Black Curtain Theater
Vampire Adventure

Chapter One: A Night at the Theater

by Douglas Seacat
Art by Stacy Drum


Scene One: The Invitation

The first scene should take place in a public place where the PCs usually congregate: A bar, mall, segment of Elysium, it doesn't really matter. Claire, Valasky, and Lucas have already scouted the local Kindred hangouts (and consulted existing Sabbat spies keeping tabs on the city), and have decided to invite the players to a production.

At some point in the evening, the players will be approached by a member of the Black Curtain Theater. This will either be Kelly Grove, Cage, or Thomas Barber, depending upon the location and the nature of the PCs - Kelly if the PCs frequent Elysium or other "civilized" public forums, Thomas Barber if the locale is the "tougher" or Anarch-related, Cage if the guests have at least one attractive woman among them. The contact troupe member will have been told about the PCs by Claire Rosewood, under the pretense that the BCT wants more Kindred audience participation to spread the, fame of the production.

The PCs will be presented with fancy written invitations to a play on the following evening, and the contact person will do his/her best to persuade them to come. If the players are hesitant, they will be told that these are special VIP tickets, which are free, and include an invitation to a special cast party afterwards. Also, they will receive hints that the themes and subject matter are of particular interest to Kindred, and that the troupe has had good success in other cities. GMs are encouraged to use whatever approach they think will work best to arouse the players' curiosity.

Scene Two: Hamlet in the Eye of the Tempest

The players will find the Theater located in a small and inconspicuous playhouse in a run- down area of the city. There are no signs or posters outside the playhouse to indicate a production (characters wary enough to investigate prior to arrival will discover no mention of them in any advertising.) Outside is a line of an odd assortment of people. Most of them are too well dressed for the neighborhood, but do not seem nervous or concerned.

The BCT hires a small private security force in each town to ensure that no trouble ensues during the play, and that outsiders are kept away. Several of these individuals can be spotted at the doorway, as well as near the parking lot. Either Cage, Thomas Barber, or Claire will wait just inside the single entrance and allows entry only to those who have been specifically invited, along with a few guests.

Perceptive PCs (Alertness plus Perception, difficulty 7) will notice that those in line are paying a high price ($60 each) for tickets. When the players get to the door, they will be greeted with particular enthusiasm and friendliness, and reminded about the cast party afterward. They will be told to come backstage after the last act.

Despite the obscure nature of the playhouse and its surroundings, the BCT has surprisingly elaborate sets, costumes, lighting, and props. They have been well funded by the Sage and all their equipment is-top-notch.

The name of the BCT derives from a thick black velvet curtain which is used in every production. After a short wait getting seated (the playhouse is very small and cramped), the play will begin. If the players speak to the mortal audience, they will find them to be fanatic theater fans with eclectic tastes. They are enthusiastic to see this secret performance, and there are rumors that the production is illegal in some obscure way. (Maybe one of the performers is wanted by the law, or they are funded by the Mafia, etc.)

The Play is titled Hamlet in the Eye of the Tempest, written by Claire as a bizarre blend of Shakespeare's works (the Bard contains easy Kindred metaphors). Her messages are not very subtle, but she has gone to some pains to conceal the meaning, not wanting to directly violate the Masquerade. The cast will include: Hamlet (played by Thomas Barber), Ophelia (played by Kelly Grove), Prospero (played by Cage), and several small supporting roles including Ariel, Laertes, and Caliban (played by various cast members, including Sarah Hilton).

In this dark play, Hamlet is Prince of Denmark, and his wife is Ophelia. His parents (the king and queen) have been slain by the machinations of King Prospero, who is his uncle. Hamlet is approached by the sprite Ariel, who is a rebellious slave of Prospero, an evil wizard of great power, and told of the murders. While Hamlet tries to decide what to do, Ophelia comes under the sway of Prospero, who tricks her into drinking a magical elixir three times, thus gaining absolute power over her. Prospero manages to trick Hamlet into drinking the elixir twice before he is warned by Caliban, a savage sent by Ariel. Caliban reveals that he was a slave but has broken free of Prospero's magic by casting aside all the customs and habits of civilization, the meaningless rules and restrictions which made him easy prey.

Caliban entreats Hamlet to abandon his conventional moral beliefs and thus free himself. Ariel arrives and informs Hamlet that even if he frees himself, the only way to save Ophelia (who has violated her vows and bedded with Caliban) will be to attack Prospero in his sleep, kill him, and eat his body, thus attaining his magical power.

This they accomplish in a horrific feast, where Hamlet, Caliban, Ophelia and even Ariel all become cannibals, but thus free themselves and become lords of their kingdom. Although blood and vampires are never brought into the fiction, the Kindred parallels (themes of incest, the blood bond, rebellion and diablerie) are clear and strong.

Unknown to the PCs, Claire and Valasky will be watching them from a hidden vantage, looking for signs of potential Sabbat sympathy. Both will use Aura Sight to gauge reactions. It is possible that a highly perceptive PC may notice they are being watched, but GMs should avoid creating Suspicion at this time. They may interpret Claire's attention as attraction, for instance. Since the play is nicely done, the players should be distracted. The black Curtain will fall at the end of the play to a standing ovation by the fans.

Afterward, the GM should find a way - as unobtrusively as possible - to determine the way each character may have felt about the themes in the play.

Scene Three: Getting to Know the Troupe

Backstage, the PCs will be asked to attend a cast party (the ghouls will be noticeably excluded from most conversation). All of these young Kindred are interested in meeting others of their kind. This party may take place in the back room of a local bar, or perhaps a coffee shop. The atmosphere is casual and warm, and the GM should play the troupe in such a way that they are well received by the PCs.

Claire will make an appearance at the start of the party and thank the PCs for attending, but leaves early, claiming a busy schedule. This scene can be played at whatever depth the GM wishes, but is intended for the PCs to get to know the cast, and hopefully come to like them. Even Thomas Barber is in a good mood this evening.

Those who ask the right questions may learn that the BCT is under new direction, and just started touring other cities. To keep the conversation from concentrating on Claire and the disappearance of Godwin, GMs should focus instead upon the difficulty these neonates had when Lodin was Prince of Chicago and they had to operate in secrecy.

The party should go late, and the PCs will have lost track of time. When they leave, it is only an hour from sunrise, and the sky is visibly lighten, ing. This will prompt them to make haste for their havens, and probably split up to go their separate ways. GMs should be creative if this doesn't seem likely.

For instance, to discourage Kindred from staying at the same house, remind a PC that one of his romantic partners (perhaps from his herd or allies) is waiting to meet him. If possible, something like this should be arranged ahead of time to minimize suspicion. As the Kindred leave, the members of the BCT will ask them to come to the next night's performance, again for free.

Scene Four: Dawn Rendezvous With the Panders

Marc Sivak (see sidebar, pg. 51) has been informed by Claire about the group, and told of potential targets. His pack will be watching from a distance, waiting for them to split up. They will follow someone who is alone, and attack him when he is far enough away from his friends that he can't call for help. The GM should take the targeted player to a separate room to play out this scene, or arrange for the player to stay after the others have left, whichever is more convenient.

Who should the GM capture? There are a variety of answers. Theoretically, this should be some, one with Sabbat sympathies, as seen from the play. (Which can mean anything from a strongly rebellious streak to low humanity or a tendency toward cruelty and violence.

Another good choice is if any of the PCs have committed Diablerie. Perhaps the best choice is someone who has been bloodbound or Dominated against their will. Such manipulation can show up in an aura, and may have been seen by Claire.) It's possible the best target won't be alone, in which case the GM should choose someone else, or arrange to separate the Kindred as mentioned above. Pragmatically, the GM may choose to attack a PC whose player hasn't been very involved in the game, or who has missed game sessions. Whomever is abducted isn't going to be able to play in the game as much, and so it is best if the player is similarly uninvolved.

Sivak's group have experience at this, and work efficiently. Sivak will approach the PC from the front, acting drunk and stumbling into him. At the same time, the rest of the Pander pack will converge from all sides. Two will grab the PCs arms as Sivak pulls out twin revolvers and points them point- blank in his face. The PC will be told to take it easy and cooperate and everything will work smoothly. While Sivak speaks these soothing words, another Pander (one with a high Potence and Melee skill) will come up behind the PC and slam a stake into his heart, thus immobilizing him.

It's possible a skilled PC will be able to turn this encounter into a decent fight. The GM should play this out, and let the PC try to come up with a creative way out of the situation. However, there should be little chance of a single Kindred avoiding an ambush by an entire Sabbat pack.

Eventually, he'll be subdued, staked, then dragged into a nearby alley where a Cadillac with a large trunk waits for them. En route, one of the Panders will notice they are being watched by a startled mortal at the mouth of the alley. This is Alvin Grower, a paralegal on his way to work early. The Panders will jump on him and thrash him thoroughly, leaving him unconscious and presumed dead. They toss the abductee into the trunk, and the Cadillac roars off to reach an underground garage before dawn.

Black Curtain Theater Vampire Adventure


Back to Shadis #29 Table of Contents
Back to Shadis List of Issues
Back to MagWeb Master List of Magazines
© Copyright 1996 by Alderac Entertainment Group
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com