50 LEGACY OF LIES Mental ••• Physical •• Social ••• Overview Acting on a command from Marcus Verus, the player characters have arrived in the city of Rouen to meet with Audrien DuBois and receive his urgent news in person. Setting Built on the Seine River in northerwestern France, Rouen is a French-occupied city the Romans once called Rotomagus. Its long and storied history stretches back centuries, and its importance has been marked by bishops and kings alike. Many Cainites have exerted their influence here during the Norman invasion in 876 CE, the city’s English occupation, and the recent recapture by French armies funded by Salianna in 1204. Like Chester, Rouen is also prosperous due to its location and the efforts to rebuild the city following the recent change in leadership. Rouen Castle, now occupied by Cainite Prince Eustace of Macedonia, was recently built by Philip II of France. A draw for the faithful, Rouen also boasts many churches; Notre Dame, which has been under construction since 1163, will no doubt be a site for all of True Faith to enter. Understanding this, Prince Eustace takes a measured approach to her leadership. While the faithful who come and go are perfect for a night’s feeding, Eustace has recently survived the French’s invasion and spends her nights trying to convince notable Cainites Rouen is secure. Elder vampires, who loathe change, are not convinced the city will remain turmoil-free, and their attitude has had a chilling effect: Cainites tend to come and go more frequently in Rouen, as if they anticipate greater, deadlier conflicts in the months and years to come. DuBois’ studio can be found near an ancient ossuary that has been used since Roman times. The artist often sneaks bones from the ossuary to study anatomy for his paintings. Storyteller Goals This is a tense investigative scene that gives the player characters an important clue, the first step to fulfilling their obligation to Prince Verus. The characters should assume they can travel freely to and from Rouen, and have the proper identification to avoid being hassled by the city guard. Min-Nefret the Poisoner Min-Nefret the Poisoner is an assassin of few words. Hired by DuBois as a bodyguard to keep him safe, Min-Nefret has successful fended off two attacks on DuBois’ life so far. She stands between the characters and DuBois, and will not yield unless she is beaten or DuBois commands her to do so, whichever comes first. Unbeknownst to DuBois, Min-Nefret is also working for the Ventrue Clan and has been tasked with spying on the artist and his
51 PAINT AND ASH correspondence for some time. As such, Marcus Verus is already aware of DuBois’ anonymous commission, but does not know the painting has recently been stolen. Thanks to Ahmose II’s careful observations, Verus has been collecting the artist’s work for some time, and knows that his paintings often carry hidden messages. Beyond that, neither Verus or Ahmose II are aware that DuBois’ biggest patron, the Order of the Bitter Ashes, is involved. Silent Steps Min-Nefret is dangerous, but she will not murder the characters unless they move to attack DuBois. To protect Ventrue interests, she may later intervene to convince DuBois he must abandon the Order of the Ashes or risk running afoul of a Ventrue lord, but will do that only after the group leaves. At the Storyteller’s discretion, Min-Nefret may secretly follow the characters during additional scenes. Her actions toward them will depend upon whether or not she sees the neonates as friend or foe. The Ventrue who hired the Brujah assassin will either be Merwynn Hayward, if the characters failed to impress her in Beeston Castle, or Ahmose II on behalf of Marcus Verus. If Hayward is Min-Nefret’s employer, the Brujah assassin may be treated as hostile. If Ahmose II hired her, however, she will begrudgingly assist the characters once she realizes they’re in Rouen on behalf of Verus. Audrien DuBois Covered in paint, DuBois is noticeably distressed. Shredded strips of canvas, spilled jars of paint, and marred sheets of papyrus are strewn about the room. For anyone who knows the expense involved, they should take in the scene as a sign that DuBois may be unhinged and they should tread very carefully. In a fit of passion just minutes earlier, DuBois has faced a horrible truth: he has made a grievous error. A master painter, DuBois counts many Cainite elite, including Marcus Verus, amongst his clientele. His biggest patron, however, is a secret society called the Order of the Bitter Ashes: a fact he will not reveal easily or willingly. This society is so enigmatic, they often commission DuBois to record significant events in paintings using a secret language of symbols and figures cleverly worked into his compositions. Recently, the society’s commissions have trickled to a stop. Short of funds and desperate to maintain his lavish lifestyle, DuBois has broken his own rules and took an anonymous commission. Now, the painter has realized his pride has gotten the better of him, and DuBois has spent the last few hours chastising himself for betraying his biggest patron. How did someone found out what he was up to? Where did he go wrong? And, more importantly, who betrayed him? Ties to Edinburgh The painting that was recently commissioned was meant to be a gift to Cait MacLeann on behalf of an anonymous “admirer.” While DuBois has had anonymous clients approach him in the past, he typically turns them down, disinterested in plots and intrigue that he’s not personally vested in. This time, however, the bags of gold tossed as his feet were too hard to ignore, an act that would allow him to clear his debts and retain an apprentice for the first time. Unfortunately, the painting was stolen soon after it was finished, and his studio in Chester was burnt to the ground. After careful inquiries, DuBois realized that the painting was for a member of Robert Durand’s court. Knowing this, DuBois attempted to recreate the painting from memory and, for whatever reason, cannot recall every detail. The symbols he can, however, are of a budding rose laid atop a broken crown, a possible sign that Durand, a Toreador Prince, is using Cait MacLeann to usurp a Ventrue Prince. There is no question in the painter’s mind that this Ventrue Prince is none other than Durand’s rival, Marcus Verus. Escalating Feud Once DuBois tells his story he will pause, waiting to see if the characters understand the gravity of the situation. He will freely add that he has painted a portrait or two for Verus in the past. During his travels, he’s become aware of notable figures and understands the friction between the two Princes may one night escalate into war. He suspects that Verus would love to end the feud for the sake of his sire, Mithras, but that is all but impossible given how many Cainites have long memories. Now that DuBois has realized the painting might be a message signaling an attack on Verus, the Brujah is paranoid that he has just started a war. Worse, he worries that whoever knows who his patron is will use that information against both him and them. Indecisive and fearful, DuBois is in a delicate state; he will beg the characters to visit Edinburgh and retrieve the painting — if not for his sake — for the Prince of Chester’s. Should they identify his anonymous client, he promises to pay them an additional reward once his situation has improved. Character Goals The characters are to find out what DuBois knows, and treat him as a witness to a grand conspiracy. Then, they must decide on a course of action. Actions Sneak Past Min-Nefret Note: Disciplines, such as Obfuscate or Celerity, may also be used to get past the bodyguard unseen.
52 Dice Pool: Wits + Stealth (difficulty 7) Hindrances: Min-Nefret the Poisoner is expecting an attack (+1 difficulty); characters do not possess Stealth (+ 1difficulty). Help: All – The characters have orchestrated a distraction, allowing one or two characters to sneak past. (-1 difficulty). Roll Results Botch: Min-Nefret the Poisoner will attack the characters and her quarry, Audrien DuBois, will be hesitant to speak with the group. All subsequent Social rolls involving Audrien DuBois are at a +1 difficulty. Failure: Min-Nefret will assume the characters’ intentions are hostile, and openly attack them. One Success: One character has managed to sneak past the assassin. Now, that character must convince DuBois that Min-Nefret must stand down. Three Successes: Three characters have successfully snuck into DuBois’ studio. Upon seeing their writ of travel signed by Verus, the assassin will automatically step aside. Five Successes: The entire party has escaped Min-Nefret’s notice, and she is unaware they’ve entered the studio until DuBois calls her inside. Convince DuBois to Return to Chester Dice Pool: Manipulation + Intimidation (difficulty 6) Hindrances: The painter is afraid of Marcus Verus (+1 difficulty); the character does not possess Intimidation (+1 difficulty). Help: All — Min-Nefret sides with the characters, and helps convince DuBois to return. (-1 difficulty). Roll Results Botch: DuBois reluctantly signals Min-Nefret, and the painter is immediately killed to prevent Verus from questioning him about the Order of the Bitter Ashes. Failure: DuBois tells the characters he will think about their suggestion, but he’s not ready to make a decision just yet. One Success: DuBois admits that returning to Chester is a good idea. Three Successes: DuBois agrees to head to Chester within a fortnight. Five Successes: DuBois will start packing up his belongings and head for port. He will provide Verus with an account of their meeting. Consequences At the conclusion of this scene, the characters should know that the painting’s intended recipient is Cait MacLeann, and she is a member of the Baron of Edinburgh’s court. They also have some influence over the unraveling Cainite, and with a strong nudge they should be able to convince the artist to meet them in Chester. To get the evidence they require, however, they will need to travel to Edinburgh and find out what deadly secrets the painting holds. Should the characters’ encounter with Min-Nefret not go as they’d hoped, Storytellers may substitute Min-Nefret the Poisoner for Leofred Black in the final scene.
53 AMBUSHED Mental • Physical ••• Social •• Overview Despite the characters’ best efforts, they have been followed by a small group of hunters who have been alerted to their presence. This scene should be introduced while the characters are traveling between domains, and can be presented more than one time if necessary. Description The characters have stopped to feed or find haven before the dawn near a small abandoned farmhouse bordered by a forest. Winter is finally beginning to release its icy grip on the land, and the first signs of Spring are now apparent. The ground is muddy, and the air is filled with the distinctive odor of moldy bread, mouse droppings, and rotting corpses. The house is empty, but in relatively good condition. The ground is soft and unfrozen, and the thatched roof grants decent protection from the sun. The farmers who once occupied this humble stead have died from starvation; the lands they sought to tame yielded little grains for them the previous year, and the game they hoped to hunt were not as bountiful as they hoped. Their bodies lie prone in their beds, huddled close together with a small cross and three of their offspring. Before the characters can settle into their temporary shelter, however, they hear and smell signs they are not alone. The anxious stomp of a horse’s hooves. A burning torch. Frightened whispers. The telltale ring of steel. Then, a rallying cry: “Attack!” Storyteller Goals This straightforward action scene is designed to introduce the player characters to combat, and highlight the dangers of their role in the story. The Storyteller should add or subtract hunters to challenge, but not overwhelm, the players and allow them to test their characters’ vampiric prowess in battle. If needed, Storytellers may use Mercenary for the mortals’ Natures, or may use a different archetype as they see fit. Opportunistic Hunter The local hunter sells meats and furs to many of the local merchants. He works long, hard days, year after year after year, and barely scrapes by. How could he thrive, with the king’s tyrannical poaching decrees? So sometimes, our hunter poaches. Sometimes, he steals from travelers. After all, if the locals didn’t expect a caravan of foreigners from the far eastern kingdoms to pass through, would they be missed? Now, our ignoble hunter looks for more and more profitable prizes. He hears tell of witches who take the shapes of animals. Someone’s bound to pay handsomely for one of them.
54 LEGACY OF LIES Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 3, Appearance 3, Perception 3, Intelligence 2, Wits 3 Abilities: Alertness 2, Animal Ken 2, Archery 2, Athletics 3, Awareness 1, Brawl 2, Commerce 1, Crafts 1, Hearth Wisdom 2, Intimidation 2, Inves- tigation 2, Law 1, Leadership 1, Legerdemain 1, Medicine 1, Melee 1, Occult 1, Ride 3, Stealth 2, Subterfuge 2, Survival 3 Willpower: 6 Merciless Cutthroat Sticking a blade where it doesn’t belong may not be honest work, but it’s better than farming barren lands or serving a greedy baron. If there’s a rival who needs stabbing or a thief who needs to be hunted down, the blade-for-hire will take the job for a bag of gold and a mug of ale. Tales of glowing eyes and blood-drinking fiends out near the forest have recently excited the cutthroat, knowing grand stories may not have a spot of truth to them. Those frightened tales, whether they come from lay-a-bouts or superstitious friars, are profitable indeed. Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 2, Wits 3 Abilities: Alertness 3, Archery 3, Athletics 2, Brawl 1, Commerce 1, Crafts 3, Hearth Wisdom 1, Intimidation 3, Investigation 2, Leadership 3, Legerdemain 3, Melee 2, Performance 1, Ride 1, Stealth 3, Subterfuge 2, Survival 3 Willpower: 8 Character Goals To win the fight. Actions Resist a Surprise Attack Dice Pool: Perception + Alertness (difficulty 6) Hindrances: The forest is far from serene at night, with echoes of the sound of hooting owls and the occasional roar of a bear (+1 difficulty); the character does not have Alertness (+1 difficulty). Help: All — The characters have decided to take haven outside of the farmhouse (-1 difficulty). Roll Results Botch: The hunters immediately launch their attack, and go first in combat. Failure: The characters are unaware an attack is imminent. In the first round of combat, characters suffer a +1 difficulty. One Success: The Characters have a rough idea that danger is near. Three Successes: The characters know they’re about to be attacked by a group of mortals. Five Successes: The characters know how many mortals are waiting to attack them, and gain a -1 difficulty in their first round of combat. Fight the Hunters Dice Pool: Dexterity + Melee (if armed), Dexterity + Brawl (difficulty 6) Hindrances: The hunters launched a surprise attack (+1 difficulty); the characters do not have Melee (+1 difficulty); the characters do not have Brawl (+1 difficulty). Help: All — The characters anticipated the attack (-1 difficulty). Roll Results Botch: The hunters have called in two reinforcements, and won’t rest until the characters are dealt with. The characters will not yield any additional clues about their employer, either by interrogating survivors or by searching their corpses. Failure: The hunters have withstood the attack and, at the Storyteller’s discretion, additional combatants join the fray. One Success: The characters have killed one hunter. Three Successes: Three hunters have been killed, and the threat has passed. Five Successes: The characters have detained or killed the hunters in a manner of their choosing. Interrogate Survivors Dice Pool: Appearance + Interrogation (difficulty 5) Hindrances: The hunters are stubbornly resolute (+1 difficulty); the character does not possess Interrogation (+1 difficulty). Help: All — The hunters respond well to threats. (-1 difficulty). Roll Results Botch: The hunters die of fright, and no further clues are discovered. Failure: Survivors pass out, unconscious, unable to speak for 1d10 minutes. The characters will need to interrogate them again. One Success: Survivors confess that someone alerted them to their location, but they do not know who.
55 Three Successes: Survivors reveal that a vampire hired them, but can’t remember who it was or what they looked like. Five Successes: Survivors tell the characters that a vampire hired them whilst traveling in Chester. They don’t know who it was, or what they looked like; but they will begrudgingly admit they were hired to scare them, not to kill them. Consequences If the characters have successfully killed one or more hunters, their belongings, bag of gold, weapons, and horses are now theirs for the taking. Further consequences resulting from this scene will be dealt with in Elysium, once the characters return to Chester.
56 LEGACY OF LIES Mental •• Physical •• Social ••• Overview Understanding they need definitive proof of DuBois’ claims, the player characters travel to Edinburgh to retrieve his painting and, if possible, corner Cait MacLeann. Setting An ancient site dating back to 8500 BCE, the Barony of Edinburgh is a crucial Scottish landmark rich in history. Once occupied by Celtic tribes, Edinburgh was also used as a Roman military outpost, and was eventually brought under Scottish rule many years later in the latter half of the tenth century CE Thanks to the efforts of King David I, Edinburgh’s future was secured when it was established as well-protected royal burgh in the twelfth century. Now, Edinburgh falls under the protection of the Scottish king and a Cainite Toreador Prince from France, named Robert Durand. The Castle of Edinburgh serves as the seat of royal burgh’s power; the royal fortress is well-defended, and many knights can be quickly summoned to defend the merchants and villagers who’ve built their homes on the sloping lands below the castle. Within the castle walls, St. Margaret’s Chapel attracts many of Edinburgh’s faithful, and many Cainites carefully avoid the castle for this reason. Instead, they mingle amongst the commonfolk, enjoying the peace and security Edinburgh offers them, often forgetting how delicate the balance truly is between predatory and prey. Now, during Summer’s Faire, the cheerful whistle of a flute is carried on a warm, summer’s breeze, and the intoxicating smell of roses mixed with musk hangs heavy in the air. Knights and masked supplicants alike are drunk on mead and cheap wine; the local priests shake their heads and grab another cup of ale as a few young couples dance in circles, with long, colorful ribbons trailing after them. As the moon reaches its apex, a handful of costumed vampires cautiously join in the fun, careful to avoid the bonfires where animated storytellers breathe life into tales adapted for superstitious villages. Storyteller Goals This is an investigative scene that has many possibilities for intrigue and action. Once the moon hangs high, the mortal celebrants will be quietly escorted away from the faire, and the characters may act, fight, and search the grounds without fear of breaking the Silence of the Blood. None are allowed inside the castle that sits high above the fray, not even the castle guards who patrol its perimeter by candlelight. Including the Storyteller characters, there are approximately a dozen vampires in Edinburgh, and a few dozen mortals. It should be noted that affairs of state will be conducted in the Castle of Edinburgh, and characters are expected to follow Durand’s lead. When they arrive, the Toreador lord’s
57 RED SUMMERS FAIRE receiving chamber is in disarray, a sign that all is not well and hasn’t been for some time. Robert Durand, Prince of Edinburgh The Cainite Prince of Edinburgh, Robert Durand, has benefited greatly from the region’s prosperity, and revels in the position granted to him by his sire, Salianna. However, Durand is fully aware that his court will die of hunger unless he can replenish the commonfolk who have left to fight in the Crusades, died of strange plagues, or were Embraced by his charges. Recently, a hospital and friary has also been built to draw more merchants, travelers, and nobles to the area. Some mortals are visiting Edinburgh, but they do not stay long. To resolve this, Durand has conspired with local merchants to hold a grand Summer’s Faire which, much to his court’s dismay, he has turned into Elysium. Using his influence and charm, this event brings much-needed revelry to a meager crowd of a few dozen wayward souls, while allowing members of his court to cautiously feed. In anticipation of the event, Durand had tasked his Keeper, George Tailor, to ensure the celebratory bonfires were lit as far away from the main festivities as possible. Durand’s Sheriff, Mireti al-Wallada, roams the grounds with her knights and escorts “drunk” villagers back to their homes, while his Chamberlain, Gisa Montpelier, is on her way to delivering a report to Salianna, who’s currently in Paris. A Heavy Crown Often underestimated, every action Durand has taken up to this point was intentional. His court in disarray, Durand realizes that both him and his Sheriff, al-Sayyid, were too lax when enforcing certain Traditions. There are far too many vampires in his court and not enough kine, and he’s aware that may lead to catastrophe. Fortunately, the neonates are primarily Toreador and are easy to distract and, if needed, send to faraway baronies to explore the rest of the continent. The Summer’s Faire is exactly the amusement his court needed, and the Prince is fully aware what might happen if the revelry gets out of control. With the sorry state of his court preying heavily upon his mind, Durand has set a trap for an invisible enemy. Both his Chamberlain and Sheriff have long advised him that neonates often struggle to overcome their attitudes in life. Many still cling to the belief that their Scottish heritage is a birthright
58 LEGACY OF LIES in life and in unlife, and only a Scot deserves to sit on the throne. Though the elder has forgotten what it means to be a young vampire, Durand suspects this is true, for he has overheard traitorous whispers himself while touring his lands. Like Verus, Durand understands the need for patience, and has exercised it so far. The seeds of conspiracy need to blossom before the root can be pulled out; the Toreador Prince believes now is the time to expose his traitors for who they truly are. With his Chamberlain gone and Keeper preoccupied, Durand has intentionally left himself vulnerable to attack. Despite appearances, the Prince of Edinburgh is not as weak or foolhardy as he seems. With a little planning, Durand is ready to pitch a net around his enemies. To Catch a Traitor Durand suspects that Leofred Black is caught up in MacLeann’s affairs, but he views Black as a petty, lovesick neonate who needs to be taught a lesson. Overly ambitious for his own good, Black is not the type of Cainite who deserves the attention or favors of a Prince. Should Durand catch Black with MacLeann, the Prince will exile him from the Barony of Edinburgh. Once Durand is convinced MacLeann is plotting against him, he will treat the players as traveling messengers. Then, he will work closely with his Sheriff to carefully word a writ for Verus’ eyes only, gift them the painting, and send them on their way. The Toreador Prince has fantasized what he might do to the fool who crosses him, and now he’s able to make those dreams a reality, starting with MacLeann’s many childer. Cautious Inquiry The arrival of the characters will come as a surprise to the Prince. Their actions will determine how he responds. He will, upon noticing them, greet them. Then, he’ll ask his agents to escort them to a shabby chamber inside the Castle of Edinburgh. If the characters present themselves to Durand before tracking down Ngal, Durand will publicly mock their presence. Later, far away from prying eyes, the Toreador Prince will work with the characters to find the traitor. He will be surprised to learn of the painting’s existence, and Verus’ involvement. He will grudgingly admit he is not ready for battle, either, and vaguely refer to ancient pacts between their sires. If the characters have encountered Krisanthos Ngal before presenting themselves to Durand, the Baron of Edinburgh will treat the group according to their actions. Durand will, at first, assume Ngal is an assassin hired to kill him. Should the characters corner or capture Ngal, Durand will believe they are his allies. If not, however, Durand will also assume the characters are in league with the Nosferatu spy. If the characters do not present themselves to Durand, or if they lie to the Prince at any time during this scene, he will treat them as suspect. However, the Prince will not order an attack without just cause, and will rely heavily on his Sheriff for further advice — after he has them arrested. Cait MacLeann MacLeann suspects someone has stumbled onto her plot, but has yet to discover which Cainite knows the full extent of her plans. Worried her sire, Maiselle of Rochester, has abandoned her in favor of her political connections, MacLeann thinks she is on her own. The courtier mistrusts outsiders, is paranoid to a fault, and is beginning to eye Leofred warily. Admittedly, her lack of allies is one of the reasons why she has sired so many fledgling childer to protect her. Hoping to corner Leofred during the faire, she has decided to accuse the bard of betrayal. She knows that Leofred has recently returned from a tour of the other Scottish baronies, and is confused: he has not come to see her and reveal what he’s learned. Panicked and Alone Believing there’s a target on her back, MacLeann is desperate and becoming unhinged. She will do anything she can to avoid running into the Prince, and will run from the characters if they try to approach her. The longer the night’s festivities last, the more paranoid — and more dangerous — MacLeann will become. For, at the end of this night, MacLeann is planning to flee to the countryside along with her childer, where she plans to gather Gangrel allies to mount an attack on the Castle of Edinburgh. Unfortunately for MacLeann, her sire has anticipated her descent and has tried to warn her by commissioning a painting from Audrien DuBois. Unbeknownst to all, Nosferatu spies have not only retrieved the painting, but plan on delivering the art to Robert Durand as proof of their competency, not knowing who the patron or intended recipient was. MacLeann will treat the characters as enemy spies, and will run if she believes they’re following her. Leofred Black As a traveling bard, Black is afforded more freedoms than other Cainites. This allows him to pick up interesting bits of gossip, and learn much about the affairs of state. Black eagerly sided with MacLeann because he believed that Durand was an incompetent leader as the courtier professed. While visiting the countryside, however, Black has encountered many Cainites who knew Durand when he
59 RED SUMMERS FAIRE first came to power and what his sire, Salianna, was truly like. From these testimonies, Black has concluded that Durand has made an honest mistake: which Prince wouldn’t want their court to be filled with members of their own clan? What rival wouldn’t want an army to take their enemies? Now that he’s returned, Black is waiting for the right moment to pull Cait aside and ask her to rethink her plans and, more importantly, heed her sire’s insistent messages that she abandon her foolhardy plans. He does not want to see her harmed, however, for he’s in love with the courtier who’s promised him the domain and status Durand has never given him. Black serves as the characters’ reluctant ally — up to a point. He cares for MacLeann and respects her sire, but believes the Scottish courtier is clearly in the wrong. As such, he will act as Durand’s agent and help the characters track down MacLeann during the faire. If, however, the characters threaten to harm MacLeann in any way, he will become hostile and, if pressed, try to flee with his “one true love.” Krisanthos Ngal A master spy, Ngal has been hiding in Edinburgh Castle for the past three weeks, picking up the threads of a conspiracy his Nosferatu clanmates revealed to him earlier that Spring. Oft overlooked, the Nosferatu’s eyes and ears are in every city, a lesson Ngal desperately wishes to teach the haughty Durand. Luckily, since Ngal often conceals himself in the servant’s quarters, Durand has never noticed his presence, and won’t until the time is right. Ngal is primarily interested in two things: bringing proud Cainites low and elevating the prominence of his clan. In Edinburgh, Ngal plans to do this in two ways. First, he will monitor the festivities and, when it makes sense to do so, Ngal will introduce himself as an emissary of the Nosferatu Clan. Unbeknownst to the characters, the Nosferatu is a group of vampires Durand has snubbed from time-to-time in the past, and while he will not openly admit his disdain for them, he has never hired or appointed a Nosferatu in his court. A Princely Gift To show the Nosferatu Clan’s value as spies, Ngal will present the Prince with a leather tube. This gift contains Du Bois’ painting, the same one the characters seek to return to Verus. Once Durand has the painting, Ngal will offer the services of his clan. He is not so foolish as to make demands or tell the Prince what to do, but he will urge Durand to reconsider what he’s missing. Neither Ngal nor Durand is aware that the characters hold a valuable piece of information tying the painting to Cait MacLeann. When the opportunity presents itself, the characters can supply her name. Then, when Durand realizes that Cait MacLeann is the traitor, he will take matters into his own hands and ask al-Sayyid to arrest her. Durand, Black, MacLeann, and al-Sayyid will assume Ngal is an assassin until his true intentions are revealed. Ngal knows there’s a traitor amongst the fray, and trust is scarce. Thus, Ngal will allow himself to be arrested provided he can speak to the Prince; he will not, however, go quietly if he does not know who is captor is. Mireti al-Sayyid The Sheriff of Edinburgh, Mireti al-Sayyid, is far from her Spanish estates. She is a recent addition to Prince Durand’s court, and was recommended to him by his sire, Salianna, to replace the previous Sheriff whose body lies staked in the bowels of the Castle of Edinburgh. His name struck from the records, al-Sayyid has since learned of her predecessor’s crimes: the former Sheriff intercepted and manipulated select letters between Salianna and the Prince to undermine Robert’s rule. It was he, and not Robert himself, who planted the idea that more Toreador needed to be created. For his crimes, the Cainite has been tortured, staked, and buried inside a wall. Al-Sayyid is not new to her role, and has served many Princes, both living and dead. She is a devout believer of the Muslim faith, and believes she has been Embraced to exact justice on the Damned and keep them in line. Al-Sayyid acts carefully, and weighs her every word before speaking. Despite her serious demeanor, the Sheriff of Edinburgh is respected and, it is because of these feelings, that the local population of Cainites has not succumbed to their base natures. In fact, al-Sayyid has taken her role one step further by taking neonates under her wing. She has a soft spot for younger vampires, and is painfully aware that many sires toss them out of the nest without much training. Al-Sayyid’s role in this scene is to both keep the peace and prevent a disaster that would be difficult for her to clean up. Both the Sheriff and Durand want whichever conspirators lie waiting in the shadows to come forward, but they would prefer matters to be cleaned up without any bloodshed if possible. Should Durand feel threatened, the Sheriff knows the Prince can fend for himself; she’s greatly concerned that a neonate might frenzy and confirm local superstitions that “blood-drinkers have risen from their graves.” Thus, as a precaution, the Sheriff and her knights have been slowly cornering and extracting fledging vampires from the night’s festivities. The Sheriff will treat the characters as an experienced parent might, knowing any foolish steps they take are likely the result of paranoia or misguided ambition. Like Durand, al-Sayyid is aware of the agreement between Mithras and
60 LEGACY OF LIES Salianna, and will actively defend the characters should they mention who they’re working for. The last thing the Sheriff wants is the blood of Verus’ charges on her hands; especially given his unusual and brilliant approach for finding volunteers. Durand cannot afford to risk the ire of several Cainites by attacking a group of neonates whose sires have pledged allegiance to his greatest rival. Dice pools involving this character, if needed, are primarily Physical. Al-Sayyid will assist the players if they race to catch Ngal, Black, or MacLeann and may, depending upon circumstance, arrest all parties involved for Durand’s judgement. Experienced Storytellers may assign Mireti alSayyid a clan of their choosing. Attributes: Strength 3, Dexterity 3, Stamina 3, Appearance 2, Perception 3, Intelligence 3, Wits 2 Abilities: Athletics 3, Brawl 2, Crafts 2, Intimidation 3, Melee 3 Willpower: 7 Character Goals The characters arrive seeking the painting that proves a conspiracy is at work in Durand’s court. During this night, as the truth of the plot is revealed, the characters will come to realize that what they need most is proof that Durand is not plotting to usurp Verus — at least, not this year. Actions Sneak Past Castle Guards Dice Pool: Wits + Stealth (difficulty 6) Hindrances: The character does not have Stealth (+1 difficulty); the castle guards are under Durand’s influence (+1 difficulty). Help: All — The characters have procured disguises. (-1 difficulty); the area is poorly lit, by candlelight (-1 difficulty). Roll Results Botch: The castle guards are immediately alerted to their presence, and sound the alarm hailing Sheriff al-Sayyid. The characters will then be arrested and brought to Durand for judgment. Any subsequent Social rolls involving the Toreador Prince are at a +1 difficulty. Failure: The castle guards are on high alert, and believe an attack is imminent. Additional rolls to sneak past them are at a +1 difficulty. One Success: One character has successfully snuck past the guards. Three Successes: Three characters have managed to sneak into the castle without alerting anyone. Five Successes: All of the characters have deftly snuck into the castle. All subsequent rolls to Stealth, while within the castle walls, are at a -1 difficulty. Find the Painting’s Owner Note: An alternate method of finding the painting, is to use Auspex to expose Ngal. Dice Pool: Perception + Investigation (difficulty 6) Hindrances: The character does not possess Investigation (+1 difficulty); the crowded Summer’s Faire makes it difficult to concentrate (+1 difficulty). Krisanthos Ngal: Ngal will do whatever it takes to put the painting in the hands of the Prince (+1 difficulty). Help: Robert Durand: Like Verus, the Prince wants proof of a conspiracy, and will help the characters by granting them temporary allies. (-2 difficulty). Leofred Black: If Black knows the painting is evidence that could destroy MacLeann, the vampire will help the characters. (-1 difficulty). Roll Results Botch: The characters have spooked Ngal. The Nosferatu spy leaps to the conclusion that someone has ordered his assassination. All subsequent Social rolls involving the spy result in a +1 difficulty. Failure: The characters, and their temporary allies, cannot find the painting. It is but one work of art amongst many admirers. One Success: The characters now know that a Cainite possesses the painting. Three Successes: The characters are aware that a Cainite outside of Durand’s court has the painting, and this character has the power of Obfuscate. Five Successes: The characters are aware that the culprit is a Nosferatu spy, and have inferred that the Cainite intercepted the painting with the intent of presenting it to the Prince. Impress a Cainite Dice Pool: Charisma + Etiquette or Manipulation + Politics (difficulty 5) Hindrances: The character does not possess Etiquette (+1 difficulty); the character does not possess Politics (+1 difficulty). Help:Robert Durand: The characters know how to flatter the Prince (-1 difficulty).
61 Cait MacLeann: The characters express their admiration for her beauty (-1 difficulty). Leofred Black: The characters ask the bard to sing (-1 difficulty). Roll Results Botch: The vampire is not impressed and leaves their presence. All subsequent Social rolls are at a +2 difficulty. Failure: The vampire is visibly bored with the characters. All subsequent Social rolls are at a +1 difficulty. One Success: The Cainite is curious about the characters, and isn’t ready to judge them just yet. Three Successes: The characters have made a positive impression. All subsequent Social rolls are at a -1 difficulty. Five Successes: The characters have impressed the vampire, who is more willing to hear their side of the story. All subsequent Social rolls are at a -2 difficulty. Catch a Fleeing Vampire Dice Pool: Dexterity + Athletics or Wits + Ride (difficulty 5) Hindrances: The character does not possess Athletics (+1 difficulty); the character does not possess Ride (+1 difficulty). Help: All — Durand has order the Sheriff to treat any fleeing Cainites as suspicious. Sheriff al-Sayyid and her knights will aid the characters to capture them. (-1 difficulty). Roll Results Botch: The escaping vampire has successfully ran off to parts unknown. Failure: The characters stumble and fall, and the fleeing Cainite has extended their lead by a great distance. One Success: The characters have closed the gap between them and the fleeing vampire. On a subsequent roll, the characters earn -1 difficulty to finish catching the target. Three Successes: The characters have cornered the panicked vampire, and there’s no way out. Five Successes: Not only have the characters caught up with the fleeing vampire, Sheriff al-Sayyid has successfully subdued the target. Consequences Consequences resulting from character interactions will depend upon who the characters impress, who their allies are, and how they treat the other characters. At the end of this scene, either the characters will have retrieved the painting to prove Durand was not at the heart of the conspiracy to usurp Verus or they will have a letter from Durand addressed to the Ventrue lord — or both. Once they possess the required evidence, the characters are free to return to Chester where they’ll be expected to provide Marcus Verus with an account of their travels.
62 LEGACY OF LIES Mental •• Physical •• Social •• Overview In this final scene the player characters return to Chester to report their findings to Prince Verus. Here, the final threads of the plot will unravel, rewards will be granted, and punishments will be determined by the Ventrue lord. The character interactions that took place over the course of this story will determine how Marcus Verus proceeds in the conclusion. The Aftermath will wrap up loose ends further; this scene acts as the finale to the story. Setting Held in Beeston Castle, the characters arrive to experience their first, true Elysium, which has been lavishly decorated. The English castle has now been turned into a Roman Imperial Throne Room worthy of Mithras, himself. Scarlet drapes hang from the ceiling, while toga-wearing ghouls whisk goblets of blood and trays of perfumed oils to an impressive array of guests. Many long-hair Cainites have braided their hair as a Roman noble might, and wear fine silks and ancient jewels reminiscent of a long-lost Caesar. The floor has been covered in colorful mosaic tiles depicting Mithraic bulls, as well, and large pots of fresh ferns stand in every corner. Dimly lit, the hall glows with an unearthly light, the lamps strategically placed to flatter even the most gruesome visage. At the far end of this spectacle, Marcus Verus sits idly on his throne, dressed in full ceremonial regalia with a gilded crescent of leaves upon his brow. All ranking members of his court stand at either side, including his Chamberlain, Keeper, and Sheriff, and are dressed in the robes of Roman senators or the armor of the Empire’s centurions. Storyteller Goals This is a social scene that concludes the adventure. At the Storyteller’s discretion, one last surprise is waiting for the characters. Marcus Verus Fresh from their travels, the player characters arrive in Chester toward the end of the summer to relay their findings to Marcus Verus. In anticipation of their return, Marcus Verus has called every Cainite in his barony to Elysium as a show of strength and friendship to the characters’ sires. The characters are asked to report their findings to him; then hold Elysium three nights later. This gives the Prince the opportunity to investigate loose ends and act swiftly, before guilt-ridden Cainites decide to flee or ally themselves with his enemies.
63 RECKONING IN CHESTER Marcus Verus will use his show of strength in Elysium to punish transgressors, reward loyalists, and impress a sense of majesty upon the neonates. The decisions Marcus make in this scene have far-reaching effects that Storytellers may use to run further adventures. He will, upon addressing Elyisum, reveal his plans to go into torpor and declare that they have been cut off prematurely. Instead, Verus will remain installed on the throne until he can guarantee the safety of every Cainite in the Baronies of Avalon he helped establish. The characters Marcus Verus will judge in Elysium, should they be present, are listed below, along with their proposed punishments: Merwynn Hayward Shortly after the characters left Chester, Merwynn Hayward pledged to advance her position and took matters into her own hands. If the characters revealed or hinted they were bound for Rouen to the courtier before leaving Chester, Merwynn Hayward is the Cainite responsible for hiring Min-Nefret by forging the Prince’s hand. If Min-Nefret is not present in Elysium, the truth was revealed to Verus by the assassin herself who, after meeting the characters, sent him a report believing he was her employer. For this crime, Hayward has earned a letter of rebuke to her sire, and her mentorship has been revoked. Should Hayward take this punishment badly, Verus will request that she drink one drop of Ahmose II’s blood. If the characters did not tell the courtier what she wanted, Hayward hired a vampire hunter to follow the group and, when the time was right, stage an ambush. She then used her vampiric powers to cloak her identity, a fact that Ahmose II has discovered in the characters’ absence. For this crime, Verus will treat the courtier’s actions as a slight against the characters and their sires. Hayward’s sire is to be informed, and the Ventrue courtier is exiled from the Baronies of Avalon. The Ventrue lord will then send a letter to Robert Durand, telling him to beware of her treachery, just in case the courtier decides to infiltrate his court in her exile. Verus will indicate there have been other “problems,” but will not go into great detail in front of the characters. Audrien DuBois The painter’s presence in court will act as further proof of the characters’ testimony, but his arrival comes with a price. Verus will use DuBois to warn the court that nothing escapes his notice, and will punish him for his part in the conspiracy in an unusual way. If the characters convinced DuBois to return to Elysium, Verus’ servants will proceed to display the painter’s works of art at midnight. His Chamberlain, Ahmose II, will monitor the room carefully, to gauge reactions of all who are present; Ahmose II has also subtly asked certain courtiers to wear or perform strange acts, to confirm which secret society DuBois was working for. Should DuBois spot the courtier tasting a plate of ash, he will noticeably chafe. And, in doing so, has secured his exile from Verus’ court. If the characters were unable to secure the painter’s return, Ahmose II will present DuBois in chains during the proceedings. DuBois has been thoroughly questioned, and has betrayed the identity of his employer. Verus will then use this public display to warn his court of the dangers they face, and expose the Court of Bitter Ashes and send messages to all the Baronies of Avalon, warning them of their existence. The Ventrue lord will then exile the painter, an act which ruins DuBois’ reputation he so readily enjoyed. Upon witnessing this judgment, members of Clan Brujah must resist succumbing to their tempers; they may walk out and take DuBois’ treatment as a slight against the entire clan. Leofred Black The neonate bard seeks revenge for what happened to MacLeann; he never wanted her to get hurt, he was in love with the courtier. He just wanted the Toreador to reconsider her plans, that was all. What went wrong? If the characters allied with Black, the presence of the bard should come as a shock to the characters. He will attack the them openly, in Chester during Elysium, to punish “Verus’ serfs” for interfering in Edinburgh’s affairs. The characters will have the opportunity to fend of Black’s assassination attempt, right before Verus’ knights-dressed-as-centurions swarm the bard. For openly attacking honored guests in Elysium, Black can choose his punishment: either he is to take the Blood Oath and become fully bonded to the Ventrue lord, or he is to meet Final Death for violating the peace Prince Verus has worked so hard to achieve. Despite any desire to the contrary, Verus cannot afford a public, threatening display in his court, during a ceremony honoring his guests, to go unpunished. Min-Nefret the Poisoner At the Storyteller’s discretion, Min-Nefret the Poisoner may act as a substitute for Leofred Black. By introducing this character, the truth of Merwynn Hayward’s treachery can be revealed in Elysium. Min-Nefret the Poisoner understands the laws of Elysium, but will no doubt be confused as to why Verus (who she believes hired her) asked her to kill the characters that
64 LEGACY OF LIES evening. As such, Min-Nefret carries a writ allowing their Final Death; this piece of papyrus is scented with rose-scented oils that Hayward favors. Both Verus and Ahmose II will also detect slight irregularities upon reading the letter, and Hayward will noticeably react when the letter is exposed. To deal with this conundrum, Min-Nefret will intentionally attack the characters out in the open, knowing that Verus will not order her Final Death without a full inquiry. Once Min-Nefret is detained and the writ is revealed, the Chamberlain will ask Merwynn Hayward to come forward. At that moment, the jealous courtier will turn to flee, only to face a visibly angry Prince — a rare and terrifying sight. Out of respect for the Ventrue’s sire, Verus has decided to ask him what Hayward’s just punishment should be. Until he obtains word, the courtier is removed from view and is to be staked and under guard. Character Goals Reap the rewards they justly deserve for fulfilling a favor to Marcus Verus, and try not to embarrass themselves in Elysium. Actions Avoid Social Missteps Dice Pool: Perception + Etiquette (difficulty 5) Hindrances: The characters have not satisfactorily fulfilled their sires’ favors to Verus (+1 difficulty); the characters do not possess Etiquette (+1 difficulty). Help: All — The characters have successfully completed their sires’ favors to Verus. (-1 difficulty). Roll Results Botch: The characters have made fools of themselves, and their sires will hear of their mistake. All subsequent Social rolls are at +2 difficulty. Failure: The courtiers chuckle whenever the characters pass by. All subsequent Social rolls are at +1 difficulty. One Success: The characters comport themselves properly, and have managed to impress Ahmose II. Three Successes: The characters have noticeably learned how to conduct themselves in Elysium, and have made a positive and lasting impression on Marcus Verus. Five Successes: The characters are the talk of Elysium, and the courtiers are lining up to speak with them and hear stories of their travels. No doubt, their sires will be proud when they hear how well they’ve done! Disarm an Assassin Dice Pool: Dexterity + Melee or Dexterity + Brawl (difficulty 6) Hindrances: The characters cannot shed blood in Elysium (+2 difficulty); the character does not possess Melee (+1 difficulty); the character does not possess Brawl (+1 Difficulty). Help: All — Marcus Verus regards the characters favorably. He will secretly use his Disciplines on the target. (-2 difficulty). Roll Results Botch: The assassin jumps free and combat ensues in Elysium. Further attempts to disarm the assassin are at a +2 difficulty. Failure: The characters miss the target. Additional rolls to disarm the assassin are at a +1 difficulty. One Success: The characters land a blow that forces the assassin to lose their balance. The weapon clatters to the ground. Three Successes: The assassin is knocked to the ground, and the weapon has been kicked out of the way. Verus’ guard quickly arrest the assailant. Five Successes: The characters disarm the assassin in expert fashion. They not only manage to successfully retrieve the weapon, but have also detained the assailant. This act impresses Verus, who will grant them an additional small reward. Consequences If the characters have successfully identified MacLeann as a conspirator and have procured the painting and DuBois’ testimony as proof Durand is not to blame, the Prince will send a letter of commendation to their sires. The Ventrue lord will then offer them one reward of their choice: gold, domain, a mentorship for one season, or a writ of travel within the Baronies of Avalon. If the characters have returned empty-handed, Marcus Verus will postpone the proceedings until he can hear their testimonies. At that time, Verus may use any means necessary to detect whether or not the characters are telling the truth. In lieu of evidence, the characters may have an idea whom the conspirator is; their reward, however, will be a letter of commendation to their sires and nothing more. If the characters have betrayed the Prince, Verus will send their sires a letter of rebuke. Then, he will force them to drink a single drop of his blood, the first step to securing the Blood Oath. This grave punishment is a significant act,
65 one that serves as a warning to all those who’ve dreamed of crossing the Ventrue lord. They are then ordered to remain under the tutelage of Ahmose II until the Prince is assured of their loyalty. Following the Prince of Chester’s final judgments in this scene for the characters involved, the characters are free to stay, leave, or perform another favor for the Ventrue lord who has pledged to defend his throne from all enemies, seen and unseen. Now that the characters have proven themselves, there is no telling what adventures — and deadly rivals — await them should they wish to continue their travels in V20: Dark Ages.
66 LEGACY OF LIES At the end of Legacy of Lies, the characters have likely fulfilled their obligation to their sires, and have performed a service for Marcus Verus, the Baron of Chester. No doubt, they have also made an impression on all other Cainites they’ve encountered as well, including Robert Durand, the Baron of Edinburgh. Whether or not Verus and Durand revive old grudges will be due, in part, to the actions that take place in this story. No matter the result, the Storyteller should indicate to the player characters that there are, and will be, far-reaching consequences for their actions. If the players wish to continue using these characters, there are threads that lie waiting to be picked up. What, for example, is the mysterious Order of Bitter Ashes DuBois has pledged service to? What paintings did they commission DuBois to create and, more importantly, why? Will Durand quickly put his court in order, now that he has moved to put overly ambitious Cainites in their place? And, perhaps more importantly, how will Mithras, the King of the British Isles, react when he hears this news? Or, his great ally, Salianna, the Queen of France? Experience Legacy of Lies may be completed over the course of two to five sessions. It is recommended that each character receives experience point awards at the conclusion of the adventure as opposed to the end of each session. At the discretion of the Storyteller, points may be awarded to help players purchase or increase Traits. The rules for doing so can be found on pp. 184-185 of the V20: Dark Ages rulebook. Additional points may be awarded based on the outcome of the story. Some examples are: Success: In the event that the characters’ sires have each given their childer a goal to fulfill, either on their behalf or that of their clan’s, they should be rewarded for completing that goal. Each of the characters should get an extra experience point for this effort. Danger: Surviving the hunters’ ambush (or Leofred Black’s vengeful attack in Chester) should count as dangerous for an experience point award, provided they received no help from other characters. Wisdom: Concocting a scheme to prevent violence or bloodshed whilst in Edinburgh should grant the players an additional experience point as well. Other experience points may be awarded to players at the discretion of the Storyteller for excellent, in character moments that occurred over the course of the story as well. Further Adventures Following the conclusion of Legacy of Lies, the Storyteller is encouraged to discuss the experience with their players to obtain feedback. Should players wish to continue the story, options for further adventures are as follows: Seeds of Bitterness By defending his throne, domain, and religion, Marcus Verus has knowingly confronted Audrien DuBois’ patron, the
67 Order of the Bitter Ashes. Now that the mysterious cult has been exposed, the Order is on the move. Chamberlains from Edinburgh to Jerusalem are sending dire reports of knights who roam the countryside in God’s name. Verus is concerned that the Order of the Bitter Ashes will attack his sire, Mithras, in an effort to quell the pagan religion he founded, Mithraism. Though the Prince of Chester is aware that Mithras can take care of himself, he believes that the best offense is to mount a defense by sending the characters to London with a letter of introduction. How will the religious characters react to Verus’ request? What happens when they discover a confrontation with the Order is nearer than they think? How will the characters clan elders take this new piece of news now that old favors have been fulfilled? Peace Offerings To most vampires, the characters successfully and definitively dealt with the brewing conspiracy to dethrone Marcus Verus and Robert Durand. Not every Cainite, however, is happy with their meddling. Clan Elders amongst the Brujah, Gangrel, and Toreador believe that Verus should have consulted with them before calling in private favors, and are noticably angry a notable Prince and ally has slighted them in such a manner. Now, much to Verus’ surprise, forces are amassing outside of Bath and are getting ready to lay siege. Caught unawares, Verus is planning to respond with a show of force, unless the characters step in and find out the real reason Clan Elders are upset. To do so, however, they must race to several domains in order to broker truces and settle old debts. How will the characters react when they receive a nasty letter from their sires? What will they do when they realize they’ve been used as a foil for a much bigger (and nastier) conspiracy? False-Faced Prince Though the plot has unraveled, Prince Durand can not let sleeping hounds lie. Now that the Toreador Prince has managed to get his domain under control, he has suddenly renewed interest in his rivalry with Prince Verus. Durand has one thought on his mind: expansion. Durand wishes to do for France what Verus did for England, and oddly enough, he wants the player characters to help him do it. The Toreador is so desperate, he’s even signed on to work with the Nosferatu Clan’s network of spies to contact, even kidnap if necessary, to assist the rival Prince in his time of need. Unfortunately for Durand, his actions have not gone unnoticed by those closest to him. Al-Sayyid, the Sheriff, believes the Prince of Edinburgh isn’t himself. His behavior points to a darker, more unsettling thought: an imposter sits on the throne. What are the ramifications of heeding Durand’s call? What happens when the characters confirm al-Sayyid’s suspicions? Worse, will the characters be willing to find the real Prince of Edinburgh by working an imposter?
68 LEGACY OF LIES Aisling Doyle “I will find out the truth and nothing will stop me.” “The Lord is my light and my salvation. Of whom should I be afraid?” “I find you in contempt of the law. Surrender now, or face dire consequences.” Background: In life, Aisling Doyle was the daughter of a minor Irish noble. She grew up with stories of Crusaders traveling across the world and fighting to reclaim the Holy Land. These tales lit a fire in her young heart, and when her father wasn’t looking, she convinced his knights to teach her the art of combat. When he learned of this, her father forced her to enter a convent and live her life as a clergywoman. Doyle took to this new life well, excelling at her studies and religious training. The young woman had always carried a burning desire to be part of Christ’s Church Militant, and here she was as close to her savior as she could be without joining Him in heaven. Here, too, she was Embraced at the hands of Bishop Bryan Delauney, who saw a Brujah’s fire in the girl’s passionate-and-violent nature. In unlife, Aisling Doyle maintains her identity as a nun, but her heart burns for another calling. Doyle desires nothing more than to serve as the Sheriff of Verus’ court, but fears her lack of status and vampiric age makes her unfit for the job. The possibility of representing her sire gladdens her heart, and Doyle eagerly heeds Verus’ call to root out his enemies. Unfortunately, Doyle’s goals are divided between what her sire thinks is best and what she wants for herself. As a neonate, she knows she has much to learn. Description: Doyle stands six feet tall with a powerful stance and the confidence of a woman who could kill you. She keeps her curly raven-black hair tied back at the nape of her neck, or pulled into a knot at the top of her head for the ease of wearing a helmet. Her ice-blue stare bores through those she gazes upon with the weight of her judgment. When presenting her identity as a nun, she dressed in the common black habit of the clergy. When filling a knight’s boots, she dons a fine chain shirt, helmet, and the livery of the Prince’s court. Roleplaying Hints: Aisling Doyle is well-educated and eloquent. She’s not afraid to resort to threats, knowing that she’s capable in a fight. When given a task to solve or a problem to investigate, Aisling pursues it without ceasing until she’s reached a satisfying conclusion. She will drag her coterie along with her by force if she must. She also deeply loves the teachings of Christ, though often finds them at odds with her violent nature as a person, her nature as a vampire, and her status as a warrior.
69 AISLING DOYLE
70 LEGACY OF LIES Ibrahim Ayoub “Who is it you’d like to meet? Maybe I can help.” “Tsk, tsk, tsk. It’s not a good idea to waste blood heedlessly.” “Another drink for my friend here! Please, go on, tell me more.” Background: Ibrahim Ayoub found himself this far north by way of the Silk Road, a string of chance encounters, and the gift of his Embrace. The son of merchants, he grew up around trade, currency, language, and secrets. At a young age, Ayoub learned the value of listening, of making friends, and of using those friends and that knowledge to your advantage. Favors and connections, he learned, can be far more valuable than spices and silk, and as a Cainite who has never been gifted status or domain, Ayoub knows exactly what he stands to gain. Ibrahim Ayoub made his way to the Baron of Chester’s court by way of his connections. Ayoub’s sire, a former Roman senator and close acquaintance of Marcus Verus, contacted his childe to let him know that the powerful vampire requested a favor. Ayoub jumped at the opportunity, realizing there were many contacts to be made, alliances to be forged, and opportunities to be seized. An opportunist and a socialite, Ayoub abhors violence for the sake of violence but knows how to hold his own in a fight. Where others use sharpened steel to attack their enemies, Ayoub prefers the silkiness of words and a softer touch, tools he will need when he journeys to the British Isles for the first time. The Toreador has heard many stories of the English and the god Mithras, and wonders what kinds of favors his childe, Marcus Verus, might award him. Description: Though of average height and build, Ibrahim Ayoub has a lovely face and an enchanting voice. Often, Ayoub wears clothes fit for traveling with just the slightest hint of wealth; a touch of silk here, fine embroidery there, or outerwear dyed rare and beautiful colors. He’s charming and easy to confide in: a mistake many make. The Toreador is a socialite through and through, luring unsuspecting victims with the lure of a charismatic personality and the promise of a good time. Roleplaying Hints: Ibrahim Ayoub loves beautiful people, delicious secrets, and exults in using both. Enchanting and charming, the Toreador neonate is good at obtaining the confidence of others and influencing the lost or confused into doing his bidding. If he sees a social angle he can take advantage of, he won’t hesitate to use it. In combat, the former merchant will use his appearance and enchanting demeanor as a feint to throw his victims off guard. Should the Toreador socialite fall into silence, others should take that as a sign that something has gone very, very wrong.
71 IBRAHIM AYOUB
72 LEGACY OF LIES Ellyn Bennett “If you’re wise, you’ll heed my commands.” “With all due respect, sir, I think I have a better plan.” “Trust no one. Especially not me.” Background: The daughter of a minor noble, Ellyn Bennett grew up with her mother’s influence near Sussex. She was always whispering in her ear that, one day, she might become as powerful as the men surrounding her. Then, one night, her mother’s prediction came true; a Ventrue lord visited their humble estates in the dead of winter. Feigning illness, the lord and his enchanting vassals were safely tucked away by day, only to emerge by candlelight. For three nights, Lord de Nobara sat with her, questioned her, and enjoyed her company. Then, on the fourth night, she was Embraced, never knowing the arrangement de Nobara made with her mother or the long and storied lineage of her sire. The youngest neonate of the group, Bennett struggles with her past and has yet to come to grips with her role amongst the Ventrue. She is fully aware that she is a descendant of the god Mithras, but has never met him and knows she is expected to do great things — a burden the neonate feels is too heavy to bear at times. Like other Ventrue, Bennett believes only they are fit to rule other Cainites, and has yet to find fault with the rumors she hears about the other clans. Perhaps this is the reason why her sire has been so cruel? Why send her to Chester? Why can she not remain at her sire’s side, instead? Isn’t he as powerful as Verus? Description: Tall and comely, Ellyn Bennett possesses a regal bearing: a proud face, fair skin, chestnut hair, and hazel eyes. She dresses like a courtier of high status, even when attending to more violent affairs, and is fully aware of her beauty and royal stature. Roleplaying Hints: While seemingly haughty, Bennett is also driven by a desire to build structure and bring order. She believes she is fit to rule and rule well, but does not have the experience or the training to know what being a true leader means. In her mind, Bennett has become convinced royalty is in her blood, an assumption that could make her a natural leader or put her at risk of harm.
73 ELLYN BENNETT
74 LEGACY OF LIES Tsetseg “Away with your maps. I have something better to guide you. Me.” “You bicker like jealous lovers. My horse behaves better than you.” “High Clan, Low Clan. What does it matter? We are all vampire.” Background: Born into a Mongol tribe, Tsetseg grew up on horseback, and learned to handle a bow as soon as they were strong enough to draw the string. While given a gender at birth, they felt neither male nor female, and preferred a life free from the trappings of labels. While many of their peers had a taste for civilized life, Tsetseg preferred the wilderness, the company of animals, and the open air. It was not too long after they reached maturity that their sire Embraced them and made them one of the Gangrel. Life as a Cainite suited them just fine, and their newfound powers allowed them to travel the world and see it through fresh eyes. A Cainite with an adventuring spirit, Tsetseg is well-traveled and has recently visited Jerusalem. Now, they arrive in the Court of Chester to honor their sire, Batbayar, and fulfill an obligation to Marcus Verus. Though they are a neonate, Tsetseg is exceptionally pragmatic and curious to a fault. The Gangrel has had the opportunity to observe the treatment of many Cainites and clans during their travels to several cities, villages, and the lands surrounding them, and gives them an edge other neonates envy. Description: The Gangrel neonate has a unique appearance, and has a half-shaved head and notable tattoos. They are short and thick with muscle, and move with an athletic grace. Though Tseteg is comfortable wearing the garb of the lands they travel in, the neonate prefers to dress as a traditional eagle hunter and always display their bow and quiver, even when it would be better served not to. Roleplaying Hints: Once satisfied with solitude and the company of any horse, Tsetseg has grown accustomed to seeing the wonders of the world. Curious and adventuresome, Tsetseg is new to the British Isles but knows better than to act naïve. As an experienced traveler, the Gangrel will teach other neonates what they know in exchange for knowledge of politics and inner-workings of court.
75 TSETSEG
76 LEGACY OF LIES Gareth Clay “I can tell you what you need to know… for a price” “Of course I can steal something that trivial, but I won’t do it for free.” “Everything floats downstream, my dear, and I’ll be right here to collect it.” Background: In life, Gareth Clay was an unlikable creature. Even before his monstrous Embrace, Gareth was the type to hoard secrets and valuables, while sticking to the shadows. Dour and cynical, Clay stumbled his way into the clergy, but quickly abandoned it after being caught stealing holy objects from his local friary and selling secrets he heard in confessions. His ability to remain unseen attracted the attention of his opportunistic sire, who Embraced him to broker wealth and information for the betterment of the Nosferatu Clan. Over the course of fifty years, Clay has emerged the spider at the center of a vast web, weaving a network of spies and informants, many of whom are ghouls, to trade favors with him or his clan. Some secrets too precious to sell Clay keeps in a journal, hidden in his London haven. Other details he simply memorizes and keeps to himself. Like all Nosferatu, the former priest is good at uncovering the truth and sharing that information for a price. His penchant for thievery is yet another way he shifts the balance of power by putting important objects into the right – or the wrong – hands. It is, perhaps, only a matter of time before Gareth sells out the wrong Cainite, a fear his sire shares as well. For, despite all his talents, Clay has not yet learned the importance of teamwork and the reason why the Nosferatu are a force to be reckoned with. An opportunistic neonate, Clay knows he’s disposable because he’s simply one spy of many. Thus, he strives to be invaluable, one way or the other, in all his pursuits knowing full well the sacrifices he must make. Description: The taint of the Nosferatu blood marks Gareth Clay’s face; he has a prominent brow and sunken cheeks. His mouth is a thin, bestial slit and his vampiric fangs clip over the edge of his lip. Graying, patchy skin peeks out from the folds of his monastic robes, which are stained and tattered from continuous wear. Clay moves with an unsettling motion, perhaps because his limbs have twisted or rotted. No one has ever peered beneath his voluminous clothing to find out, and likely never will. Roleplaying Hints: Gareth Clay has internalized the price of his sins in life have manifested now in death. He believes he suffers from God’s curse, and his Embrace was a just punishment. Though he is well-educated and secure in the web he’s spun, outside of his network Clay has yet to understand what it means to be a vampire, let alone a Nosferatu. Worse, Clay still values the trappings of mortal wealth, and can be easily bought. A bribe of a rare tome or a fistful of jewels is enough to get him to do any task, much to his sire’s shame.
77 GARETH CLAY
TWO PRINCES. BITTER RIVALS. AND A COTERIE CAUGHT BETWEEN THEM. Marcus Verus, the vampiric Prince of Chester, secretly prepares to go into torpor. Should his plans be made public, the Prince knows the wolves — both real and imagined — would launch an attack, threatening all within his domain. That's where you come in. Legacy of Lies includes: • Basic rules for players and Storytellers • Introduction to the V20: Dark Ages setting • Introductory adventure • Characters for players and Storytellers