Merely Roleplayers
Vigil: 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.
Jinny, 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.
Vigil: 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.
Gwynned, the Divine (Vigil Backstage)
Meet Gwynned: shieldmaiden, banished warrior, divine. Gwynned was a holy warrior, a trusted shieldmaiden of the triple-goddess Morrigan. After defying her mistress she was banished to a lifetime of the mundane (in a somewhat different form) and now uses her divine skills to protect her new home. But she’d better keep her head down so as not to risk catching the attention of the Morrigan once more. Join Nat as she fills in Gwynned’s character sheet with help from compère Matt and fellow hunters Strat and Alex.
Vigil: Cold Snap, Act 4
The hunters and National Trust bystanders take shelter in Brier’s tree. As the frost creature arrives memories of an ancient battle are rekindled and Gwynned attracts unwanted attention.
Brier, the Monstrous (Vigil Backstage)
Meet Brier: forest guardian, National Trust manager, monstrous. For as long as the Rosebrier Forest has existed, so has Brier. A shapeshifting fae guardian with a penchant for mischief, they are a generally benevolent fairy - just don’t accept a ride from them when they’re a horse. Join Strat as he fills in Brier’s character sheet with help from compère Matt and fellow hunters Chris and Ellie.
Vigil: Cold Snap, Act 3
Our hunters become the hunted and a creature of ice and snow stalks ominously towards Brier’s tree. The race is on to beat it there, but it’s not going to be easy.
Cameron, the Wronged (Vigil Backstage)
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.
Vigil: 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.
Ancient history (Vigil Backstage)
Matt and our new team of hunters get to know each other and their place in the history of Sherrydown.
Vigil: 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.
The 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).
Dr 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.
Drunk 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.
Dr 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.
Playtime's over (Vigil Backstage)
The hunters look back on their adventures in the classroom and their battles against the playtime monsters.
Vigil: 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.
Graham, 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.
Vigil: 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.
Renko, 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?
Environmental literacy
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