Tagged pbta


The Scottish Play


Here is another of the mysteries I made for Monster of the Week.

Yes, I know Crit Show has a Macbeth based mystery, but I honestly hadn't listened to that episode yet when I ran this. I enjoyed watching my players perform little rituals to null the curse. Though you might want to change the name of one of the NPCs or you'll beset by cries of Stella throughout the session. You've been warned!

Content Warnings: witchcraft

"The Scottish Play"

Overview

A local theater is putting on Macbeth, but the production seems cursed. Unexplained accidents, strange occurrences, and even a death have befouled the local repertoire theater at the behest of a local coven of witches. The hunters must break the curse or the theater is sure to close.

Teaser

A production of Macbeth is performing a rehearsal of Macbeth Act 3 Scene 3. The First and Second Murderers are attempting to assassinate Banquo and his son Fleance, at the orders of Macbeth. The two Murderers are joined by a Third Murderer and the foul work begins. The stage fight is astounding, smooth movement, furtive parries. In the end Banquo lies dead, the director cries cut, and the scene ends. However the actor playing Banquo does not get up as a pool of blood oozes out from underneath. The bloody dagger of the Third Murderer lies besides the dead actor.

Hooks

  1. One of the hunters is an actor/stage hand in the local repertoire theater.
  2. They hear about the strange happenings on the news
  3. Flyer for the final showing of Macbeth at the local theater.

Countdown

Day The actor playing Banquo is killed during rehearsal. No one knows who played the Third Murderer during the rehersal.
Shadows During rehearsal a light fixture falls killing a stage hand; Stella receives a new letter threatening her in Olde English.
Sunset More accidents occurs at the production: e.g., small fires, people crushed to death by the fake cauldron, stage blood eating away Lady Macbeth’s skin, etc.
Dusk The production is cancelled.
Nightfall The demon possesses the director who gathers the cast and crew under the ruse of a last production. It will consume their souls instead.
Midnight The theater burns down. The witches move to another town and join another theater.

Notes

When the name of the play, Macbeth is spoken, other than as called for in the script while rehearsing or performing, results in a curse acting upon someone in the theater. To prevent the curse from occurring after an offense, the offender must perform the cleansing ritual.

The curse has been enacted by a local coven of witches angered at the portrayal of witches in Shakespeare’s play. The witches wish the play to suffer enough accidents to shut down the production.

Custom Moves

The Curse Activates: When someone utters "Macbeth" inside the theater outside of script rehearsal or performance, roll +Weird:

The Cleansing Ritual: To remedy the effects of the curse a cleansing ritual must be performed by the offender(s). The ritual includes turning in a circle three times, spitting over one's left shoulder, and then reciting a line from another of Shakespeare's plays. Lines which offer appeasement are:

Appease the Curse: When someone performs the cleansing ritual after invoking the curse, roll +Weird:

Threats

Malphas

Demon: Trickster (motivation: to create chaos)

Malphas appears as a large humanoid raven wearing tan trousers. Malphas tricked the witches into placing hex bags in the theater to enable him to possess people. As the chaos ensues his power grows and soon he will be able to possess a human fully.

Powers:

Attacks:

Armor: 1-armor (tough).

Harm Capacity: 10

Weakness: Hex bags are destroyed, big magic banishing ritual, holy weapons

Sarah Macdonald

Witch: Right Hand (motivation: to back up the monster)

Sarah is a very persuasive member of the local witches coven. She has convinced the other witches to perform a ritual summoning Malphas. Malphas had the coven to join the cast and crew of the theater under the guise of revenge for the horrible way Shakespeare has portrayed witches. She is a witch in the play.

Powers:

Attacks:

Armor: None

Harm Capacity: 7

Weakness: Human

Amy Wilson

Witch: Scout (motivation: to stalk, watch, and report)

Amy is your average middle of the road hedge witch serving as a stagehand for the production. She isn’t a firebrand, takes the backseat to more strong willed individuals, but eagerly reports potential issues to Sarah.

Powers:

Attacks:

Armor: None

Harm Capacity: 7

Weakness: Human

Megan Davies

Witch: Cultist (motivation: to save their own skin at any cost)

Megan is a witch who joined the coven believing it is a new-age sanctuary for women. She is quite freaked out by the curse and its effects. She is working in the front of the house.

Powers:

Attacks:

Armor: None

Harm Capacity: 7

Weakness: Human

Bystanders

Terry Collard

Bystander: Witness (motivation: to reveal information)

Terry is the theater manager. His primary concern is keeping the theater open. At first he was happy about the publicity of the disturbances, hoping it would increase public interest, but after Eric’s death he has turned morose. After prodding he will reveal he too has a letter from the witches demanding the shutdown of the production.

Martin Blaylock

Bystander: Skeptic (motivation: to deny supernatural explanations)

Martin is the production’s director. Martin has worked on a few productions of Macbeth before with no issues. Thus he believes the curse is nonsense used by lesser artists to drum up interest. Loves to throw shoes at people who anger him.

Elias Trenholm

Bystander: Busybody (motivation: to interfere in other people's plans)

Elias, a classically trained actor in his 40s, is playing Macbeth, utterly convinced he’s the best thing to happen to the production. Arrogant and overbearing, he inserts himself into every decision and scoffs at talk of a curse. Always half in costume and speaking in theatrical flourish, Elias might actually believe he is Macbeth.

Stella Lattimore

Bystander: Witness (motivation: to reveal information)

Stella is a local woman portraying Lady Macbeth in the play. She too has received threatening letters from the local witches coven.

Joshua Lattimore

Bystander: Witness (motivation: to reveal information)

Stella's husband. He was originally cast in the role of the Third Murderer. However, on the day of the murder of Erik Pinkard, the actor playing Banquo, Joshua was in the hospital recovering from an injury suffered on the set of the play.

Locations

The Alabaster Theater

Location: Wilds (motivation: to contain hidden things)

The Alabaster Theater is a local theater house falling on hard times. Mr. Collard has put on a production of Macbeth in hopes of invigorating attendance.

Front of the House

Location: Crossroads (motivation: to bring people and things together)

The lobby, ticket booth, foyer, and restrooms. Grand in its faded elegance, with red carpet worn thin, playbills from decades past framed on the walls, and the scent of mildew just beneath stale perfume. The chandelier above the lobby occasionally flickers, casting warped shadows that seem to move independently.

Potential Elements:

Stage

Location: Deathtrap (motivation: to harm intruders)

Where the performance happens. The house has seats in various states of disrepair. The stage features false doors, trapdoors, ropes, and the massive cauldron for the witches’ scene. When the curse is active, this entire area is alive with danger. Martin is here directing the rehearsal.

Potential Elements:

Backstage

Location: Hub (motivation: to reveal information)

Cramped hallways, cluttered dressing rooms, prop and costume storage. Magic has begun to subtly warp the space: costumes bleed colors, props hum faintly, and whispers emerge from the walls.

Potential Elements:

Catwalks

Location: Hellgate (motivation: to create evil)

Above the stage and house, a maze of rigging, pulleys, and spotlights. The air is cold and electric. Up here, shadows stretch too long, and every footstep sounds like it echoes forever. Anyone who ascends alone may not come down the same.

Potential Elements:


It's A Mad, Mad World


Years ago my first campaign was running Monster of the Week for a group of 6 friends. Yes, you read that number correctly. Yes, that was a mistake.

Anyway, as part of that campaign I came up with a few mysteries of my own along with using ones from the Tome of Mysteries. You can find them below.

I based the Monsters in this mystery on the antagonist from Asylum, an episode from season 1 of Supernatural. Be warned your milage may very as this mystery is centered around PC’s fears it won't work for every table.

Content Warnings: lose of control, suicide, mental illness

"It's A Mad, Mad World"

Overview

The group investigates an abandoned asylum and discover that when the hospital was open. In the past the patients revolted against the cruel and unusual punishments inflicted by the head doctor. While the group searches the asylum they encounter two wicked spirits who force the groups to face their worst fears and feel rage like they have never felt before.

N.B. Before the session try to gather at least three fears each character has. During the game a custom move, a Touch of Fear will be used to act upon these fears.

Cold Open

A couple of teenagers are daring each other to spend the night in an abandoned asylum. As they travel throughout the museum they are confronted by a glowing ghost who places its hands on one of the teenager's head. Cut to hours later police are on the scene and the teenager, who was touched by the ghost is in handcuffs, is being placed into the back of a police car with their hands bloody, knuckles raw, and their face wet with tears. Nearby a body on a gurney is being placed into the back of an ambulance.

Hooks

  1. The hunters hear about a violent murder occurring at an abandoned asylum.
  2. One of the hunters is tipped off by one of the police about the strange ramblings of a teenager who claims to have seen a ghost before his world went red and he woke up in the jail cell after a night of violence.
  3. One of the hunters is called by someone close to them to investigate what is going on with their child.

Countdown

Day The police show up to the scene of a murder at the abandoned asylum.
Shadows One of the cops investigating the murder committed suicide after seeing visions
Sunset More teenagers sneak into the asylum and start acting out.
Dusk Police receive numerous reports of assaults and attacks happening to people near the asylum
Nightfall The neighborhood near the asylum has fallen into violent madness. Riots in the streets, people running and screaming, shouting about invisible foes stalking them
Midnight The town has descended into chaos. In a few short hours everything and everyone will be battered and broken.

Threats

Simon Crane

Ghost: Torturer (motivation: to hurt and terrify)

Simon was an inmate at the asylum. Simon delighted in discovering other people's fears and preying on them. A burlap scarecrow with the initials S.C. stitched in can be found in the asylum.

Powers:

Attacks:

Armor: None

Harm Capacity: 8

Weakness: Rock salt, big magic exorcism, burning of the scarecrow.
Rock salt will damage Simon Crane, or prevent him from crossing a line of it. However he will remanifest if the scarecrow still exists or an exorcism has not been performed.

Dr. S. Milgram

Ghost: Executioner (motivation: to punish the guilty)

Dr. Milgram was the head doctor at the asylum before it was shutdown. During his time at the asylum, Dr. Milgram conducted dangerous and highly-controversial experiments on his patients without their consent. The doctor came to believe anger was the key to overcoming insanity. Thus he strove to drive his patients angrier and angrier so they could overwhelm their psyche and achieve sanity.

Powers:

Attacks:

Armor: None

Harm Capacity: 8

Weakness: Rock salt, big magic exorcism. Rock salt will damage Simon Crane, or prevent him from crossing a line of it. However he will remanifest if not exorcised or his bones burned.

a ghost grabbing Sam Winchester's head Someone failed a COOL roll!

Locations

NEED MORE LOCATIONS

Cedar Grove Sanitarium

Location: Lab (motivation: to create weirdness)

The sanitarium is rundown from decades of disuse and a damage from a patient riot. Hunters and bystanders should feel disoriented and off-balance while in the asylum.

Custom Moves

Bystanders

Max Burton

Bystander: Skeptic (motivation: to deny supernatural explanations)

Max is a brash teenager who does not believe any of the rumors about the dangers of the asylum. Max tries to show his bravery by convincing his girlfriend to spend the night in the asylum with him.

Fears: Being naked in front of everyone at school, being seen as weak

Vanessa Hart

Bystander: Innocent (motivation: to do the right thing)

Vanessa is high-strung do-gooder who is going along with Max despite her own trepidations.

Fears: claustrophobia, being all alone

Charles Young

Bystander: Gossip (to pass on rumors)

A sharp-tongued bully, Charles has dared Max to spend the night in the asylum to show he isn't scared.

Fears: clowns, being caught flat-footed.


Turkey Day Troubles


Turkey Day Troubles is a one shot scenario for Masks: A New Generation themed for American Thanksgiving. The scenario consists of a few beats for narrative play and two villains to face.

Opening Montage

After character creation ask each player to describe what their character is doing on patrol, and why are they out patrolling the night before Thanksgiving.

Next Scene

After each player has described what they are doing on patrol a loud explosion erupts through the air coming from the nearby grocery store. Upon investigation the PCs will see a massive hole in the side of the grocery store as Turkeybot 3000 rushes through hauling a long chain in its beak that is hooked around a pair of open top freezers full of frozen turkeys. An important NPC such as a PC's family member, friend, or crush is also at outside the grocery store at this time.

Name: Turkeybot 3000
Generation: Modern
Look: 8 ft tall robotic turkey with red eyes
Drive: To claim vengeance against humanity for the annualized turkey genocide
Abilities: Razor sharp talons; beak; Super strength;
Conditions: Angry, Insecure
Moves: Gobble up something important to a foe; Squawk about the superiority of avians to mammals; Unleash a feather barrage against a foe

Next Scene

After the villain escapes/is defeated an adult hero or an AEGIS agent connected to one of the PCs arrives on scene. The adult proceeds to chastise one PC, and praise another for their actions in the fight (shifting their labels). Allow some time for the PCs to talk and investigate.

Then the adult reveals two other stores were hit by other low level supervillains: Wishbone and The Carver. Reveal that the adult believes these incidents are connected and all three villains are likely working for the same boss. Allow the PCs time to talk and decide to investigate the mysterious boss. Have the adult help the PCs conclude everything leads to a warehouse owned by Plymouth Rock Incorporated. Strongly suggest that the PCs should head to the warehouse as other agents are busy or out of town for Thanksgiving.

Next Scene

After the PCs determine to head to the warehouse, push for a scene/conversation discussing how they are going to handle the next fight. At the warehouse it is revealed that inside is a replica of the Mayflower with balloons to lift it into the air. Father Pilgrim is on the Mayflower's deck with some minions rushing about making the final preparations before liftoff.

Name: Father Pilgrim
Real Name: Robert Bradford
Generation: Silver
Look: Late 50s, broad-brimmed brown hat, blue doublet, gray breeches, light blue stockings, and brown latchet shoes
Drive: To punish the wicked
Abilities: Musket; a squad of lightly armed Pilgrims
Conditions: Afraid, Angry, Guilty
Moves: Launch the Mayflower into the sky; Pronounce the doom of a wicked one; Release the fleet of turkey drones

Final Scene

After the fight the PCs end up back at the adult hero/agent's HQ for an exquisite Thanksgiving feast. Ask each PC what is the first thing they want to eat. Finally ask the PC what they are grateful for today.