Meet Cameron: Orphan, trained hunter, wronged. Something terrible happened to Cameron as a young boy that left a scar too deep to fully heal. Now wherever he goes so does his trusty axe, and behind him he leaves a trail of slain enemies. Join Chris as he fills in Cameron’s character sheet with help from compère Matt and fellow hunters Strat and Ellie.
Read moreVigil: Cold Snap, Act 2
Two members of the fae court have been brutally murdered, but by whom and for what reason? The hunters start their investigation while on the other side of the forest something ancient, cold and malevolent awakes.
Read moreAncient history (Vigil Backstage)
Matt and our new team of hunters get to know each other and their place in the history of Sherrydown.
Read moreVigil: Cold Snap, Act 1
Early morning sunlight streams down through the foliage of the Rosebrier Forest while a gentle breeze dances around The Grove of Oddities, carrying with it the scent of blood.
Read moreThe hangover (Dr Magnethands Backstage)
The drunk AF cast share the superpowers they didn’t get a chance to use in the game and reflect on a job well done (they’re way too drunk to be discerning).
Read moreDr Magnethands, Act 2
After dispatching some of Dr Magnethands’ most dastardly minions, the heroes set off to her super-secret space base to put a stop to her plans for world domination once and for all… oh, and everyone is very drunk.
Read moreDrunk in luvvie (Dr Magnethands Backstage)
The cast reminisce about times they’ve participated in what the theatre world refers to as a “wet run” while they come up with their eight suggestions for the game they’re actually supposed to be playing... oh, and Matt explains how the game works.
Read moreDr Magnethands, Act 1
A team of extraordinary heroes is the only thing that stands between evil mastermind, Dr Magnethands, and total world domination... oh, and everyone is drunk.
Read morePlaytime's over (Vigil Backstage)
The hunters look back on their adventures in the classroom and their battles against the playtime monsters.
Read moreVigil: Playtime, Act 5
Despite Graham’s magical mishap, the hunters make haste to capture the villain responsible for the playtime monster before another school day begins.
Read moreGraham, the Summoned (Vigil Backstage)
Meet Graham: accountant, 100% certified “human male”, Summoned. Excel specialist and hat connoisseur Graham is here to help you with all of your accountancy and administrative needs. If you’re lucky, he may join you down the local establishment for a pint of alcoholic refreshment and a friendly chat about being a human being.
Read moreVigil: Playtime, Act 4
As Mick, Percy and Graham engage in a bloody battle with the playtime monster, Renko makes a surprising discovery in the school staffroom.
Read moreRenko, the Flake (Vigil Backstage)
Meet Renko: DoOm operative, investigative genius, Flake. Renko is no stranger to mystery - it comes with the territory after all. But has she bitten off more than she can chew in the sleepy and seemingly-friendly village of Sherrydown?
Read moreVigil: Playtime, Act 3
Chaos ensues when Percy and Graham, left to their own devices at the school, attempt an experiment to manifest the playtime monster.
Read morePercy, the Exile (Vigil Backstage)
Meet Percy: time traveller, illegitimate daughter of Lord Byron, Exile. What strange forces have brought Percy to the small, sleepy town of Sherrydown and why does the year 1666 send a shiver down her spine?
Read moreVigil: Playtime, Act 2
After a surprising revelation from Mick’s niece, Pippa, the hunters head to the primary school to conduct their investigation.
Read moreHistory (Vigil Backstage)
Compère Matt and the cast of Vigil: Playtime introduce their characters and come up with their connections to one another - and to the town of Sherrydown itself.
Read moreVigil: Playtime, Act 1
The arrival of an unexpected traveller and a bloody disappearance at the local primary school spell trouble for the residents of the sleepy town of Sherrydown.
Read moreYour worst nightmares: Vigil, now playing in the Main House
Now playing in the Merely Roleplayers Main House: Vigil.
Read more[IPM feed drop] RPG: Beam Saber
Beam Saber is a game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their time and part and get out physically and mentally intact. Originally published by International Podcast Month and shared with permission.
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