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Summary
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Welcome to Camarilla Clue: The Mystery of the Bloodstone Amulet, an evening of intrigue and deception hosted at Hill House—an elegant manor perched on a tall hill overlooking the city. This stately mansion was once the residence of a powerful Tremere, and tonight it serves as the venue for a night of cunning gamesmanship and sharp wits.
As the players arrive at the grand estate, they are greeted by the host’s entourage of ghouls, who have been assigned roles to play as the various “guests” at a lavish dinner party. The night seems to promise a blend of conversation and lighthearted social engagement, until the players are startled by troubling news—the Bloodstone Amulet, a potent relic tied to the Tremere's ancient power, has gone missing.
The players are tasked with uncovering the truth, piecing together clues to discover not only the identity of the thief but also where the amulet is now hidden. Each guest has vital information to offer, but it won’t be easy. Some may need to be manipulated, threatened, or persuaded to give up their secrets. As the night progresses, mysterious occurrences complicate the investigation: sudden power outages, ghoul disappearances, and the arrival of unexpected strangers—all of which may hinder or help the players in their quest.
The race is on to recover the Bloodstone Amulet before it falls into the wrong hands—or worse, before the thief escapes. But in the end, only one vampire, or one coterie, will emerge victorious in this game of wit, treachery, and deception.
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Mechanics
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Similar to Blood and Brambles, this is a social event where by vampires (either alone or in pairs) will gather points to unlock more information while also attempting to avoid distractions or traps.
Goal
- A successful team will be able to both uncover which of the guests (ghouls) stole the amulet and discover the amulet's location.
The Mystery Starts
- At the start of the event, all players will be given the same clue.
- Each round players would make a Wits + Investigation roll (difficulty 6) to acquire Clue Points.
- Either alone or in a pair, the team will try to reach 10 clue points whereby they receive additional information (either about the ghoul thief or the location of the amulet).
- Failure would slow down the team's progress
- A botch would lead the team down a false lead and subtract from their Clue Point total.
- Each round the players can choose whether to Interrogate one of the "Guests" (ghouls) to see what they know. (Limit one guest per team per round)
- Alternatively they could Investigate one of the rooms (see below) of the mansion for the location of the item. (Limit one room per team per round).
Deduction
- At the end of each round, teams will tally their "Clue Points" (from their initial investigation as well as what was gleaned from their guest). When they reach 10 Clue Points, they can make a Deduction (either as to the identity of the thief or to the location of the item).
- Deductions are clear bits of information regarding the mystery. I.e. "The amulet was last seen in the Library, or Mrs. White was last seen with the amulet before the players arrived".
Next Round
- At the start of each round, a Complication (random roll) is made whereby one of the guests (ghouls) have been killed potentially eliminating what bonus they would provide the teams, power goes out which will increase difficulty in making Investigations / interrogations, random strangers can show up (who may not be so random) to provide additional complications, etc.
Discovery
- In each round, teams might try to Accuse a guest of the theft or Discover the location of the amulet by announcing it to the party. "We believe that it was Mrs. Peacock who stole the necklace and she hid it in the cellar!".
- If the team is right, they win. If they're wrong, their Clue Points are reset to zero for that round and the mystery continues to unfold.
- A wrong accusation will result in increased difficulty with all guests (+1) from that point forward.
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Guests
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Roll |
Guest |
Effect
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1-3 |
Mr. Green |
- Clue Type: Identity of the Thief
- Mechanic: Intimidation (Charisma + Intimidation (Difficulty 6)
- Success: 3 Clue Points. The player successfully intimidates Mr. Green into revealing what he overheard about the amulet.
- Failure: No Clue Points. He stands firm, not willing to talk under pressure.
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4-5 |
Mrs. Peacock |
- Clue Type: Location of the Amulet
- Mechanic: Seducing (Manipulation + Persuasion (Difficulty 7)
- Success: 4 Clue Points. The player successfully charms Mrs. Peacock into divulging where she saw the ghoul with the red scarf.
- Failure: No Clue Points. Mrs. Peacock feels insulted and becomes defensive.
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6-7 |
Professor Plum |
- Clue Type: Location of the Amulet
- Mechanic: Research and Investigation (Wits + Investigation (Difficulty 6)
- Success: 2 Clue Points. The player conducts a quick search of Professor Plum's notes and uncovers valuable information about the amulet's historical significance.
- Failure: No Clue Points. The player finds only unrelated information.
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8 |
Miss Scarlet |
- Clue Type: Identity of the Thief
- Mechanic: Manipulation (Manipulation + Subterfuge (Difficulty 7)
- Success: 3 Clue Points. The player convinces Miss Scarlet to share her suspicions about the ghoul with the twitching fingers.
- Failure: No Clue Points. Miss Scarlet sees through the manipulation and refuses to cooperate.
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9 |
Colonel Mustard |
- Clue Type: Location of the Amulet
- Mechanic: Bribery (Manipulation + Streetwise (Difficulty 6)
- Success: 4 Clue Points. The player offers Colonel Mustard a favor in exchange for information about the secret passage.
- Failure: No Clue Points. Colonel Mustard is not interested in favors or money.
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10 |
Mrs. White |
- Clue Type: Identity of the Thief
- Mechanic: Empathy (Charisma + Empathy (Difficulty 6)
- Success: 3 Clue Points. The player builds rapport with Mrs. White, making her feel comfortable enough to share her observations about the attic.
- Failure: No Clue Points. Mrs. White feels that the player does not genuinely care and shuts down.
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Rooms
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Searching a room will be Perception + Investigation
Difficulty |
Room |
Effect
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6 |
Kitchen |
- Success: 2 Clue Points for success. If a player rolls 4+ successes, they find a hidden message about the amulet’s last known location.
- Failure: No Clue Points. The team finds nothing.
- Botch: -2 Clue Points for following a false lead.
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7 |
Dining Room |
- Success: 3 Clue Points for success. Success with 3+ successes reveals a clue that links a specific ghoul to the amulet.
- Failure: No Clue Points. The team finds nothing.
- Botch: -3 Clue Points for following a false lead.
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5 |
Living Room |
- Success: 1 Clue Point for success. Success with 3+ successes uncovers a hidden compartment with details about the thief.
- Failure: No Clue Points. The team finds nothing.
- Botch: -1 Clue Points for following a false lead.
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8 |
Library |
- Success: 4 Clue Points for success. If they roll 5+ successes, they find a rare tome that provides insight into the amulet’s significance.
- Failure: No Clue Points. The team finds nothing.
- Botch: -1 Clue Points for following a false lead.
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7 |
Study |
- Success: 2 Clue Points for success. A success of 4+ reveals a ledger that indicates the amulet was last seen with a specific ghoul.
- Failure: No Clue Points. The team finds nothing.
- Botch: -2 Clue Points for following a false lead.
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8 |
Cellar |
- Success: 4 Clue Points for success. A success with 5+ successes finds a hidden alcove with items previously belonging to the thief.
- Failure: No Clue Points. The team finds nothing.
- Botch: -1 Clue Points for following a false lead.
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Information
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Event:
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Camarilla Clue
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Risk:
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Level 0
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Storyteller:
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Rando
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Spheres:
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Vampire
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Timeframe:
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Early Stages
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Status:
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IN DEVELOPMENT
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RP Hooks
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How to Get Involved:
- A Test of Cunning and Influence
The Hill House event is not just an evening of entertainment, but a chance for vampires to showcase their wit, social influence, and investigative prowess. Solving the mystery of the stolen Bloodstone Amulet could elevate your status in the Camarilla, proving that you’re not only a predator but a skilled manipulator of the political games within the city.
- Bragging Rights Among Your Peers
Nothing motivates vampires like the promise of outsmarting their rivals. Outwitting others to uncover the location of the amulet will grant you unrivaled bragging rights, earning you recognition as the sharpest mind among the elite of the Camarilla. Those who solve the mystery will have proven their dominance in more than just strength—they will have bested their peers intellectually as well.
Hill House - the setting for the evening's event.
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Application
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Interested parties should @mail Rando with the following information:
- Interest: Are you interested in this event? Potentially this could be used to augment the weekly social gathering
- Availability: When could you attend (day/time preferred)
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Updates
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- Got the basic ideas and mechanics out of my head. Sending this to staff for their review / revision.
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