Previously in our Vampire: the Masquerade readthrough:
- Vampire: the Masquerade first edition core
- Blood Nativity and Alien Hunger
- Ashes to Ashes
- Blood at Dawn and Blood Bond
- Chicago by Night (first edition)
Previously throughout this readthrough I have wittily jested that the true protagonists of Vampire: the Masquerade aren’t the actual vampires, but the various clubs, restaurants, bars, and sundry night-time hangouts they spend their unlives slouching coolly in. And now… we’re going to go over an entire supplement devoted to a single night club. At this point I’m no longer sure if I’m joking or if I’ve genuinely hit on a significant insight…

Yes, it’s the famous Succubus Club, Chicago’s hottest fictional establishment! If you play a Chicago campaign, chances are you’re going to be assumed to be heading here every night by default. The corners are dark, the bands are hardcore, and every single one of the patrons think they’re cooler than you. Never mind all the lore about clans and Blood Bonds and Anarchs – what the game is really about, the actual unbeating heart of it, is hanging out at a happening joint and reveling in how incredibly dark, deep, punk, and supremely not-like-your-parents you are. Everything else exists only to support that experience, I’m telling ya!
We start out with a description of the club itself. It’s owned by Brennan Thornhill, one of Prince Lodin’s many childer and exotic foreigner supreme (precisely where he comes from varies by his mood at the moment, but it’s always somewhere sexy). Lodin embraced him on his request, in return for him using the club to gather information on the Kindred who invariably congregate there. However, since everything always has a deeper level in Chicago, the club actually exists in the first place because the Methuselah Helena slept beneath it for centuries and she still has her haven there.
The establishment consists of a number of different areas. First is the regular dance floor, also known as “Reality.” Above Reality is a series of balconies where the very coolest people can stand and gaze down disdainfully on the unwashed crowd below, nicknamed “Elysium” as a Kindred in-joke. Above even that is the VIP lounge where private parties are held. And down in the cellar is “the Labyrinth,” a set of dark, winding corridors where people go to carry out sordid trysts and illicit affairs. There’s an actual list of random encounters for the Labyrinth, which is a nice touch, but I’m not sure why there isn’t one for Reality and Elysium too?
Helena’s haven is described, with a ton of fake-outs, traps, and general paranoid security measures, including a giant ghoul scorpion. She sleeps in dried-up well ringed with flame thrower traps that she has to very carefully climb in and out of each time. I kind of love how this sounds a) completely impossible for any would-be assassin to penetrate, and b) absolutely wretched. That’s vampirism for you, I guess; living forever, at the cost of giving up most of the things that make life worth the effort.
The club draws a diverse crowd. Blood Dolls (vampire wannabees, basically) are obviously common, but you also get a lot of artsy types who enjoy hanging out in Elysium and doing really great drugs. Punks and gangstas also show up, a lot of them doing business down in the Labyrinth. Among vampires, Toreadors and Ventrue are the most common guests, with Annabelle, the Toreador Primogen, being the greatest patron. It attracts more Anarchs than Elders, though; Elders and their followers tend to frequent competing hangout The Blue Velvet instead.
We get a cast of characters, some with stats, both individual ones like Brennan and general ones like Blood Dolls. Perhaps notably, we get stats for the ghoul bouncers, in case the players start something.
The rest of the book is made up by adventures that take place in, or at least heavily feature, The Succubus Club.
In Annabelle’s Party, the players are invited to a high-class get-together in the penthouse arranged by Toreador Primogen Annabelle. Every single thing about it goes wrong, though; a divorced couple who hate each other both got invited and end up causing a scene, an “art piece” gets unveiled to great fanfare but turns out to just be part of a steam locomotive, and Annabelle’s childe Sophia (remember her?) tries to adopt strip tease to Kindred sensibilities by including blood play in an amazingly tacky display that almost makes everyone involved frenzy.
Then, as the pièce de résistance, Annabelle starts playing a “newly composed piece inspired by her” on the piano, which goes fine until an attending Tremere snidely turns the notes upside down and starts playing them that way – and it’s a super-famous piece of classical music. At that point, Annabelle promptly frenzies from sheer humiliation and tries to rip the offending Tremere’s throat out with her teeth. I got to admit, that had me laughing.
Anyway, the reason for all the disasters (except for Sophia’s; she caused hers all on her own) is that Ballard (a very clever Ventrue) wants to take Annabelle down a peg, so he previously encouraged Drummond (a very dumb Ventrue) in an ill-advised attempt to make his beloved trains a cultural focus, knowing that Annabelle would publically scoff at his efforts, leaving him humiliated. Ballard then consoled Drummond and hinted ever so subtly that it would serve Annabelle right if she got humiliated in turn, leading Drummond to go around mind-whammying a variety of people to cause the flustercluck just described. Meanwhile, Ballard can just sit back and watch as two of his rivals trash each other, leaving him better off regardless of the outcome.
I love this, because it actually provides an example of just how Elders might subtly scheme against each other. In a lot of books, we just get told that vampires “manipulate” each other, but not what it actually looks like. Well, here it is. This is a subtle scheme of multiple layers, with explanations for what actual, practical actions everyone took to make it come about.
Anyway, the players can involve themselves, and maybe go to the train station where Drummond has his haven to give him a talking to before Annabelle tracks him down and does something hasty to him. Getting in involves riding a giant train set, because Drummond is a ridiculous man-child. I love that too.
In Player of Pawns, the players become unknowingly conscripted by Critias, one of the two Brujah Primogen, in his game against visiting Elder Dimitri (which he has in turn been compelled to play by the influence of the Methuselah Menele, who is trying to turn him into a stronger pawn – yeah, wheels within wheels). The players first encounter the two at the Elysium level of the Succubus Club, where they are playing an oddly ominous game of chess. Later, one of them gets kidnapped by Dimitri and thrown into a cell, where they’ll spend much of the adventure while the others are out looking for them. That sounds a bit tricky to pull off efficiently at the table, but okay.
The first night they’re captive, Dimitri will throw in a mortal with them. The cell is air tight, so the mortal will die; the question is whether the player comforts him in his dying moments, kills him themselves so he’ll have a quick death, feeds on him (hey, waste not, want not) or breaks Tradition by embracing him so he can survive (after a fashion) without oxygen. The next night, Dimitri throws in another mortal, along with an oxygen mask this time. Thus, this time the player has the choice of keeping her alive… but of course, if they turned the first mortal, now he’s a vampire too, and he’s desperate for some blood. Oooooh, that’s some quality angst, that is!
Meanwhile, one of Dimitri’s minions – a weird Finnish shaman with a brand new thaumaturgical path called Spirit Thaumaturgy – will try and fail to abduct another player, getting captured instead. The players can get the location of the captive player out of him, free their companion (who’ll be guarded by a “Hag,” which seems to be some sort of weird evil spirit thing that I don’t think is ever mentioned before or after this), and take the fight to Dimitri. If they beat him, then Critias wins the game and diablerises him. Either way, the players have been thoroughly used and will get nothing for it – such is the lot of powerless Neonates caught in the games of Elders!
In Fundamental Differences, the Succubus Club is subjected to an angry crowd of Christian protestors, secretly whipped up by Modius as proof that he is too still a relevant and powerful adversary for Lodin. What Modius hasn’t counted on is that one of the protestors is a pious guy named Terrence Coleman, who has True Faith – one of the World of Darkness’ most constantly retconned subjects, but here shown as a supernatural force that sends Brennan flying through the air when he goes out to give the protestors a stern talking to.
Brennan freaks the hell out and demands that the players help him killinate Terrence. The problem is, this is a really bad idea, because not only is Terrence protected by his mystical possibly-holy force field, but he stays close to the crowd all the time and fortuitously dodges any clandestine attempts at his life without knowing about them (e.g., if the players poison his drink, someone bumps into him and he spills it). If some injury is somehow done to him, it causes a big outcry in the days to come and gets a lot of eyes turned towards the Succubus Club to the point where it won’t make for a particularly good vampire hangout anymore. But of course, if the players don’t go along with what Brennan says, they’ll have ticked off an Elder. Damned if you do, damned if you don’t.
In Death’s Sweet Sting, an especially savage vampire-on-human murder happens at the Succubus Club, and the players are approached by a vampire hunter named Saul who claims to have been on the guilty party’s trail for a while and to need their help in bringing him down. Since he’s clearly out of all control and the police are starting to breathe down the neck of every vampire at the club (the lead detective is recurring vampire hunter NPC Gregory Stephens, so he knows damn well that this was a vampire killing, even if he can’t tell his colleagues as much), the players have every reason to help out in ending this threat to the Masquerade.
It’s actually a little more complicated; Saul is a biochemist, and he’s created a blood-born virus that drives vampires crazy and ultimately kills them. The vampire was his first test subject. The virus was meant to kill quickly, though, not make them psychotically dangerous for long periods of time while it slowly wore them down. Now he’s desperate to put the genie back in the bottle before he’s the cause of a plague of deranged super-human killers roaming the land and creating a massive human body count.
The players ultimately manage to set a trap for the killer and corner him after a wild chase scene where they get to jump between roof tops and other fun stuff. They take him down, but shortly thereafter they discover that they’ve been infected with the virus. Oooops.
So the players start developing symptoms, including frenzy checks getting harder, and so do a lot of other Kindred in Chicago. Saul comes clean, and the players find themselves having to seek out a scientist at Chicago University and convincing him to create a cure.
I like how this adventure highlights something that keeps coming up in these early books, which is how the vampire condition isn’t stable and understood. It’s a black box; vampires know roughly and from observation how their supernatural biologies normally work, but they don’t have any actual insight into why they work or how they’re even possible. When they start going haywire, they don’t know how to fix them. That’s a pretty effective device for introducing that “personal horror” that the game is supposed to be all about, and I think it kind of got crushed under the sheer weight of material later in the game’s history; when you have a gazillion different writers working on a gazillion different books, you need the rules to be ironclad or you’ll end up with a big mess. Still, a shame.
The last two adventures are connected, forming a short campaign called Child’s Play. In the first, Paper Chase, the players get handed a message by a mind-whammied courier. It’s from a guy named Herdon who’s a fence in illicitly acquired antique manuscripts, and he is inviting them to bid on a previously unknown fragment of The Book of Nod (which is basically the vampire Bible; it doesn’t necessarily contain the truth about early Kindred history, but enough traditional-minded Kindred believe that it does that a previously-unknown fragment would make a tremendous bargaining chip) who he’s got a seller for.
The message seems to imply knowledge of the fact that they’re vampires but actually, Herdon has no idea; Nicolai, the Tremere Primogen, told him that he could get in touch with some collectors of this kind of rare texts, had Herdon write the invitation, and then mind-whammied the courier into handing it to the players. The fragment is also a fake, and the sellers are a pair of vampire hunters trying to draw vampires in to killinate them. Nicolai knows that, and just wants to see how the players will react under pressure.
Got all that? Whew.
Anyway, once the players meet with Herdon, the vampire hunters – who are keeping him under surveillance – will know who they are, and will launch an attack. The players will also have to fight rival vampires who also want the supposed Book of Nod fragment. Meanwhile, Nicolai is watching and taking notes.
The second part of Child’s Play is called Grand Elusion. Nicolai, impressed with the players’ performance in the last adventure, gets in touch with them and asks them to kill Vampire Harry Houdini for him.
Yes, really. Remember how I mentioned back in Ashes to Ashes that Vampire Harry Houdini was a thing? He’s still a thing. Here we further learn that he’s a Tremere, but that he broke free of the Blood Bond to the Tremere Elders that all Tremere are required to have. How in tarnation did he do that? Ah-ah-ah, a magician never reveals his tricks! (he probably learned how from the Sabbat, though) Anyway, he goes by Ehrich Weiss these days, and the Tremere are not at all happy with him going around all sorts of un-enslaved and all, so Nicolai figures he can score brownie points with the Tremere Council of Seven by bumping him off.
So the players head off to The Cave, which is the blue-collar bar where Ehrich tends to hide out, and try to get his whereabouts out of the rough, tough bikers there. One way to do that is to beat the roughest, toughest biker in a game of chess, since he’s partial to it and it’s therefore a very MANLY pastime (and anyone who says otherwise is crusin’ for a bruisin’). I kind of love that.
Anyway, they will find out that Ehrich is supposed to be at Ye Olde Magic Shoppe, an establishment in the part of town the Kindred call “the Hive” (because it’s swarming with inferior beings, i.e., humans). The players go there, talk to the proprietor, dodge an annoying tabloid reporter who’s looking for “supernatural occurrences,” and find out that Ehrich moved on to the Succubus Club. Because of course we were going to end up there eventually, did you not see the title of the book?
Ehrich is hanging out with a magus named Gibson, who is not only drunk but also quite senile. Ehrich will tell the players that they’d be better off siding with him against Nicolai because, well, Nicolai is basically a great big jerk who considers them expendable cannon fodder (which is perfectly accurate: he is and he does). Whether they are convinced or not, Gibson’s treacherous apprentice Orloff will choose that time to send some brainwashed minions at the lot of them, trying to kill Gibson. Ehrich and Gibson flee into the Labyrinth, pursued by some more pawns of Nicolai’s, some additional vampires who have randomly chosen this time to get involved, and possibly the players depending on whether they’ve sided with or against them. Mayhem, basically.
Depending on how the whole thing ends up, the players face various consequences. Going along with Ehrich is actually the right choice here, because he’ll make good on his promises and put them in touch with some of his powerful allies in town, whereas Nicolai won’t punish them for their treachery since the whole debacle has already made him look bad and he wants to distance himself from it. If, on the other hand, they managed to kill Ehrich, Nicolai will see them as powerful tools. And what do we do with powerful tools? We Blood Bond and Dominate them within an inch of their unlives, of course! Can’t risk them turning on us.
I really love all of those scenarios. Some of them seem like they’d be a bit hard to actually run, but there is some real ambition and thought behind all of them – you can tell that the writers were trying to create deep, affecting, angsty experiences for the players, and they beautifully portray the dark whimsy of the setting. Something I especially like is how it’s not afraid to have a sense of humour; vampires can be terrifying, pathetic, or darkly admirable, but they can also be ridiculous. This, as I have touched on before, is important in a game where there is a mechanic for botching rolls.
Next up is The Player’s Guide, where, I am sorry to say, things take a turn for the worse. Stay tuned.











