Might be easier to have the PCs use Morano to identify an item or used as a source of information earlier in the campaign so that they already know them. Once they know them, know the bare minimums about them (they are "good") then when they see them being chased through the town there is motivation to get involved.
Once involved the guards could lump them in with the Morano's for damage/clean-up fees in the town and such which would make them (me anyway) more motivated to find who did it for paybacks for the loss of my coin as well as safety of Morano.
This is a very solid introductory quest, with a nice lead in to a bunch of other stuff. The letters were a nice touch. Call me jaded, but my players rarely make characters that go for the whole "good samaritan" hook, so you may want to consider including several other motivations for the party to become involved. Perhaps as witnesses to the crime, they are required to make a court date? If there is a law in the country that requires good samaritan behaviour if a crime is witnessed (which is why a lot of people at the scene were actually turning away or covering their eyes), then they could be charged with helping the investigation. Just a thought. Go to Comment
Consider Kyle stolen, I need a hard nosed emotionally toxic beat cop for my vampire game. I like him, he has depth and you've managed to convey a great deal of information in a few sentences. Doing some swapping around on my end, Amy was knifed by a perp, but one that was secretly associated with vampires, not that he knows that, but he knows that there is something going on, a reason the brass lets some stuff slide and other stuff gets nailed to the wall for everyone to see.