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Chronicles of the Blood Moon

Season 1, Episode 1
In the Chronicles of the Blood Moon players take on the responsibility of the Archons of the Camarilla or
the Templars of the Sabbat. To this end, if characters are created for the occasion, they should be reinforced
to simulate elite agents of the two sects. To do so, you can give: 2 Attribute Dots, 5 Abilities Dots, 2 Discipline
Dots, 3 History Dots and 3 Bonus Dots as suggested in the V3 Supplement: Archons and Templars.

Although the goal of this supplement is to allow player’s access to Archons or Templars, it is possible, with a
little effort, to use these scenarios with other groups of vampires with proper scaling.

The Rules used are from V20 and all references are to the pages of both the French and English version. The
Chronicles of the Moon of Blood presents Gehenna in filigree, but without precise elements, allowing play in
different eras and open to versatile styles.

The scenarios detailed in the Chronicles of the Blood Moon follow a particular format with a Scene per double
page spread and in a fixed presentation. We introduce each page with a title and summary of the scene to give
the ST the information necessary to carry it out. Next is text detailing the scene and its main objectives. This
is followed by a column with possible encounters as well as important information about the scene followed
by the outcomes that should happen naturally. Thus the Storyteller has all the key information of a scene on a
single page. This format is extremely concise being limited to important information only so preparation will
require at least a minimum of effort for the ST!

Credits Licence
Author: Jérémie Coget, Christopher Lenaris World of Darkness, Vampire: The Masquerade, Werewolf:
Proofreading: Batro The Apocalypse, Mage: The Ascension, Wraith: The Oblivion,
Layout: Jérémie Coget Changeling: The Dreaming, Hunter: The Reckoning, Demon:
Editing: Christopher Lenaris The Fallen, Mummy: The Resurrection, Orpheus, Exalted,
Chronicles of Darkness, White Wolf, and their respective logos,
Credits pics : FreeImages.com/Artist’s Member : MariaLucila
icons and symbols.
Gomez, John Nyberg, Simon Stratford, Pierre Benker, Jim
Reilly, Ty Kats, Päivi Rytivaara, Caitlin p, Jonathan Adrianzen,
Rbayrak, Dirk Herrmann, Thomas Rand, Loretta Humble,
Mauricio Lencina, Konrado Fedorczyko, Monte Van Tassel, This material is protected under international copyright
Stephen Joos, Leroy Skalstad, Luca Cinacchio, Jamie Woods, laws. Any reproduction or unauthorized use of the material or
Ashley Voortman...
artwork contained herein is prohibited without the express written
Vampire The Masquerade is a game published by White
permission of White Wolf.
Wolf, French version by Arkhane Asylum Publishing.
This publication is only intended for broadcast under
the Storyteller Vault program.
©2017 White Wolf Entertainment AB, Västgötagatan
5, SE-118 27 Stockholm, Sweden.  

This work contains material that is copyright of White Wolf.


Such material is used with permission under the Community
Content Agreement for Storytellers Vault.

2 CRÉDITS
AN ADVENTURE FOR VAMPIRE THE MASCARADE V20

SCENES MENTAL  XP


PHYSICAL 
6 SOCIAL 35-74


Introduction 4
Scene 1 : Haven of the vanished 6
Scene 2 : The Nightclub 8
Scene 3 : The bookstore 10
Scene 4 : The parchment 12
Scene 5 : Beaumont’s Heaven 14
Scene 6 : The Tomb of Alexander 16
Introduction

Summary PC’s involvement


The PC’s will have to investigate the disappearance Archons: The PC’s are ordered by their Justicar to go
of a vampire that will lead them to the possession of a to Paris and investigate the disappearance of a young
parchment that will allow them to launch an investigation Toreador, Jean Chumeau, a sculptor fond of medieval
into the resting place of Alexander, the former Prince architecture that also works for their patron as an
of Paris, who vanished in the Middle Ages. Just follow informant. He has missed his last two reports and being
the tracks of the parchment, find all the clues, solve the of even more interest is that in the last communication
puzzles and the tomb will be theirs. received, he hesitantly mentioned something of a great
discovery. They are given a picture of the Toreador, the
address of his haven, and are told that he hangs out at the
Things are not that simple though, all this is actually Alcove nightclub. Because Chumeau is a secret contact
an elaborate trap orchestrated by a Vampire Hunter that of the Justicar, it will be necessary to be discreet and not
happened upon an old refuge of Alexander deciding to present themselves as Archons.
use it as a trap. He made copies of the original parchment
that allowed him to find the tomb in the first place. He Templars: The PC’s are ordered to go to Paris and
then “hid” them in strategic locations known to have or investigate the disappearance of a young Toreador
likely to have vampiric activity, then just sat back and Antitribue, Jean Chumeau, a sculptor fond of medieval
waited for them to come to him. Once the vampires are architecture that also works for their patron as an
identified, the Hunter has only to close the jaws of his trap informant. He has missed his last two reports and being
ensuring his victory. Meanwhile the PC’s need to continue of even more interest is that in the last communication
their investigation of the missing vampire(s) and make received, he hesitantly mentioned something of a great
decisions on how much they wish their masters to know. discovery. They are given a picture of the Toreador, the
address of his haven, and are told that he hangs out at the
Alcove nightclub. Because Chumeau is a secret contact of
the Cardinal, it will be necessary to be discreet and not
to present themselves as Templars.
Others: This scenario can easily be adapted to many
chronicles, the PC’s being either friends of Jean Chumeau
or commissioned by a Prince or other powerful figure for
the same reasons stated above.

4 INTRODUCTION
Protagonists Jean Chumeau
The picture of Jean is of a young man in his early 20’s,
having very angular and androgynous features. Think a
Alexander young Divid Bowie as a Toreador.
He was a 4th generation vampire and from what most
of the Paris vampires know of Prince Alexander, he
disappeared in the middle of the 13th century. Some of
the rumors that the PC’s may run across if they ask around
are that he was diablerized, he somehow succumbed to
the plague (Likely thorough Tremere Thaumaturgical
influence), that he was hunted by the Toreador for some
slight against them, and that he ran like a coward from
his own city when things got too difficult. The majority
think that he had sequestered himself somewhere in
Paris and fallen into Torpor. Few Kindred, if any, know
the truth, that he left the city after being dispossessed of
his power by the Toreador and a few years later he was
killed and diablerized by a Mongolian Gangrel, Qarakh,
very far from Paris.

Clément de Montpéril
Clément is a fanatic Vampire Hunter of waning middle
age with wispy medium length grey and silver hair with
a well-kept mustache and goatee. He looks at everyone
through squinting blue eyes as though he is trying to see
something no one else can.

Scene 1 Scene 2
Haven of the vanished The Nightclub

Scene 3
The bookstore

Scene 4
The parchment

Scene 5 Scene 6
Beaumont’s Haven The Tomb of Alexander

S tart - u p
- If the PC’s wish to visit the haven of Jean Chumeau: Scene 1.
- If the PC’s want to go to the Alcove: Scene 2.

THE TOMB OF ALEXANDER 5


Scene 1
Haven of the vanished
Visit the haven of Jean Chumeau whom has been missing
for at least a week.

Location : Home of Jean Chumeau


The haven is located in the suburbs close to the city. Some pavilions and especially many old warehouses and
industrial buildings have been gentrified brining in a much more desirable class of people to take up residence in
the once dilapidated area. In vogue artists like Jean Chumeau now use them as workshops and apartments for as
long as they can afford the excessively priced property.
Chumeau’s apartment is several hundred square meters with an unequally large portion of it used as a sculpture
workshop.
The rest of the suite
contains an office, a
couple bedrooms, and
a b a t h ro o m w i t h a
completely open basement
Chumeau evidently
retained sole possession
of containing several
cars and raw materials
scattered throughout the
voluminous room the
length and width of the
building.
All possible entries are
locked, but the alarm is
mysteriously disabled.

6 SCENE 1
Information
- 4 successes: A cache is concealed in a dark corner of
the room, behind a stone removed from the wall. Inside
an envelope is 10 000 € in cash.
A careful search of the residence will potentially take
several hours. -5 successes: A few cameras have been placed throughout
the place with wireless transmitters. These belong to the
In the haven a Roll of Perception + Alertness (+ Auspex) Hunter, placed here to see when and who is on the trail
difficulty 6, allows the PC’s to obtain the following of the Tomb. He knows who they are now and will be
information according to the number of successes: watching them from a distance.
- 1 Success: Based on the dust, it has been more than a
week since anybody has come to this house and no trace
of any kind of a break-in can be found.
- 2 successes: The office is covered with books on Paris
Encounters
in the Middle Ages and it looks as if it has been carefully
searched recently. Jannine Estruch
- 3 successes: It looks like at least one book had been Jannine is a neighbor of
taken out of the office off the desk. Jean Chumeau and she has
- 4 successes: Concealed in a cache under the desk is not seen him for at least a
an envelope containing 10 000 €. week. She is very talkative
and bubbly verbosely
-5 successes: It appears that the bedroom up here is
pointing out that although
made up to look like someone sleeps here, but no one
actually does or at least no one has for quite a few months. charming, Chumeau has a
“strange” life; he frequently
The use of Spirits Touch in the office makes it possible comes out at night, but
to see the person that searched the haven previously. It never seen by day.
is a man, but his aura is so luminous that it is impossible
to identify his face beyond the bright glow surrounding If the PC’s talk to her
his entire body. about other visitors, she has
In the basement, a Roll in Perception + Alertness (+ 1 not seen anyone suspicious.
per level of Auspex) difficulty 6, allows the PC’s to obtain She will not leave her apartment under normal
the following information according to the number of circumstances and will only speak to the PC’s if they are
successes: nice to her.
- 1 success: Based on the dust, it has been more than
a week since anyone has set foot in this basement filled
with statues and various raw materials.
Policeman
The neighborhood is
- 2 successes: It appears that the vehicles parked down
frequently patrolled by
here do not move very often and they are all accounted for.
the police. Officers come
- 3 successes: A retractable door is located in the north through frequently for
corner of the basement that blends almost perfectly into much of the night.
the walls and retracts into the ceiling. It is not completely
closed; a slight opening allows the PC’s to spot it and If the PC’s lack
get inside. The room is the actual refuge of the vampire; discretion or are seen
opulently decorated with paintings on the walls, statues breaking into Jean
almost cluttering the floor area and a four-poster bed in its Chumeau’s apartment,
center. The door locks from the inside with a set of metal the police will intervene
bars on a spindle that push outward in all four directions and attempt an arrest.
setting themselves into mounts set into the wall. Toreador
will have a hard time in here. Attributes and Capabilities used at 3

O u t c om e s
- No exploitable trail, go to Scene 2, the Alcove night club.
- If Scene 2 has already been visited, go to Scene 3, the bookstore frequented by Jean Chumeau.

THE TOMB OF ALEXANDER 7


Scene 2
The Nightclub
Visit the Alcove night club; regularly frequented by Jean
Chumeau.

Location : The Alcove


The Alcove is a huge night club with a medieval decor. Arches, statues, alcoves, all in fake stone but are very realistic
are staples throughout the venue collaborating with the dark and heavy music and the patrons dress in a variety of
leather, lace and PVC to shape a debauched scene of Gothic/Industrial hedonism.
Even if there is a line outside Karl will let any vampire in as soon as he has identified them as such, much to the
chagrin of everyone else in line.

8 SCENE 2
Information Encounters
Even though many of the regulars will recognize Jean Kwang-Ho
Chumeau only Kwang-Ho or his bouncer Kevin can give He is a Follower
them any pertinent information about him. Depending of Set and owner of
on whom they are addressing they will have to either the Alcove, he will
pay a sum of money to Kevin or render a service or graciously welcome
exchange information to Kwang-Ho in order to obtain all new vampires and
this information. makes it his duty to
meet all the desires of
his clients for a fee,
-Jean Chumeau came regularly to the Alcove, chiefly favors or information.
for food. He is slight in stature
with mocha skin, short
black hair that follows
- He would often meet a Malkavian vampire named his thin jaw line and his dark eyes seem to shimmer at
Charles Beaumont here. times.

- Neither Charles nor Jean has set foot in the Alcove Karl
for more than a week. Principal bouncer of the
Alcove, Karl is a ghoul of
Kwang-Ho.
- No one knew Charles Beaumont as well as Jean
Chumeau. He speaks very little,
but is observant and he
knows all the regulars
- The two vampires seemed to share a taste for old books; of the Alcove by face if
they often came to the Alcove with books purchased from not by name. He stands
a bookshop just a few streets away that specializes in the more than a head above
esoteric. everyone else and dresses
in skin tight black shirts
with leather pants.

Kwang-Ho will hint to the PC’s about inquiries into


Charles Beaumont claiming that no one has ever known Blood Doll
where his haven is. This is true for pretty much every other Both male and female;
vampire in town except for him and is willing to give this they tend to the gothic/
information out for the right price. industrial sort of attire
and each is in search of the
thrill and ecstasy that being
fed off of gives them. There
z

is a pretty good chance that


one of them will recognize
a PC as a vampire and will
not let him get away without giving some blood.

O u t c om e s
- If the PC’s have not visited the refuge of Jean Chumeau they can go there: Scene 1.
- They can also go to the bookstore frequented by Jean Chumeau: Scene 3.

THE TOMB OF ALEXANDER 9


Scene 3
The bookstore
A visit to the bookshop frequented by Jean Chumeau
and Charles Beaumont.

Location : The Bookstore


The Bookstore is located on a small street not far
from the Alcove with very little motorized or foot
traffic. Even though the owner is human in every
way, his business is open most of the night, basically
closing whenever he wishes. Typically that is around
two o’clock in the morning, though he is usually there
even later, entertaining members while discussing
literature.
It is spread over the entire ground floor of a 19th
century building that covers the entirety of a full block.
The shelves reach the 12 foot ceilings neatly organized,
but completely packed to the brim. In the center of
the very large room, surrounded by book shelves, are
tables, chairs and even armchairs allowing customers
to sit and quietly read while drinking coffee or tea
that is also offered by the bookseller.
This is obviously not a normal bookstore having
seemingly nothing more modern than the 19th
century and consists of esoteric volumes even most
well-read individuals would have a hard time knowing
about, let alone ever actually read. The categories
also very widely covering nearly anything one could
imagine and the book seller amazingly seems to
know where every one of them is located. He also
has a large network of other book sellers around the
world as well as private collectors that he often sells
for on commission.

10 SCENE 3
Encounters
It is also a loan library to a select few members. A potential
candidate must cultivate a purposeful relationship with
Rémi and there is a fee that can be paid in a variety of
ways depending upon the means of the individual. What
they contribute, whether it be monetary, influence or Rémi Astruc
contributions in other ways, is decided by Rémi and can The owner of The Bookstore
change over time. is a human of fifty years but
still spry and limber. He is
completely bald with thin
Information wire rimmed glasses and is
always dressed in a suit and
- The old bookseller confirms that he has had many tie in slightly off colors such
visits from Jean Chumeau and Charles Beaumont if asked, as green or brown. He will
but he has not seen either of them for over a week. If he appear enigmatic to the PC’s,
is asked about the latest works Chumeau has purchased, especially by his way of his seemingly innocent and
he will reply that he does not know because he does not distracted remarks that quickly tell the PC’s he is aware of
keep track of that sort of thing. It is true that the books their true nature. Nevertheless, he shows himself amiable,
he sells come from everywhere, but he does not have to talkative and always happy to answer any question he is
keep accounts to recommend any particular or related able to.
work and since he deals with so many customers he hardly
has the ability to remember them all. On the other hand,
he does have a list as long as his arm of the books Jean Henry Jones
Chumeau has borrowed. Henry is a Toreador poet
- Most of the books Chumeau borrowed are on medieval who frequents the book
literature except for one, a book about Alexander the Great. store to recharge his batteries
and to find inspiration. He
- This book should draw the attention of the PC’s by mostly reads mysteries and
being about Alexander the Great and having nothing to poetry seeming to have a
do with medieval architecture like all the other books on predisposition to speak in
the list. If they examine it, they will see it seems to date poetic measure, if you can
from the 16th century and the back cover is twice as thick
pull it off. He has blond hair
as the front opening like a flap. Inside this flap is an old
that looks like it is months
parchment with something written in Latin calligraphy. If
overdue for a proper trim, his hazel eyes looking through
none of the PC’s understands Latin, they will nevertheless
recognize the name of Alexander, referred to as Prince the wayward strands. He wears a loose fitting suit without
(Princeps) as well as a date: 1301, which has nothing to a tie, a necklace hidden beneath his shirt and rings on
do with the antiquity of the book. They have come into both his ring fingers.
possession of a map leading to the tomb of Alexander. A He knows Chumeau and Beaumont as well as what they
roll in Intelligence + Academics with a single success will came here looking for: books of
allow the PC’s to remember Prince Alexander as a Ventrue medieval history.
Methuselah, whom disappeared during the Middle Ages.
- If the PC’s wish to make an analysis of the work using
carbon dating or analysis of the ink and parchment to
find out more about it by using their own skills, those of Charles Beaumont
their Allies, or paying someone, it will take many nights
before they will find out it is a very well rendered fake.

O u t c om e s
- It will be necessary to translate and study the parchment, Scene 4.
- If the PC’s have not found the parchment, they have no tracks left and should be contacted within one or two
nights by either their mentor, Kwang-Ho or Henry Jones about Charles Beaumortif’s apartment if it has not already
been disclosed.

THE TOMB OF ALEXANDER 11


Scene 4
The parchment
Translation of the parchment seems to lead to the tomb
of the Alexander the Methuselah Prince.

Item :
After making his Way of the Cross
parchment
(translated from Who started at the royal residence
Latin)

a
Prince Alexander rests in his tomb

Paris, 1301

Information This may seem like an easy venture, but if you consider
that the inscriptions could be carved anywhere and how
large the buildings the “stations” are located in, it could
A Way of the Cross has 14 “stations”. The parchment be like finding a needle in a haystack.
indicates the location of the first station, where the
PC’s will find the same symbol on the stone as on the
It is up to the ST to evaluate the duration of this hunt
parchment accompanied by a Latin word, the name of the
according to your players and their reactions: you can
next station of the Way of the Cross. Because the names
easily vary the time spent both in and out of game to
are in Latin, it will be necessary to translate it and could
achieve this goal.
take some time to research in order to know the current
name of the next station location.

12 SCENE 4
Encounters
List of Stations of the Way of the Cross of Prince
Alexander:

1) The Louvre Father Castel


2) Notre-Dame Cathedral Father Castel can be in
any one of the churches
3) Sainte Chapelle visited by the PC’s. He will
4) Hotel de Cluny be on the defensive and
alert in regard to potential
5) Collège des Bernardins
thieves or criminals, but
6) Église des Billettes strangely serene at the same
7) Église Saint Germain l’Auxerois time. He possesses True
Faith 2 (Page 372 of both
8) Église Saint Julien le Pauvre the English and French
9) Conciergerie V20) and will therefore
10) Église Saint Nicolas des Champs be difficult for any vampires to approach him if he is
invoking it.
11) Abbaye Sainte Genevieve à l’intérieur du Lycée
Henri IV
Guards
12) Église Saint Leu Saint Gilles de Paris
Many of the buildings
13) Église Saint Pierre de Montmartre visited are patrolled by
14) Cimetière du Calvaire, where the refuge is located security guards.
Attributes and Abilities
used at 2.
Link to a Googlemap of Paris and the 14 stations :
https://goo.gl/hXUpGe

During their journey the PC’s may sometimes feel they


are being watched, but it is impossible to see who because
the observer, the Hunter, uses binoculars and keeps his
distance. Margot
A Student at Lycée Henri
IV that studies architecture,
she likes to explore some of
the more intriguing places
listed.

O u t c om e s
- While the PC’s have not yet reached the last station of the Way of the Cross, they could get the address of
Beaumont’s haven from their contacts if they have not yet, Scene 5.
- If the PC’s do not wish to visit Beaumont’s haven, they continue to the last station, Scene 6.

THE TOMB OF ALEXANDER 13


Scene 5
Beaumont’s Haven
Visit Charles Beaumont’s haven, a vampire close to Jean
Chumeau, who also disappeared.

Location : walled cellar


Beaumont’s haven is in an abandoned house in a seedy quarter of town. The entrance to the cellar is blocked by
a huge block of concrete that takes a superhuman force of a combination of Strength + Potence = 5 to move. The
corridor that leads to the entrance is too narrow to get more than 2 people to try to move it and even then only, one
can get good enough leverage to engage it properly.

14 SCENE 5
Information Encounters
- In the corridor behind the concrete block is an alarm
that has been triggered and beeps faster and faster until the Mike
right code is input. Either Technology or Computer could A homeless person living
be used to disarm the alarm, but if it is not neutralized in another abandoned house
within 30 seconds a fire suppression system will activate not far from Beaumont. He is
spraying kerosene the length of the corridor. At the same suspicious but will not refuse
time tanks of oxygen also discharge into the corridor a gift of liquor or money to
making a perfect atmosphere for the sparks that trigger a make him much more talkative.
second later to engulf the entire hall and everyone in it.
This is now a chemical based raging inferno and until the
PC’s get out and put the flames out they should continue
to take damage (page 297 English V20). This could easily
take everyone down so mitigate things as you see fit
depending on the power level of your troop. The easiest
option is that Chumeau is not an engineer and tried to
set it up himself resulting in the system not functioning Young people
to its full potential. .
Wanna-be gansta’s
-Past the corridor are two rooms: an office and a bedroom from the suburbs who
both are scantily decorated with functional and somewhat want to have a little
worn furniture. fun with unwelcome
- After a complete search, PC’s can find a photocopy of visitors in their turf.
a parchment just like the one they have that was found They are armed with
in Beaumont’s desk. In a concealed chest, (Alertness a variety of normal
+ Perception roll, Difficulty 7, to find it) is an original knives and pistols (see
looking parchment, but it is a duplicate just like theirs. page 280-281 V20) and
aggressive, but they are
-It is possible to figure out that the Vampire Hunter unused to people they
came to visit this haven also, but quickly left having been challenge challenging
unable to open the entrance. Spirits Touch will reveal the them back. Because
same over saturated image of the Hunter if the concrete of this it is possible to
slab is inspected. avoid confrontation and have a conversation with them,
- If the PC’s have launched an investigation of the but it could be just as easy to provoke them into doing
parchment materials, it is time to present the results. something they will soon regret.
The PC’s will then learn that it is an obvious forgery that Attributes and Abilities used at 2.
was written very recently and not in the Middle Ages as

k a é
suggested.
Both Mike and the young ones know Beaumont passingly
and will be able to inform the PC’s about the Hunter
having been lurking around suspiciously then entering
his building about a week ago.

O u t c om e s
- By now the PC’s should have found a copy of the parchment and should continue the hunt at the tomb of Prince
Alexander, initiated in Scene 4. Continue the hunt or go to Scene 6.

THE TOMB OF ALEXANDER 15


Scene 6
The Tomb of Alexander
Following the clues of the parchment the PC’s finally
arrive in the cemetery of Calvary where they find a hidden
entrance overlooking a staircase.

Location : The Tomb of Alexander

Information
The PC’s are expected to arrive at the refuge at least suspecting a trap allowing them to prepare for the
confrontation. It will nevertheless be difficult since it is trapped, the Hunter is prepared, he knows the place by
heart and he has witnessed the PC’s in action so he knows at least some of their capabilities and possibly weaknesses.
Once the Hunter is eliminated the PC’s will find an actual refuge of Alexander and the original parchment as well
as a few copies.
There is no light inside the tomb besides what the PC’s may bring and the light trap the Hunter has set up.

16 SCENE 6
Encounters
1- Staircase: One of the steps is trapped; putting weight
on it triggers a slightly rusty blade that swings out quickly
at roughly head height! Roll of Alertness + Perception,
Difficulty 7 to locate the mechanism and/or roll Athletics
+ Dexterity, difficulty 7 to avoid the blade. In the case of Clément de
failure the blade does 5 lethal damage.
2 – Vestibule: The room is occupied by a large table
Montpéril
laden with dust and an old oil lamp that still has a little A true fanatic that
oil in it and can be lit. A curtain to the north leads to a is ready to do literally
staircase and a gigantic hanging representing Alexander anything to eliminate
the Great. If the hanging is pushed to the side a short vampires. He should
passage is found. not stand long in
3 and 4 – Two Rooms: Concealed behind the hanging front of a group
is a small empty room with another larger room just of well-trained and
beyond it containing an office, its walls are covered with prepared vampires
bookshelves stocked with books. on their guard, but he will give his life in the act of using
5 - Staircase: Towards the middle is an extremely thin a tried and true tactic. He is dressed utilitarian, armed to
tension wire which connects two large capacitors that the teeth and wearing light duty welding glasses to shield
Clément has recently charged in preparation for the PC’s his eyes from the intense light.
arrival. Roll of Alertness+ Perception, difficulty 6 to spot
Clément immediately activates the lamps and reveals
the wire if there is light. If there is no light it is impossible
to see sans supernatural help. Use Athletics + Dexterity himself after the claymores go off.
difficulty 7 to try to avoid the discharge of 3 lethal damage He empties the clip of his Assault Rifle onto the vampires
if missed and 1 lethal damage if successful. Both may use closest to him (Watering Rule: French V20, page 284,
Fortitude to negate the damage. Automatic Fire: English V20, page 278) while throwing a
6- Storage room: There are various types of very old grenade towards the farthest vampire from him (Grenade:
furniture in an advanced state of decomposition. 6L -1L per meter from zero point).
7- Backdoor: The Hunter is hidden here with all his Then he takes out his silver laced sword and rushes on
gear awaiting the approach of the vampires. those still alive, attacking the closest one first staying in
8 – Sarcophagus: Immense stone sarcophagus in the the light of his lamps as much as possible.
middle of the room. Opening the lid triggers an explosion
You can give him any True Faith from 1 to 4 depending
of claymore mines concealed in the walls around it. Roll
on how you want the fight to go. If the PC’s don’t have
Alertness + Perception, Difficulty 8 to locate the trigger
mechanism if looked for. If triggered there is no avoiding much in the way of Dominate, Presence or obfuscate,
the damage from the mines dealing 6 lethal damage that mechanically 4 levels will not be much different than 2.
is preventable with Fortitude. It should be noted that the True Faith information can be found on page 372 of both
sarcophagus already has traces of impacts from it being English and French V20.
opened relatively recently. If the high intensity lamps are destroyed, he has infrared
9 – Pillars: Upon which have high intensity full spectrum night vision goggles that allow him to see in complete
heat lamps discreetly affixed their tops. Once lit they cause darkness.
1 aggravated damage and vampires incur a -1 die penalty
to all rolls while exposed to the rays. His Attributes and Abilities used have respective values​​
of 3 (for Attributes) and 4 (for Abilities).
10 - Treasure Room: Numerous objects of value such
as coins, statues and other antiquities. Feel free to add or
subtract any items you see fit.

O u t c om e s
End of the scenario: The PC’s should understand by the end that the Hunter has eliminated Jean Chumeau and Charles
Beaumont. If the PC’s have survived, they could find any number of interesting things in Alexander’s former refuge.
When leaving the tomb, our vampires will see a magnificent Blood Moon rising in the heavens.

THE TOMB OF ALEXANDER 17


The tomb of Alexander is the first scenario of the Chronicles of the Blood Moon.
Play Camarilla Archons or Sabbat Templars !

The PCs will investigate the disappearance of a vampire, the former Prince of Paris,
disappeared in the Middle Ages...

AN ADVENTURE FOR VAMPIRE THE MASCARADE V20

SCENES MENTAL  XP


PHYSICAL 
6 SOCIAL 35-74


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