Maiden, mother, crone. Past, present, future. We establish some lore about Gwynned’s mistress, the triple goddess Morrigan.
Read moreVigil: Bad Dog, Act 3
In which the occupation of Sherrydown expands; archaeological fraud is mooted; and hounds and ravens make their voices heard.
Read moreWizard theory (Vigil Backstage)
We come up with some background about magical organisations in Vigil’s England, some of which will be highly relevant to Bad Dog.
Read moreVigil: Bad Dog, Act 2
In which a threat is named; a girl ignores a warning from her elders; and Gwynned (among others) is made to feel unwelcome.
Read moreCommon ground (Vigil Backstage)
We establish some connections between the characters, including Vigil’s first canon ship.
Read moreVigil: Bad Dog, Act 1
In which local youths are hounded from their usual haunts; their elders rush to investigate; and a romantic trip is interrupted.
Read moreCustomer experience (Vigil Backstage)
Matt and the players look back at Vigil: Tourist Trap.
Read moreVigil: Tourist Trap, Act 5
A tacky souvenir shop is wrecking the high street - literally. Not everyone will still be standing after this fight.
Read moreJess, the Spooky (Vigil Backstage)
Meet Jess: shift worker, tarot reader, Spooky. Jess has always known she’s bigger than Sherrydown - and her new spirit guide is ready to help her prove it.
Read moreVigil: Tourist Trap, Act 4
Following the food truck ordeal, the team reconvenes to formulate their next move (and leave Amazement Park some damning reviews). A trap is set, but an unseen somebody has a different plan.
Read moreKincaid, the Professional (Vigil Backstage)
Meet Kincaid: sceptic, agent, Professional. A disgraced special agent kicked down to a bullshit basement detail, he just wants an easy life, but how long can his scepticism hold out?
Read moreVigil: Tourist Trap, Act 3
Gunshots echo through Amazement Park as the hunters force Jess’s thief to show its true face. But this is just a rehearsal for the true battle to come...
Read moreMelody, the Constructed (Vigil Backstage)
Meet Melody: hipster, ambivert, 200 year-old construct. Having escaped her creator, this well-meaning café owner has a tendency to come apart at the seams.
Read moreVigil: Tourist Trap, Act 2
Pulling the thread on the identity theft mystery leads our hunters to the fabulous Sherrydown Amazement Park. What horrors await them there and, possibly more importantly, why isn't it open at the weekend?
Read moreThe social network (Vigil Backstage)
Matt meets our new band of hunters as they explore their connections to one another, and to the pride of Brackshire - the picturesque Sherrydown.
Read moreVigil: Tourist Trap, Act 1
When the residents of idyllic Sherrydown fall foul to a series of strange anomalies with their personal data, an unlikely team of concerned citizens assembles to investigate.
Read moreWarming down (Vigil Backstage)
Matt and the hunters reflect on their first hunt together.
Read moreVigil: Cold Snap, Act 6
Imbued with divine flame and each carrying the mantle of the forest guardian, the hunters battle against the Winter King. Whatever happens, this isn’t going to be a quick thaw.
Read moreJinny, the Spellslinger (Vigil Backstage)
Meet Jinny: local business owner, devotee of the natural world, spellslinger. Jinny has had many names and has lived many lives. She uses her centuries of arcane knowledge to draw power from the earth beneath her feet, manipulate the elements, and fleece tourists for every penny they have. As owner and operator of the Grove of Oddities, Jinny is a well respected resident of Sherrydown and a true force of nature. Join Josh as he fills in Jinny’s character sheet with help from compère Matt and fellow hunters Dave and Ellen.
Read moreVigil: Cold Snap, Act 5
The Winter King is after a rematch. Our hunters prepare to take a stand and drive back an oncoming ice age.
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