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CHAPTERS
PROLOGUES CHAPTER 7 • † Sam: D.3 – P.80
Remove the “IF YOU HAVE HUMANITY 7” from
• †
Storybook: Toreador Prologue Introduction – P.15 • † Table of Contents
the second choice. Anyone can take that choice.
At the bottom of the page, add the instruction: At the bottom of the Table of Contents, add the following
Take 3 Boons. instruction: ACTION TOKEN #1…P.66. The page exists, but CHAPTER 14
• †
Storybook: Toreador Prologue Introduction – P.15 the link to it in the Table of contents is missing.
• † Valois Sang: D.1 – P.64
Do not set Investigation token #3 on the tile. It is setup • † E.2 – P.63 Add the following instruction at the bottom of the page:
later in the prologue. The “STUDENTS” NPC is indeed a dialogue NPC, and the “Otherwise, RESUME PLAYING”
• †
GANGREL : E.8 and E.11 – P.11 & 14 image shown on the page should have the speech bubble
to indicate that. • † Yuma McKenzie: D.3 – P.20
The skill in the description box should be ATHLETICS Remove the “THE “YUMA MCKENZIE” NPC CAN
and not BRAWL, since the combat cards “LEAP” and • ‡ Storybook: Introduction – P.45 NO LONGER BE INTERACTED WITH” instruction.
“DODGE” use Athletics. Place ACTION TOKEN #1 on the HEX shown below. It should not appear on this page.
• †
MALKAVIAN : D.10– P.15 remove the “STUDENTS” and “SECURITY GUARD” NPCs.
They appear later in the chapter. • ‡ Storybook: Conclusion – P.60
The difficulty of the skill check should be 3 instead of 2. At the bottom of the page, add the following instruction:
CHAPTER 1 If you own the HECATA EXPANSION PACK, the
HECATA character becomes playable. You may play the
• ‡ Storybook: Introduction – P.29 HECATA CHAPTER N°1 at the end of any CHAPTERS.
The first action should not direct you to E.1 specifically (as You can play Aurora at any point in the campaign, but
it is Lucianna’s page). It should read: Read your character’s this is the moment in the narrative when she appears
introduction. There are found on pages E.1 to E.8 in Montreal. From this chapter onwards, you will see
CHAPTER 2 Aurora-specific choices in the game.
• †
Machine room: front – P.103 • † Storybook: Introduction – P.59
When you investigate the crates, the two skill check The “WILLIAM” NPC is not a dialogue NPC. Ignore the
results are inverted. It should read: speech bubble on his set up icon.
MAKE A MENTAL + AWARENESS CHECK CHAPTER 15
0 TO 2 SUCCESSES: READ IN.2
3+ SUCCESSES: READ IN.1 • † Mirrors: IN.1 – P.5
CHAPTER 8 When you investigate the mirrors, the two skill check
• †
Larry the Janitor: D.3, D.5, D.7, D.8 – P.44, 46, 48, 49 results are inverted. It should read:
Larry the Janitor is never set on the tile, that is by • ‡ Storybook: Introduction – P.47 MAKE A MENTAL + OCCULT CHECK
design. The instruction to remove his standee from The action should read: “READ PAGE E.37”, and not 0 TO 2 SUCCESSES: READ IN.1
the tile should not be there, you can ignore it. “READ PAGE E.1”. 3+ SUCCESSES: READ IN.2
• †
Larry the Janitor: D.4 – P.45 • † Table of Contents • ‡ E.11 – P.54
Since Larry is never set up on the tile, you cannot Page 64 is for Action token phase I, while page 65 is for The instruction for the second choice should be “READ
run after him when he flees. Remove the following Action token phase II. When it is first setup on the tile, FINAL DEDUCTION PAGE FD.3”
instruction: the action token is in phase I. Later during the scenario,
it can, through your actions turn to phase II. • † E.18 – P.61
THE “LARRY THE JANITOR” NPC STARTS FLEEING.
Add the following instruction at the bottom of the page:
Catch him or risk a Masquerade Breach • † IN.7 – P.56 “TAKE THE “THIRD KEY FRAGMENT” #56 ITEM CARD”
The Action token is setup in phase II this time, so
CHAPTER 5 • ‡ Tiles: IN.2 – P.31
interacting with it triggers E.65.
• ‡ Storybook: Introduction – P.37 A potentially chapter stopping instruction is missing.
Add Action Token #3 on the HEX as shown in the image CHAPTER 10 Add the following instruction at the bottom of the page:
below. • † E.8 – P.73 IF ALL INVESTIGATION AREA TOKENS HAVE
The “COUPLE” NPC is indeed a dialogue NPC, and the BEEN REMOVED FROM THE TILE YOU MUST READ
image shown on the page should have the speech bubble EVENT E.2
to indicate that. CHAPTER 16
• † FD.2 and FD.3 – P.59-60 • ‡ Storybook: Introduction – P.63
Replace all mentions of “READ PAGE FD.4” with “READ At the bottom of the page, a callout is missing. It should
PAGE FD.6”, and vice versa. The page numbers were contain the following special rules for Chapter 16:
linked to the wrong branch. - At the end of the first round, READ EVENT PAGE E.3.
CHAPTER 11 - You cannot interact with the action tokens in this
CHAPTER 21
• † E.12 – P.63
The consequence here is a little too light. Instead
of taking the LOOSE ENDS card immediately, use
following instruction:
IF YOU HAVE USED THE BITE COMBAT CARD • ‡ Storybook: Introduction – P.101
OR ANY DISCIPLINES DURING THIS COMBAT, The clue tokens gained in the previous chapter lead to
A MASQUERADE BREACH OCCURS, OTHERWISE the wrong pages. It should read:
TAKE THE “LOOSE ENDS” #69 EFFECT CARD • ‡ E.7 & E.8 – P.32, 33 IF YOU HAVE CLUE TOKEN #1, you have climbed up
• † Storybook: Introduction – P.79 The action tokens are missing from the image. They the building thanks to your sorcery.
The Initial setup shows Action Token #1 and #2. These should be set up according to the image below. DISCARD IT AND READ EVENT E.1
should not be there. Remove them. They are set up later IF YOU HAVE CLUE TOKEN #2, ride the platform
in the chapter. to the top.
• † Storybook: Conclusion – P.80 DISCARD IT AND READ EVENT E.3
The part of the conclusion that teases the next two IF YOU HAVE CLUE TOKEN #3, you have used Sid’s
chapters is missing. You can refer to the conclusion card to ride the elevator.
of Chapter 22, on page 82 to fill in the blank. Read from DISCARD IT AND READ EVENT E.4
the 2nd paragraph onward, “And indeed, the next night...” F YOU HAVE CLUE TOKEN #4, brute force your way
through more of the Prince’s security.
CHAPTER 25 DISCARD IT AND READ EVENT E.2
• † E.16 – P.19 • ‡ Storybook: Conclusion – P.102
An instruction showcasing the scenario BOSS’ power is An instruction is missing regarding a special mission
missing. Add the following after setting him on the tile, you have to perform for another Kindred. Add the
but before combat begins: “MOVE EACH CHARACTER following instruction after gaining the chapter’s reward:
AND ALLY 3 HEX AWAY FROM THE BOSS.” (Name of the “IF YOU HAVE THE “VAMPIRE”S OATH” #73
boss changed to BOSS here only to avoid spoilers) • ‡ E.10 – P.35 EFFECT CARD AND INVESTIGATION AREA TOKEN
The action tokens are missing from the image. They #1 IS STILL ON THE TILE, TAKE THE “MORE THAN
• † E.25 – P.28 should be set up according to the image below.
It is unclear which deck this new, special BOSS is using. YOU BARGAINED FOR” #78 EFFECT CARD”
After setting him on the tile, add the following CHAPTER 31
instruction: “MIX THE SHARED BOSS AND BOSS #8
(ALL PHASE II) ON THE DESIGNATED HEXES”. It is shown on the following image.
anywhere adjacent to a difficult terrain token. currently missing the Phase II part.
CHAPTER 27 • † E.35 – P.60
• † Storybook: Introduction – P.91 It should be INVESTIGATION AREA TOKEN #1 and not #3
Without spoiling anything, this chapter is a rare that needs to be set up here.
instance in which going into frenzy could resume in not • † E.43 – P.68
removing a character from the tile for various reasons. The STEALTH check should be accompanied by the
As such, add the following instruction: phrase: “Quickly dash out of there”, and the OBFUSCATE
IF YOU ENTER FRENZY DURING THIS CHAPTER, use should be accompanied by the phrase: “Trust in
DO NOT REMOVE YOUR CHARACTER. KEEP the Blood to keep you hidden.”
PLAYING, BUT YOU CANNOT USE THE BLOOD
ANYMORE UNTIL THE END OF THE CHAPTER.
STEALTH MODE
• † P.50
VAMPIRE: THE MASQUERADE – CHAPTERS
TOKENS
• † P.29
Clarification: It costs 2 Movement to move on a Difficult
Terrain token, and it costs 1 to move off of it. You can end
your turn on a difficult terrain token.