Black Curtain Theater
Vampire Adventure

Chapter Two: A Case of Missing Person

by Douglas Seacat
Art by Stacy Drum


Scene Five: A Quick Head Count

It shouldn't take long the next night for the group to figure out that they are one member short. This may happen as they arrange to go to the next night's play. If they opted to forego the experience, the GM should improvise another reason for them to get together, or have someone else notice the disappearance (a good choice is a Contact, Ally, or Retainer who urgently needs to speak to the missing PC). They could discover that the PC never made it home the previous night, or the GM could suggest the possibility of being caught in the sunrise.

If the players are inclined to paranoia (as most players are) they should suspect the BCT. If they're already attending a performance, they may decide to interrogate the cast backstage afterward. If not, they may decide to make another visit to the Theater.

Since the cast is honestly ignorant, questions will reveal nothing, and may even arouse some righteous indignation on their part. It is possible that Claire will also be questioned, but she will reveal nothing. She is a consummate liar, and was honestly not involved in the previous night's abduction (although she knew it would happen). Even her aura will not show any perceptible deception, unless a PC scores exceptionally well on a reading (four successes or more), and asks the right questions (role-playing).

Should the players ignore the disappearance, let them. Their friend will continue on the path to Sabbat recruitment while they wait. As stated before, the process can be reversed, but the further the target goes, the larger chance of damage to his mind and soul (Derangements and loss of Humanity, respectively).

Resourceful players may pursue other lines of investigation, which should be placed in full. Creative investigation may reveal some clues, although there isn't a lot to work with. If someone decides to trace the most likely path by the missing person, they may come upon the abduction scene, and see signs of struggle.

The Spirit's Touch (Auspex 3) may reveal the fight, but will not provide much information about the assailants. A glimpse of the getaway car may be possible. Use of Animalism on nearby rats, and stray dogs and cats may give similar information, and at least let them know how many "people" were involved in the abduction. Animals will complain of the unnatural and disturbing nature of all those involved.

Scene Six: A Sage Arrives and Asks Questions

This is an optional scene, to be played if the players returned to the BCT As the players leave the Theater, they pass a determined and sharply dressed man headed the other direction, accompanied by a large man dressed as a chauffeur. This is Richard Balterhouse, often referred to as the "Sage", and his ghoul retainer. He seems angry and will push by the players, ignoring them.

If the players wait and see what happens, they will see the Sage enter the backstage offices, and start an argument with the cast. Claire will have already been warned by Lucas Hall (watching from outside) of his arrival, and will have left through the back door, avoiding the argument.

Despite warm greetings by the cast, the Sage begins by demanding to know why they've decided to move to a different city, and what has possessed them to abandon Godwin, their rightful director and sire. This sends the cast into confused protest, claiming that it was Godwin's idea, and that he had personally given them a new director.

The Sage will demand to know who is sponsoring the production. Bewildered, the cast will answer they thought he was. They will repeat that Godwin and Claire are old friends from St. Louis and that it's all okay. The Sage will mention Godwin has never even been to St. Louis, and decide he'd better speak with Claire immediately.

Immediately, the Sage and his driver will leave the Theater in a foul mood, and will not be responsive to questions from the players. He will promise to speak with them later, once he's checked into the matter. The players may decide to question the cast again, and can learn the relationship between the BCT and the Sage. They will express confusion about how the plays have been funded if the Sage was left out of the loop.

[Players skilled in such matters, using Finance, Computers, and Investigation, may be able to check into this. This should be a difficult extended role, and would take some time - probably better spent elsewhere. But success would indicate the money originating in an anonymous trust managed by an investment firm in Toronto. For those in the know, Toronto is definitely Sabbat territory.]

Scene Seven: The Abductee Learns What's Good For Him

This is another optional scene, designed to allow the abducted player some time (albeit of an unpleasant sort). If the person playing the character isn't present, this scene can be skipped. It is Still useful for the GM to keep in mind what's happening to the victim as time advances.

After an uncomfortable night Stuffed in a cold trunk, staked and beaten, the victim will awaken in a damp underground room with concrete walls and pipes lining the ceiling. He will be bound, still injured, and low on blood.

Inside the room with him is Mark Sivak and two members of his pack. The others can be heard in a larger room J . List Outside, and there is only one exit. Needless to say, escape is nearly impossible. Mark Sivak is experienced, and will not look a victim directly in the eye, thus avoiding Domination. Further, he will punish any detected use of Presence.

Sivak will give the standard Sabbat spiel, about how this is the only way, as harsh as it may seem, to free the PC from the slavery of the Camarilla. He will explain the radical steps required to break a pawn free of his master, and that this will be a baptism of blood and redemption. Sabbat vampires are free of the constraints of the Camarilla, able to be themselves.

There is no need for a Masquerade, or to feign humanity. They are something higher and mightier, etc., etc. If possible, this conversation will include specific arguments gathered from the initial reconnaissance by Claire and Valasky. (For example, if the target has an obviously domineering sire, or if his aura shows signs of a Blood Bond, etc.) Sivak will explain how Sabbat Kindred cannot be blood bound, and can break such bonds through a special ceremony. (GMs interested in playing this to the hilt should refer to The Player's Guide to the Sabbat, an invaluable reference.)

Likely the PC in question will not want to hear all this propaganda, but they don't have much choice. Sivak will not brook insolence, and may stake the target to shut him up. Should the PC cooperate and seem interested, Sivak will be pleased and less hostile, but will not otherwise alter the induction procedure.

Before this gets too tiring, Sivak will stop, stake the target, and leave, muttering something about "gathering some of your new brothers." He and his pack (with the exception of a single sentry) will spend the rest of this evening kidnapping more recruits from the mortal population. They can be reached via pager by the sentry at any time, should the PCs be ahead of schedule. However, since there are almost no clues leading to the location of this basement (it was chosen at random), this is unlikely.

It should be noted that although it causes delays in game-play to take one of the characters aside for scenes like this, it's a good way to pro, duce automatic suspense. As they wait for the GM to return, they wonder what happened to their missing friend, and may spend the time speculating and trying to come up with a plan.

Scene Eight: A Visit to the Hospital

Showing surprising tenacity, Alvin Grower survived the attack, but is in intensive care under police guard in one of the local hospitals. The police are curious about the vicious nature of the assault, and are awaiting for Grower to regain consciousness to question him. They think the attack may have been connected to organized crime.

The most likely way the players will discover this is the newspaper. The story of an early morning assault can be found in one of the local newspapers (not on the front page, since such violent acts are common in the World of Darkness).

The article will mention the intersection where the incident occurred, and observant PCs will realize it is on the route taken by the missing character. If none of the PCs are inclined to read the newspaper, they can be informed by Thomas Barber. Barber didn't like the accusations leveled at his friends, and thinks the story may be related. He'll suggest the PCs check it out, in order to see that the BCT wasn't involved.

Interrogating the witness will prove challenging. The location of the hospital isn't listed, there is a police guard outside his door, and Alvin is in poor condition to answer any questions. This shouldn't deter a clever group of PCs, though. Discovering the hospital won't prove difficult, given the players have some investigative skills. There are people (admitting nurses, ambulance drivers, the reporter who wrote the story) who know where Mr. Grower is recuperating. Most of these people can be convinced to divulge the information given some incentive, or through judicious use of vampiric Disciplines.

Similarly, sneaking into the hospital room will require a little effort, but can be accomplished. The single police officer watching the room isn't terribly vigilant (he doesn't think his ward is in danger), and general hospital security is laughable. But the GM should encourage PCs to take proper precautions and provide whatever obsta, cles he/she feels are appropriate to the intrusion.

The most effective way to revive Alvin Grower will be feeding him vampiric vitae in order to accelerate his healing (thus effectively turning him into a ghoul). One blood point will revive him, in weakened condition, while three will make him completely lucid, and heal most of his internal injuries.

With six blood points, he can be healed entirely. However, this is a severe breach of the Masquerade (consequences to be determined by the GM, perhaps impacting after the scenario is finished).

What does Alvin know? Not a great deal, unfortunately. Most of his attention was focused on the horror of the situation. It's all a blur. His horror will be magnified if the abductee or Sivak's pack demonstrated supernatural powers during the encounter.

However, questioning will reveal he does remember the make of the car they drove. Just when the players have given up and are ready to leave, Alvin will remember them mentioning taking their victim to a cemetery in two nights (making it tomorrow night by now), but he doesn't know which one.

Scene Nine: Burial at the Cemetery

The next evening, Sivak's group will take the abductee to a nearby cemetery, which has been chosen specifically for this purpose. The victim will revive to Marc Sivak seated comfortably on a tombstone with a shovel in his hands, in front of a row of open graves. Valasky can be visible as an ominous figure standing just behind Sivak, with his arms crossed, looking very serious, and betraying some Tzimisce disfigurements (like extended fingers and fingernails, and spurs protruding from his elbows, poking through his jacket).

The abductee is no longer staked, but is once again nearly starving from lack of blood.

Sivak will taunt the PC, telling him he is about to undergo a rare privilege: the chance to be reborn as a true vampire. If the PC mouths off, Sivak will be surprisingly forgiving, saying something along the lines of, "You may hate me now, but in a week's time, we will be brothers."

He will then say, "It's time for you to meet those who will join you in your new life. Bring them!" From nearby, the rest of Sivak's pack will drag out a group of bound and terrified mortals, the details to be decided by the GM.

Here Sivak will show cruelty in an old Sabbat game. He will tell the captives that he is feeling generous, and will release the first one to stand and leave. Whomever takes him up on this offer (the PC is not eligible) will be immediately shot and killed the second they try to flee. Sivak will proclaim he/she was not strong or brave enough to join them.

At a quick signal from Sivak, the pack descends on the mortals, draining and then Embracing them in a macabre feast. Valasky may join in, but will keep an eye on the PC in case Sivak needs help with him. Sivak will not allow the PC to interfere. The PC should roll a frenzy check from the sight of so much blood and feeding. Sivak will be greatly amused if he frenzies, and will allow the PC to take part in the feast.

Once this is finished, the mortal victims will be dropped into the graves waiting for them. The PC will have most of the blood drained from him, and thrown into a grave. All of the new "recruits" will be buried, and Sivak's pack will take vigil to wait for the strongest to claw their way to the surface, driving them mad and stripping them of all humanity.

Knowing it may take hours, Sivak and Valasky will leave to take care of covering up certain evidence left by the abductions.

A note on a rescue: the abductee is a bit ahead in the chronology compared to his friends. The GM will need to decide at what point in the process the PCs will try to rescue their friend. Since this may vary depending on how they handle themselves in the next chapter, it is a good idea to play this scene out in full, ending it as the abductee is buried. The timing of the rescue should take place right after Sivak and Valasky have left, while the abductee has been freshly buried.

However, if the PCs delay too long, they may arrive after the recruits have emerged, and been taken by Sivak to a nearby enclosed tomb for brainwashing. It's entirely up to the GM. Even in this case, the abducted PC isn't completely lost, but they will likely suffer from Derangements and possibly permanent loss of Humanity from the trauma.

Black Curtain Theater Vampire Adventure


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