Showing posts with label Shakesphere. Show all posts
Showing posts with label Shakesphere. Show all posts

Tuesday, September 17, 2013

Going Gonzo with John: Play within a Play

by John Belliston




Hamlet is arguable the most well know piece of theatre in the modern era. Given my natural theatrical proclivities I was most interested when our dear Pincushion announced that our next subject would be our dear Danish Prince. I wasn’t quite sure at first what direction to travel in as the obvious was so deeply enticing. There is a prevalence of death and undeath in that play that with just a little redirection could be a most profound gaming experience.

However my thoughts are forever on the strange and absurd and that was just too obvious for me. Nevermind the fine job others would do with that theme.

No, no. I would walk on paths less travelled and instead play with the “Play within the Play”.

For those unfamiliar with the play. There is a point when Hamlet hires a troupe of actors to perform a piece that is filled with the same details of his Uncle’s crimes. It is in his Uncle’s reactions that he finds guilt and eventually vengeance.

So how will one put this forth into the context of our favorite hobby?

A haunt.

Obviously.

 

The Play (CR 6)

XP 2,400

Alignment and Aura: LE (30’ by 30’ stage in the round)

Notice: DC 18 Linguistics or Knowledge (History) check to recognize the lines from the play being whispered in their ears.

Weakness: tricked by invisibility

Trigger: Proximity, Advanced Version triggered by Character with a secret.

HP: 12 Reset: 24 hours

Effect: All caught within the haunt who fail a DC 19) will save begin to act out a scene from an ancient play about a savage murder. After being attacked a new will save is allowed to break the effect. One effected character (selected at random) will attack each other effected creature until they are all dead or make their will saves. If however there is a character with a secret the haunt will always choose that character. The play itself will become a playing out of the details of their secret and they will feel compelled to silence the others caught in the haunt violently.

Destruction: Burn a script and theatrical mask in the middle of the haunt while it is active.

Monday, September 16, 2013

Monster Mondays: Royal Revenant

By Frank Gori



As we kick off Hamlet week here at The Flying Pincushion, I’m reminded of why this is my favorite of Shakespeare’s plays. Hamlet isn’t given a clearly good or evil option, he is left to pick between the lesser of two evils. Does he let his father go unavenged? Does he kill his uncle on the word of a ghost and potentially hurt his mother without cause?

He struggles with his choices and attempts to gain more information to make a choice which of course makes the situation more of a nightmare ending (spoiler alert) with everyone dead.

This monster is inspired by Hamlet’s father who is also Hamlet, I hope you enjoy.


Revenant

This once proud king is caught in a horrible state of decay and his eyes glow red with rage. His face is a grimace and his presence a commanding one

ROYAL Revenant
CR 8
XP 3,600
LE Medium undead
Init
+7; Senses
darkvision 60 ft., sense murderer; Perception +13
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp
76 (9d8+36)
Fort
+7, Ref +6, Will +7
DR
5/slashing; Immune cold, undead traits; SR 17
Weaknesses
self-loathing
OFFENSE
Speed 30 ft.
Melee
2 claws +14 (1d8+7 plus grab)
Special Attacks
baleful shriek, constrict (1d6+7)
Spell-Like Ability (CL 8th)
3/day—murderous command, charm person, cause fear
1/day—ray of enfeeblement, hold person
 
STATISTICS
Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
Base Atk
+6; CMB +13 (+17 grapple); CMD 26
Feats
Cleave, Improved Initiative, Power Attack, Step Up, Weapon Focus (claw)
Skills
Intimidate +16, Perception +13
Languages
Common
SQ
reason to hate
SPECIAL ABILITIES
Avenge Me (Su)
The slain regent may impart his Reason to Hate to a willing member of his bloodline for a period of 48hrs. This grants his heir haste and the profane bonus when confronting the killer. If the chose heir fails in this mission the heir will die unless they succeed in a DC 22 fortitude save. On death the heir rises again as a normal revenant to aid its royal counterpart.
While the heir is active the Royal Revenant is temporarily incorporeal. If the heir succeeds the Royal Revenant may bestow a permanent +1 bonus to any attribute it chooses.
Baleful Shriek (Su)
Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a 60-foot spread must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Reason to Hate (Su)
A revenant’s existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant’s destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.
Self-Loathing (Ex)
When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability.
Sense Murderer (Su)
A revenant knows the direction but not the distance to its murderer—this sense can be blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th); these abilities cannot be dispelled.