Ventrue · Vampire
scene 8 Claps of2bunber
scene 8: Claps of2bunber
escape; combat may not be the most efficient option available to the coterie.
It’s possible that the characters catch up with Leland before he can make it to his haven, and you should be prepared for that eventuality. Yes, some unexpected result of the storm can free the Tremere, but this robs the characters of their victory. A better option may be to have Leland convince them that he did not work alone, acting as Mithras’ agent. He professes that he is simply a pawn and has documents to prove it in his haven.
The characters are justified in mistrusting the Tremere, but Leland is artful enough to play to the Ventrue desire for prestige and accomplishment. If the characters simply bring him back to John, there is dignitas in it. But if they bring back Leland and proof of Mithras’ interference in John‘s affairs.. .. scene 8: Claps of2bunber Leland’s haven in St. Thomas’ Chapel is across an open field called the Horse Fair, just north of Bowing Tower, at the northern corner of the city’s defenses. The Tremere may or may not attempt to use lightning to deter the characters at this point, depending on how much blood he has used. The chapel itself is unassuming from the outside and seems to be abandonedat first glance. There appears to be asinglecongregation room and a spire that once housed a bell.
Any character who opens the door to the chapel suffers three points of lethal damage, as the door is protected by the Thaumaturgy ritual Ward Versus Cainites (see Guide to the Camarilla or Dark Ages: Vampire). The incantation is inscribed as a glyph on the inside of the frame. The main hall of the chapel is small, with seating for up to 40. The stairway to the spire collapsesunder any weight. There is also a stairway to a cellar that appears well kept and well used.
You have many options for the defenses of Leland’s haven. The Tremere is versed in Thaumaturgy and has grown paranoid with his alliance with Mithras. The cellar has a hallway with three rooms that serve as library, study and bedchamber. Some possible encounters there involve: Ghouls Leland has created two ghoul servants to aid him with rituals and defense of his haven. Either one, both or neither may be present when the characters arrive. The first, Brom, is a peasant who serves as Leland’s manual laborer. He is large and muscular and has one level of Potence and Fortitude on which to draw. The second, Adele, is the runaway daughter of a merchant, and Leland grooms her for the Embrace. She is crafty and sly, and has studied many of her master’s books to better assist him with his work. Adele has one level of Potence, but also knows two levels of Thaumaturgy (Creo Ignem), and defends her master to the death.
Wards Leland is quite accomplished with wards against ghouls and Cainites. Fear of discovery has led him to ward anything from doors to books to floor tiles in an attempt to protect himself from spies and intruders. Feel free to determine just what objects are warded based on what characters might be interested in touching. Possibilities are scrolls, steps on the staircase, shelves in the library, drawers on the desk in the study, or any of the various magical trinkets adorning the place. Some wards may be similar to the one described above, while others may cause objects to burst into flame, to siphon blood through the skin or to incite frenzy. You can also create your own wards to surprise or frighten the players.
Booby Traps You can create your own your own booby traps, too, but spring-triggered swinging blades and falling axes can be used to great effect on the stairwell to the cellar. Such traps could be sprung by putting weight on certain steps or by standing on a particular floorboard. A sword trap inflicts four dice plus two automatic levels of lethal damage, while an axe inflicts five dice and two automatic levels. Details on these traps and others can be found in the Right of Princes sourcebook for Dark Ages.
Leland makes an effort to fight the characters if his wards and booby traps inflict any significant damage. Having little blood left at this point, he fights hand-to-hand, but only if he is confident of victory. Otherwise, his goal is to retrieve (or destroy) a diary from his study and to escape to his bedchamber at the far end of the cellar.
If Leland reaches his bedroom, he steps onto a circle of charred ground and speaks the name “Reginald of Durham” before disappearing from sight, using the Thaumaturgy ritual Escape to a True Friend detailed in Dark Ages: Vampire and Guide to the Camarilla. Characters may attempt to determine exactly what causes him to disappear (Intelligence + Occult, difficulty 9) or may search his library for a book detailing the ritual (Intelligence + Investigation, difficulty 8).
The characters may prevent Leland from reaching his diary, in which case they win documented evidence of his association with Mithras. The Methuselah had established contact with Leland five years earlier, offering rare and sought-after books of occult lore and ritual magic in return for information regarding those close to Baron John. At Leland’s request, Mithras would spare the Tremere of Durham and John himself any direct harm. The diary contains a full account of the information the Tremere provided to Mithras and what occult tomes were received in return. In general, it implicates Leland as a killer and saboteur, documenting his progression from mere informant to assassin.
Details regarding the bone stake are also provided by the diary, explaining that Leland’s research determined the weapon to be particularly painful and damaging to Cainites.
After he used it to send Gerard into torpor, the bone itself became as hot as a brand and burned its inscribed runes into the Tremere’s palm. While Leland was unsure as to what happened, his best guess is that the weapon activated upon contact with vampire blood and burned with the fires of Hell itself, turning Gerard into ash.
If the diary is taken or destroyed, characters can search Leland’s study. On a table, they find a letter written on behalf of Mithras proposing an alliance, but it lacks the hard-and-fast details found in the diary. Also in the study is an unfinished letter addressed to Mithras that details the characters’ interference in Leland’s affairs. The Tremere makes repeated mention of their meddling and states that he might not be able to wait for an answer from London before acting to remove the threat. There should be reference in the letter to earlier correspondence regarding local characters in the coterie, specifically that they need to be targeted “ahead of schedule.’’ Characters should get the definite feeling that they have been on the list for some time.
Further investigation of the cellar may be hazardous, as there are multiple wards and booby traps throughout. The library contains an almost unequaled collection of occult texts, some of which are only rumored to exist. (These volumes are particularly warded and protected by a variety of other means.) If you wish to move the story along, you can intensify accidents and injury, though you may wish to allow characters time to explore and thus downplay re+ maining dangers. 6cene 9: Eye of tbe 6 t o r m As the characters leave St. Thomas’ Chapel, they meet Eyolf Ivarsson, who immediately asks if they subdued Leland.
If they have, he takes custody of the traitor in John’s name and asks the characters to accompany him to St. Olave’s Church in St. Mary’s Abbey, the baron’s secondary haven. If they have not, he demands to know why, and the methods by which the criminal escaped. If the characters try to dissemble or evade Eyolfs questions (or if they refuse to give up their captive), he tries to gain what he seeks through intimidation or force. They may notice that his Beast is very close to the surface and that he is extremely agitated after the night’s events. Too much stalling incriminates the characters in Eyolf s eyes, and he labels them conspirators with Leland.
When Eyolf happens upon the coterie, he is near frenzy and intent on finding the betrayer. Seeing the characters emerge from the Tremere’s haven startles and confuses him, prompting him to assume a hostile posture. The Gangrel has recently lost two men he considered friends, Gerard and Connor, and was nearly destroyed himself when York Castle collapsed. He paused only long enough to make sure Katla and John were safe before charging off into the storm to Leland’s haven.
Eyolf s clothes are ragged and bloody, evidence of considerable wounds inflicted by flying debris, and he makes no effort to keep a growl out of his voice. Any action on the part of the coterie that he feels delays him from subduing Leland or aids the Tremere’s escape makes him consider the characters enemies, or at the least, obstacles. His first instinct is to intimidate the coterie (roll nine dice for Charisma + Intimidation). Failing that, he may become physical with whatever character he perceives to be the leader. Feel free to develop Eyolf s capabilities to your liking, but remember that the Gangrel has been warmaster for one of the most influential fiefs in Britain for close to two centuries.
If the characters are forthcoming with information on Leland’s escape and connection to Mithras, the Gangrel tells them of conversations with Katla regarding the Tremere’s recent behavior. She fears that Leland is a small player in a greater scheme between Mithras and Meerlinda of the Lion’s Gate Chantry in Durham, and that the two elders conspire to destroy John‘s influence in the region. If the characters mention the name “Reginald of Durham” in their explanation of Leland’s escape, Eyolf recognizes it and informs the group that Reginald is one of Meerlinda’s retainers.
Fighting Eyolf at any point should be discouraged, either through hints at his reputation throughout the chronicle, or physical descriptions that give the impression of a warrior not easily trifled with. Those coteries that do engage Eyolf may have some chance of besting the Gangrel, despite his prowess.
Such characters become suspect in the eyes of all in York, as Eyolf is John‘s most loyal retainer. Attitudes in John‘s court turn hostile, and the coterie could easily be blamed for all the ills of the city, however unlikely members’ involvement may be. Katlamay find some interest in the characters’ courage and warrior spirit, and could later negotiate an uneasy peace between the coterie and the Gangrel. A fight now delays the characters considerably and cuts off many available options, but information about Durham should still be available through Katla - who may be the coterie’s only ally at this point.
If the situation is handled peacefully, the Gangrel answers questions regarding his knowledge of Durham and/or Mithras. He stresses the dangers of opposing either power, and fears that the coterie may be in danger of repercussions from Leland if he has escaped. Eyolf offers to escort the characters to St. Olave’s Church for their own safety, explaining that John and his retainers have relocated there now that York Castle has been reduced to a pile of timber. Many of the city’s Cainites have fled to their own havens, fearing to get too close to the baron lest another unfortunate disaster strike. Eyolf understands if the characters do not wish to travel to John’s haven, but advises the coterie to stay together for its own safety.
The characters notice that the wind has calmed somewhat, though sudden gusts still toss debris into the air and the rain limits visibility to a few yards. They are faced with a crossroads of possibilities at this point as the events of the previous two nights have finally calmed. Standing outside the castle walls, the storm turns to hard rain, and the characters weigh their options.
Depending on how the characters have handled events sofar, they should have arrived at certain conclusions. Several local Cainites have been destroyed, potentially including allies and close contacts. Leland was coerced by Mithras into betraying members of John’s court. York Castle has been destroyed, throwing court into a panic and sending vampires scurrying for the safety of their havens. The characters may be implicated in mortal murders, and quite possibly other fabricated crimes. And the Lion’s Gate Chantry, possibly at the direction of Meerlinda, is somehow involved in a scheme to undermine John‘s position in the barony. What to do about these conclusions, however, is another matter entirely.
This may also be a prime opportunity for the characters to seek out one or more of their sires for guidance. More than likely, local sires actively search for their childer to see how recent successes can be used to greater advantage or to control any damage that may have been done to the family reputation. Sires are especially interested in whether childer were destroyed in the castle’s collapse, probably more to see if their investments and resources are still available than out of parental love.
Sires should be more interested in determining how the coterie’s actions affect their own reputations than in trying to aid the characters selflessly. Avoid elders telling characters what to do or sires dictating characters’ actions.
A sire struggling to establish ties to the Tremere may Most likely, Leland escaped from his haven and is hiding at Lion’s Gate Chantry. This development is repugnant to John and any members of the court who learn of the traitor’s escape. The baron seeks to retrieve his erstwhile advisor. This is an opportunity for the characters to gain considerable dipitas and John’s gratitude. The local, lingering state of paranoia leaves the characters as the only ones willing or available to undertake such a dangerous errand.
If the characters are eager to head north, the baron may release them from any obligations. They have fulfilled their previous agreement with him, for example, rooting out the cause of York‘s troubles. Such willingness might get the characters out of other problems, too. Say, helping to alleviate pressure from mortal authorities.
If the characters are reluctant to help any further, John may posit that they have not yet fulfilled their responsibilities, having left York in total disarray with nothing to show for it but words on paper. The baron pressures the characters by dint of their personal honor (or implied shame) to retrieve Leland from Durham. John is the reigning Cainite of Ventrue blood, after all.
The characters may appeal for increasingly greater boons at this point, and John may agree within limits. The baron doesn’t commit to parceling out specific domains, but could imply that the coterie will be high in his esteem and will feature prominently among those who are granted domain.
John speaks in vagaries, refusing to be backed into a comer. It is still well within his power to use other agents - Evelyn and Eloise perhaps - to secure the return of Leland to York.
While he may be inclined to put characters in contact with certain agents within his various realms of influence, he does not commit to specific rewards. Nor does he capitulate to unreasonable demands. The characters can win favor here, but they can’t expect the world.
If the characters agree to help further, the baron presents them with a letter of introduction to his representative in Durham, Eloise Marchand. Their instructions are to seek her out and brief her before deciding on a course of action. Eloise has a fair knowledge of the Lion’s Gate Chantry and good familiarity with Durham itself. Characters do well to enlist her aid once in the city if they wish to suggest that his childe drag his heels in dealing with Leland and Lion’s Gate, or may ask that a duty be performed that interferes in responding to the Usurper threat. Sires should attempt to use childer’s successes or intentions as part of their own overarching plans.
John The characters may choose to follow Eyolf to St.
Olave’s Church and report what they have learned. If they have somehow managed to capture Leland, this could be the resolution of the act, though it is unlikely the Tremere would allow himself to be taken alive, If he did not survive the assault on his haven, the characters may be left with recovered documents. These circumstances could end the act as well, though you may use the possibility of Meerlinda’s complicity in Leland’s schemes as reason for John to send the coterie to Durham to learn more. have any advantage when dealing with Meerlinda or the other Tremere of the city.
Katla The characters may also turn to Katla, depending on what sort of relationship has beendeveloped with her over the course of the act. Those who agreed to work with her in Scene 5 may return and report events at Leland’s haven. If the characters previously agreed to bring Katla information but never did, they may lose her trust and patronage, even rousing her formidable anger.
Katla seeks to send the characters north to retrieve Leland, but for her own purposes. The elder hopes to gain a better understanding of Mithras’ mind, wishing to question the Tremere regarding his involvement with the Methuselah.
His guilt has already been ascertained in the matter, but the methods of London’s prince have yet to be examined. Katla requests that the characters bring her this prize in exchange for her further patronage and support. The dignitas gained from returning the traitor - performing far beyond their original agreement - would be inestimable.
Though Katla has no firm relationship to Eloise, she knows that John’s representative has the most up-to-date information on Durham’s political landscape. She writes a letter of introduction on behalf of the baron, though she has no definite information on how the characters may locate John’s agent. Characters have a difficult time finding Eloise -Wits + Investigation, difficulty 7 - and an even harder time convincing her that they indeed act in the baron’s best interests. Eloise recognizes the name Katla Thranddottir, although it invokes unspoken suspicions about the einhgur‘s true motives.
No Strings It’s possible that the characters set out for Durham under their own cognizance, pausing only to gather supplies and to feed. While such initiative is commendable, it provides the coterie with little support. Elders may view the characters’ free spirit as an affront to their authority, and may harbor suspi. cions about the coterie’s true motives, especially if there has been any speculation of collusion with Leland. Failing to return Leland ruins the characters’ reputation; further attempts to extract the traitor are tainted by the initial blunderings of a cadre of neonates. Such lack of foresight condemns the characters’ sires, as well, as they obviously didn’t teach their childer patience or respect. Success garners great respect and glory for the coterie, along with accolades for their initiative and capacity to function without direct supervision.
Unless a character has direct ties to Durham, going there without assistance is exceedingly challenging. Characters with local ties in York know of Eloise Marchand’s station in the northern city, but only those with in-depth knowledge of John’s court (a Politics specialty for York, perhaps) know anxrthirlg regarding her contacts or allies. Attempts to locate Ire incredibly difficult, and the characters’ welcome is exceedingly suspect. Convincing Eloise to aid the characters is demanding, made doubly so by their ignorance of her personal agenda. The characters probably have to prove their loyalty to John somehow. scene io: sloob S1X3aters Characters who leave with John’s blessing likely set out directly from St. Mary’s Abbey, exiting the city through Bootham Bar. Those departing without the baron’s explicit knowledge are better served leaving through Monk Bar along the northeastern wall, as that route poses less risk of discovery by John‘s agents in the abbey.
The journey to Durham is roughly 80 miles and cannot be accomplished in one night, even if the characters push their horses to physical collapse. Some provision must be made to spend daytime hours in a safe and secure place. Local characters know of “traveler havens” that can be used along the road - inns, churches or caves. Otherwise, the coterie must spend time in a village or even a covered carriage. It may be a good idea to bring ghouls along for protection during the day, though that may not be possible.
On the road north, the coterie should have some form of encounter engineered to eliminate the characters. You’re free to develop any form of plot by Leland, with any level of prior planning (the characters could have been targets for weeks before the outset of the chronicle, and the timing and setting of those plans is simply revised).
The characters are most vulnerable during the day. The daylight siege of an inn or church provides a level of anxiety or fear, even if the characters awake at dusk to find their impromptu havenunder attack. While this approach may not be suitable for all chronicles, it reminds the characters of the ongoing danger posed to John’s allies.
Some possible threats that draw from previous scenes include: Lupine Attack If the characters held the strange bone stake in the courtyard of Gerard’s murder, or if they picked up some other trinkets Leland dropped during his flight from York Castle, they are marked for Lupine assault. Even if the mystical objects are no longer in the characters’ position, their scent persists.
As the coterie progresses north, observant characters notice that they’re being watched from the depths of the woods and followed at a distance (Perception 4+). The Lupine observer stalks the shadows at a distance until the coterie strays out of earshot of settlements beyond the city walls. When the characters travel far enough from civilization, their pursuer engages them in combat.
A battle-starvedcoterie withcompetent warriors may call for two Lupines, while a group of diplomats and court retainers may call for an intelligent creature that may be susceptible to manipulation. In either case, the bone stake should play a major role. convinced of the characters’ guilt. They may wield True Faith and have approximate knowledge of the common strengths and weaknesses of vampires. If combat occurs, the investigators are unlikely to rush headlong into it, preferring to use their minds and experience to outmaneuver their opponents.
An aggressive confrontation leaves the characters open to further repercussions down the line, as townspeople may witness the altercation. The characters’ credibility is called into question at least, and they’re publicly labeled demons at worst. To discourage combat, you may want to have passersby stop and watch the encounter. A crowd could gather to witness the interrogation, which raises the stakes on open violence.
For the second option, the investigators suspect the coterie’s involvement in recent events, though they lack the proof or conviction to assault the group. The coterie is approached or even surrounded by investigators, who want to “get to the bottom” of the matter. While potentially volatile, the situation can be defused through communication and diplomacy.
This second approach is ideally suited to Ventrue characters; cunning and duplicity are their elements. The Warlords have long been masters of manipulating kine and swaying mortal minds, though this particular development should challenge even the most skilled negotiator. The investigators are suspicious of the characters’ nighttime activities, their involvement in recent deaths, and seeming proximity to unnatural events. It may be difficult to convince the investigators that the coterie is not involved. Downplaying involvement or describing it in an innocuous way may ease the tensions of a gathered crowd. The investigators, however, are not so easily swayed.
Characters likely need to use mind-altering Disciplines in this situation, as mere explanations alone do not assuage the investigators. The mortals have a high resistance to Dominate and Presence, and may quickly turn on the vampires if they sense anything amiss. Obvious use of blood in this situation may increase suspicions. The investigators suspect trickery if, for example, the most staunch accuser among them suddenly and inexplicably pardons the characters. Subtlety is vital. Overt displays of power likely lead to a violent resolution.
Angry Mob The characters are confronted by a large group of townspeople gathered outside York‘s walls. The commoners are determined to end the recent reign of terror at any cost. The mob is driven by fear and self-preservation, in search of the source of recent troubles, and is ready to eliminate it. The characters’ involvement with the priests’ murders is enough spark to light the fires of a mob mentality.
In the mob‘s eyes, the characters are capable of anything.
They could be murderers, thieves, brigands, monsters, demons or worse. The characters’ true nature is of little importance; the gang singles them out as scapegoats. An explosive situation is imminent and the coterie has only a narrow opportunity to calm or distract the crowd. Masterful orators may attempt to disperse the assembly, while less adept speakers may try to divert the mob‘s attention only long enough for the coterie to escape. You have the option of allowing the crowd to be pacified, though failure in such an attempt means the mob attacks the characters or forces them from the city. Cunning characters might even be able to sick the mob on a local rival or thorn in the side. If sufficient aspersions and “evidence” can be posed against another vampire, the mob may go off in search of him or her. (Sene 11: She @ t o m %reds Arriving in Durham, the characters’ ultimate goal is to retrieve Leland from Lion’s Gate Chantry at the north end of the city. This is not easily accomplished, and the coterie likely knows little or nothing about the political situation of Durham. As discussed previously, their most likely con, tact is Eloise Marchand.
Lady Eloise could quite possibly be younger than the characters, though only those who have some knowledge of her origins have any knowledge of that fact. She carries herself with the air of a vampire several times her age, and possesses a keen mind and excellent political savvy. Her service to John has earned the baron’s trust and won her the weighty duty of serving as liaison between Durham and York. Playing in the political games of Cainites centuries her elder, Eloise has managed to establish herself as a significant figure on the local scene.
Also of note, Eloise interacted extensively with Leland during her time as a retainer in John’s court, and she secretly resents the Tremere’s close connection to her lord. She embodies all the arrogance and elitism of the Ventrue, looking down on Cainites of the Low Clans. To her, they should stay to their roles as servants, leaving the station of trusted retainers to their betters. While she respects and understands relationship with John and her rapid rise through the Cainite hierarchy. An attempt could be made to find a local vampire with more detailed information (Intelligence + Investigation, difficulty 7) and develop a relationship that might aid the coterie. Such efforts can put the characters in contact with the ghoul David.
Word of the Characters’ endeavors undoubtedly makes its way to Eloise, and she contacts the coterie through an intermediary to ascertain their intentions.
Eloise is incredibly skeptical of unannounced Characters’ motives, even more than if the characters had been sent by Katla. Without introduction, the characters are entirely foreign to Durham, with no verifiable evidence that they have any connection to John or his court. For all Eloise knows, they could be agents trying to undermine Eloise’s relationship with Meerlinda and the baron. Eloise requires proof of the coterie’s stories before actingontheirbehalf-either from a thirdparty or through direct correspondence from John.
Third-party confirmation can come in several forms, though information regarding Cainite affairs is sketchy at best. Since the characters were restricted to nighttime travel, merchants or other mortal travelers arrived in Durham earlier, bearing news of the terrible storm and the destruction of York Castle. Gossip about mysterious events surrounding the Minster has also spread north, along with word of special investigators being called to the city, but these reports are warped considerably through exaggeration. Alternatively, Eloise may use a carrier pigeon with a brief message or question for the baron.
Of course, characters do not need to seek Eloise and may not even know of her. The coterie may attempt to make contact with an agent of the Tremere (Intelligence + Investigation, difficulty 9) or somehow pass a message to a representative of the clan by mortal messenger. In either case, the characters enter the situation blind, without any information or aid from Eloise Marchand.
It’s also possible that characters conduct a direct infiltration of or assault on Lion’s Gate. These options are ill advised; they’re suicidal. Both the chantry’s defenses and defenders are formidable. While the tower itself is unassuming, the garden approaches are heavily warded with magic designed to deter intruders and alert the Tremere. The mortal magi and Cainite Warlocks who defend the tower are enough to destroy any force short of an invading Cainite army. Make these risks very clear to the players, stressing the number of low-generation vampires undoubtedly calling the tower home. Furthermore, any suchlackofguile andcunningholdslittledignitasorreward for the Ventrue, and may easily lead to the coterie being looked down on as “brutes” or “savages” by all local vampires.
Similarly, invading Eloise’s haven or threatening her destroys any trust the characters could hope to engender in John’s agent. If they succeed in forcing their way into the castle, they come under attack by mortal guards and Eloise‘s ghouls. The characters are branded criminals in Durham.
If the coterie secures Eloise’s aid, she provides safe haven for the characters while setting up a meeting at the Cathedral of St. Cuthbert. You may choose to have this meeting immediately or wait several nights. The former moves the story along without further delay, allowing the characters to continue with the scene. The latter provides Leland with opportunities to eliminate the characters’ threat, or to flee further. Leland has considerable influence among the city guard and merchants, having spent some time serving as a courier between Durham and York. He has access to muscle and money. Given time, he could hire assassins or mercenaries to eliminate the coterie, either all at once or one by one.
These ties also avail Leland of many possible exit routes from the city, using the transportation of merchant caravans and the protection of city patrols.
If you choose to delay the meeting with Meerlinda several nights, you may want to use any of these options as obstacles for the coterie. Conversations with Eloise or other vampires in the city suggest Leland’s realms of influence, which can reveal his plans before the characters are ready to close their net.
The cathedral itself is an impressive structure, with the central tower still under construction. Serving as the city’s Elysium, it is frequently used as a meeting place by Eloise and Meerlinda, the two women kneeling as if to pray in one of the cathedral’s small chapels. Characters are escorted by Eloise herself to the cathedral, where they are to meet with a representative of Lion’s Gate and speak their minds. No violence is permitted in the Elysium, and the utmost decorum must be maintained among mortals at all times.
Eloise directs the coterie to a small chapel alcove where they are told to kneel while waiting for the Tremere to arrive.
Not long afterward, Meerlinda herself enters with an entourage (Leland isnotpresent). TheTremere passby the kneeling characters as though ignoring them and move to a chapel on the opposite side of the building.
Eloise asks a single spokesperson from the coterie to accompany her to a meeting with Meerlinda, explaining that it is improper for the entire group to petition the elder vampire. The characters must choose who speaks for them.
Meerlinda and a single retainer also stand and walk toward a chapel at the rear of the cathedral.
Introductions are made, and Meerlinda’s retainer is revealed as Reginald of Durham, he whom Leland spoke of if he disappeared from York. Eloise introduces the chosen character to Meerlinda as a messenger from York seeking an audience, and then withdraws from conversation. It’s up to the character to convince the elder to give up one of her own.
Convincing Arguments Meerlinda scoffs at the idea of handing Leland over, especially without solid evidence of his wrongdoing.
Reginald seeks to protect his friend and undermine any efforts by the Ventrue to “impose their will” on Meerlinda, or to “force her to bend knee.” Fortunately for the characters, the Tremere of Durham know nothing of Leland’s plots and are not co-conspirators. But if Leland proves to be adangerous liability to the chantry, they have no choice but to give him up. What follows are possible strategies the characters could use (or combine) to get a positive outcome.
If the characters secured Leland’s diary outlining his alliance to Mithras, they may play on the disloyalty of Meerlinda s representative to York, and on her antipathy for the Prince of London.
If the characters have the letters detailing covert involvement between Mithras and Leland, these can be used to support the evidence in the diary or used alone to throw Leland’s allegiance to Lion’s Gate into doubt.
Leland’s crimes have undermined John, and attempts to protect the criminal or delay his punishment would be seen as direct Tremere involvement in the conspiracy.
Leland’s actions have damaged the relationship between Durham and York, and an act of good faith might restore balance. Otherwise, Meerlinda could lose John’s support and be vulnerable to her enemies, namely Mithras.
Leland’s traitorous nature has brought mistrust upon all Tremere of Durham. Only by turning over the criminal might their besmirched reputation be restored.
Unconvincing Arguments While the use of evidence and logic may sway Meerlinda to give Leland up, the elder bristles at Ventrue whopresume to order her around. Appealing to “Ventrue authority” does not further the characters’ cause, nor does stereotypical Ventrue arrogance. Eloise may warn the characters against tacks such as the following.
Characters should not imply that Baron John has authority over Meerlinda, and that she should obey because she is a vassal in the Barony of York.
Any recourse to intimidation or threats angers both Tremere and weakens the characters’ case.
Use of Disciplines such as Presence or Dominate is regarded as an underhanded Ventrue attempt to achieve their will by force rather than discussion, insulting Meerlinda and angering Reginald.
Any disrespect or belittling of Meerlinda’s position in Durham, especially any aspersions cast on the validity of her clan may end the meeting immediately. She has no time for insolence or contempt.
Convincing Meerlinda grants the coterie custody of Leland; he’s handed over directly to the characters by members of the Tremere. Failure leaves Leland safe within the chantry, virtually untouchable. Particularly extreme failure might make Meerlinda an enemy of the characters, or possibly destroy the positive relationship enjoyed between York and Durham. In any case, the characters are expected to return to York and report to John.
Leland probably attempts to escape along the trip back. Remember that the vampires must stop at least once during the day to rest and avoid the sun. Leland is a powerful Thaumaturgist with a sense of the surrounding countryside, not to mention possible contacts along the way who may be loyal to him. He could use his blood magic to effect his release or the death of his captors, or he may call upon outside agents. If the coterie attempts to transport him along major thoroughfares, Leland may have pre-arranged an ambush in hopes of escaping into the countryside to a hidden haven. Perhaps the characters’ wisest course is to stake the Tremere through the heart to force him into torpor for the journey, and/or to take less traveled roads back to York to reduce the possibility of ambush.
Of course, you are free to make Leland as wily and unpredictable as you wish, making for a troublesome and frustrating journey back to York. ecene 13: Da&n approaches York is in various states of disrepair upon the characters’ return. If Eloise sent word ahead by carrier pigeon, John’s seneschal Evelyn de Rocherre meets the characters on the road north of the city. A contingent of ghouls takes custody of the criminal and escorts him back to the baron’s secondary haven at St. Olave’s Church. Even if no word was sent, you may use this option to expedite the conclusion of the act.
Alternatively, Leland can escape from custody into York and prompt another chase.
If Evelyn does not meet the characters, they can head for St. Olave’s Church on their own. Approaching town, the characters draw the attention of the baron’s agents, possibly including Eyolf, who meets the vampires to bring them before John.
Depending on the characters’ actions over the course of the act, their reception may be cause for acclaim or shame.
The possibilities in this scene are almost infinite and are entirely up to you, but some general possibilities apply.
Success If Leland has been brought back to John for judgment and punishment, or even if the coterie brings back considerable evidence pointing to the Tremere’s guilt, the characters are probably in a better position than when the act began.
Coteries sent by John to Durham, and that return with their quarry, perhaps gain the most dignitas and tangible reward for their actions. The baron is greatly impressed by the loyalty and capability displayed, and his good graces may extend to their bloodlines.
Coteries sent to Durham by Katla and that return with their quarry also gain dignitas, but rewards are shared with their benefactor. Katla rises in John’s esteem, which trickles down to the characters and their sires.
Coteries that went to Durham of their own volition and return with their quarry may be rebuked for their temerity, but gain considerable dignitas for their initiative and strength of purpose, as well as loyalty.
Sires may lose some dignitas for not training their childer to follow proper protocol.
Coteries that capture Leland before he can even escape to Durham are renowned for their skill, loyalty and efficiency in bringing the fugitive to justice within hours of his flight from York Castle. The characters are invited to join John’s inner circle of advisors and trusted retainers.
Coteries that do not capture Leland at all, but that manage to bring his diary to John are rewarded.
These characters do not enjoy the benefits that come with taking the Tremere himself into custody, though.
Some dignitas and reward is offered.
Failure The characters may fail to capture Leland or secure enough information to adequately incriminate him, and do not enjoy a warm welcome at St.
Olave’s. Beyond having a lack of faith in their abilities, John harbors suspicions of their loyalty. Without Leland, the focus of the court turns to the characters’ unsuccessful tactics and questionable acts since the meeting with Evelyn in the library. John may wonder about the characters’ connection to Katla, and how that may have allowed the traitor to escape. Or he may focus on how much scrutiny the Cainite population is under after the coterie’s involvement in the deaths of the two priests.
John’s irritation does not stop with the characters, but extends to their sires and even their potential childer. Failure begets failure, and the shame leveled at the coterie during their meeting with John is echoed by sires. Ambitions for domains or alliances may be set back decades or crushed utterly. Feel free to bring failure to a personal level for each of the characters, such as the elimination of key contacts in their respective areas of influence, or increased interest from John or Katla in taking over their networks of allies. cussed under “Schemes and Plans” and “Interests,” above. Immediate results and rewards can be measured in dignitas gained for bloodlines, and positions or domains parceled out by John. More far-reaching effects should be taken into account before the opening of Act 2.
Baron John’s Favor John survives into the Victorian Age as the powerful and influential Prince of York, and his favor can mean significant advantages for characters who earn it. Those who attain positions in John’s court (possibly replacing Gerard or Leland) may become quite influential in Cainite affairs in the coming centuries, and can develop allies and contacts throughout Britain and the rest of Europe.
Other characters may seek domains of their own rather than positions within John’s court, and you may assign regions in small towns such as Leeds that grow to prominence over time. You may also place a character’s sire as Prince of Manchester, assuming the Barony of York wrests the city from the Barony of Chester. Such a move could give vast influence to a bloodline, amassed over time into the Victorian Age.
If the characters fail John in some way or lose his favor, their situation becomes difficult in Y ork, which may force them or their sires to seek greener pastures.
If they stay, the baron likely passes them over for positions and domains (though he may instate a character in a border domain that’s in danger of being overrun by enemies). In either case, opportunities for advancement are minimal. Bloodlines in this situation may try to regain status in the colonies of Victorian England.
Katla’s Favor Katla’s thanks do not carry as much weight as John’s do in the coming centuries. While she remains a prominent figure in York for some time, she never manages to oust John from his seat. Characters who gain her patronage enjoy some residual effects from John (as mentioned above), although they may lose his favor if they openly work to undermine him at Katla’s behest.
Characters who displease Katla in this act may have a difficult time, even if under John’s protection. The einherjar is a fierce rival who seeks to balance the scales. Bloodlines that manage to offend her may pay a dear price in the time before Act 2, or later in Act 3.
Mithras’ Favor Regardless of characters’ success or failure in this act, it’s likely that they make an enemy of Mithras. The Methuselah keeps a close eye on the Ventrue bloodlines involved in compromising his The potential long-term effects of this act are manifold, and should suit the characters’ personal motivations and goals. Possible motivators are disKatla’s Embrace gave Thrand increased Mithras had effectively taken control of (Swords) 6, Ride (Combat) 5, Stealth 3, Survival (Hunting) 5 Knowledge: Academics (Rhetoric) 2, Law (Feudal Obligations) 5, Linguistics 3, Occult 3, Politics (City) 6, Seneschal (Urban Holdings) 6, Theology 3 Disciplines: Auspex 3, Celerity 4, Dominate 4, Potence 3 Backgrounds: Allies3, Contacts 3, Domain 5, Herd 3*, Influence 5, Resources 4, Retainers 4, Status 5 Virtues: Conviction 4, Self-Control 4, Courage 5 Morality: Humanity 5 Road: Kings (see Dark Ages: Vampire) Willpower: 5 * John feeds on only the nobility.
Ratla ZbranSSottir Background: Born in Jorvik to a prominent Viking jarl, Katla quickly drew the attention of the prince’s seneschal, Thrand. The einherjar saw in her a cunning intellect and a warrior’s heart, as well as ties to one of the most important mortals in the city, Katla’s father. Her Embrace was sudden and unwelcome, and she made vain attempts to resist. After a time she grew accustomed to her newfound abilities and vowed she would never be overpowered again. the crowd toward the castle. The building was ablaze.
She reached the door just as John and his servant Leland descended the staircase. Katla issued a challenge to John and intended to destroy the usurping prince, but Eyolf arrived just in time to ease the situation. from the elder. bition to one da olved to accept John’s rule until she men listened to h own court in which she has developed as both a herd and secondary means to power.
Clan: Ventrue Sire: Thrand Nature: Survivor Demeanor: Rebel Generation: 7th Embrace: 920 (Born 898) Apparent Age: Early 20s Physical: Strength (Iron Grip) 5, Dexterity (Feline Grace) 4, Stamina (Tireless) 7 Social: Charisma (Forceful) 4, Manipulation 3 , Appearance (Fierce) 4 Mental: Perception (Experienced) 4, Intelligence (Analytical) 4, Wits (Ambushes) 5 Talents: Alertness (Ambushes) 4, Athletics (Running) 4, Brawl (Grappling) 5, Dodge (Leap) 4, Intimidation (Overt Threats) 7, Leadership (Cornmands) 4 Skills: Animal Ken 3, Archery 3, Etiquette 3, Melee (Axes) 7, Ride (Combat) 5, Stealth 3, Surviva1 (Tracking) 6 Knowledge: Academics (Rhetoric) 2, Hearth 3, Politics (Religious) 6, Seneschal (Urb ings) 4 4, Protean 3 Disciplines: Domi winds and storms s met with the Tre with promises of untold knowledge and the expansion of magical horizons.
Reginald was immediately seduced by her words, and Leland warmed to her quickly. Always rash and impulsive, Reginald accepted Meerlinda’s offer and her childe in 1100. He struggled to ence, but soon learned the ways t effect. Power curse of Came ry at the time and eed to flee north fire that would h