No! You killed him! Now he can never undo this curse he has laid upon me!
She thrusts the dagger into her stomach and falls. As she dies, she says:
Rebecca:  Good bye, my sweet Ragwick. My only consolation is that thou shalt never see that thy beloved hath become a monster.
She thrusts the dagger into her stomach and falls, dead. Ragwick soon enters the room, now mostly healed of his Nosferatu remnants. He falls to the floor, weeping over Rebecca’s body.
Ragwick:  Oh, my angel! Your true face would have returned! And even if it did not, I would love you still! Please return! Oh Rebecca!
End.
Yes, but you shall not have it, treacherous fiend!
Melmoth: Oh, I shall regain what is rightfully mine. Try to fight that which you cannot see!
He disappears with a wink and a few bone cracks. The coterie battles him. If they don’t use the Monocle, he will be difficult to fight, but with it, they should dispense with him easily.
From the shadows in the corner of the room, Rebecca approaches.
Rebecca: Oh, thank you! That horrible monster abducted me! He wanted to feed me his blood and turn me into a monster! He said he would do it as soon as your brought back his Monocle, so he could delight in watching my face become twisted and deformed as his! Thank you for keeping it from him! I am in your debt!
Ragwick enters the room, now mostly healed of his Nosferatu remnants.
Ragwick: I also owe them my life.
Rebecca: Ragwick!
They embrace.
Ragwick: Let us leave Temesvar, my love. I shall drive a coach, that our benefactors may be protected from daylight, and we shall escort them safely from this town!
End.
Outcome
The coterie should gain experience for returning the reliquary to Mother Eglantine.
Depending on the response, the ‘good’ or ‘bad’ ending occurs. In the bad ending, the players don’t have the monocle, and will need to attempt to leave the town as soon as possible. Le Comte will raise the Nosferatu to route them out in the following evening. Feel free to lay some heavy guilt on the coterie’s involvement in Ragwick and Rebecca’s fate. Their experience bonus should be lower for this outcome.
In the good ending, the coterie has helped to rejoin the two young lovers, and may elicit their aid in traversing the forest to the west (riding in a lightproof carriage, etc). They should receive a humanity bonus and larger experience bonus.
Storyteller Notes
The story draws to a close, but there is still the matter of the Monocle. If the coterie isn’t cohesive, there may be a dispute as to who gets to keep it in her possession. Make sure to make clear the urgency to leave Temesvar, and continue on the main chronicle storyline if needed.
You may wish to have both Rebecca and Ragwick slightly deformed even in the ‘good’ ending, but allowing them to view each other through the Monocle will show their true visage, and one that will come to pass after the Nosferatu vitae is gone from their bodies.
Overarching Story concepts:
If the players have Le Comte’s notes, you could tie in further storylines involving the deciphering of the notes, or Le Comte’s attempts at retrieving them. If the players have let him live, they have made a grave enemy.